Forum: 3D Modeling


Subject: Which tools are best?

Redfern opened this issue on Oct 29, 2002 ยท 6 posts


Redfern posted Wed, 30 October 2002 at 9:34 AM

Attached Link: http://www.mzzkiti.com

Ah, I intend her fingers to be quasi-toon style, three paw-like fingers and a thumb per hand. Logically, each foot-paw has four toes. Base 16, hexadecimal, would come naturally to her. ;-) The supplied image is not meant to be the final model sheet. It is actually a fusion of two drawings I made for Paul Gibbs' narrative site. I'd like Ms. Phytt to have larger, arch shaped, toon eyes similar to those of Mzzkiti. I'm debating whether to give her a button-type nose or go with the more anatomically correct inverted triangle. You can see the difference between the front and profile. I see her balanced somewhere between Lemurtek's "realistic" physiques and your Eric Schwartz inspired designs. BTW, I appreciate the compliments about my model sheet. But I see myself as a "fair to middlin'" illustrator. There exist people who draw with less skill, but there are as many, if not more artists whose talents far exceed mine. Hmm, so far, I've read three responses suggesting I try box modeling combined with smooth sub-division. Dodger gave a fairly detailed recommendation for patch modeling (based upon tools found within 3D Studio Max), but I'm afraid he lost me within the first paragraph. Please, Dodger, my comment was not meant to disparage you. If anything, my comment merely illustrates my own ignorance of those tools. Plus, I don't have the tools to feed coordinate data from the surface of a physical sculpture. I guess the next question is, where can I find some good box modeling tutorials? Actually, I've stumbled across some, but any suggestions would be appreciated. I found one that is incredibly detailed, and though it's demonstrated with 3D Studio, many of the techniques can be applied to TS. Its only drawback? It's in French! Here's the sick irony. I studied French in high school for two years, but now I can't remember a lick of it! Of course, that was some 22 years ago. Well, I guess I'd better study the "do's and don'ts" of box modeling and smooth Sub-D. Yes, I already know that quads are preferred and any differently numbered polygons can cause problems. Oy, a geometric nightmare!

Tempt the Hand of Fate and it'll give you the "finger"!