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3D Modeling F.A.Q (Last Updated: 2024 Nov 24 8:50 pm)
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Nice job ! Thanks loganarts teph royolo all for adding to this and to all that posted there tries i think that this is something great we can turn thos forum inot as long as people are actualy getting involved lets see a few more tries from people get thos pics up here and we will start something new next week !
Yeah everyone, this is very cool! I'm sure most of these techniques could be applied to most modeling programs woth their salt. Thanks Tephladon for that amazing series of screenshots! I'm still working on mine. I have to keep starting over with the modeling of the lid area. Not an easy thing for me, organic modeling, but I'm learning more along the way, so it's definitely worth keeping at it. :)
I was wondering what's the benefit, as you see it, for creating only 2 curves to loft, and then using "InsertKnot"? I'm still working on this, but it suddenly occurred to me to try it with 5 curves, each one a little smaller than the other, and then lofting them. I'm having alot more success that way...much easier for me. But, I'm thinking you're seeing some advantage to doing it that way that I'm not, and was curious what it might be?
heyas mike, i learned, using poligon method that the best thing to do when u start a new model is: KEEP IT SIMPLE, AND THEN ADD DETAILS AS NECESSARY i lofted 2 curves only because i can visualise exactly where i want the next row of cvs.... i usually create a very low res surface(actually the whole body) and the will go adding knots as i feel like it. But thats just me.... actually that eye i did is the first model in NURBS in months!!! i dont know whatmethod id be using if i got deeper into it. Ultimatelly, i use very few curves to loft so i can have more control and organization over my model. thats it.... hope it helps:) loggie
OK, thanks. :) I see what you're saying: It's the idea behind keeping the polys under control and at a reasonable level. In other words, having many where you need them, but few where you don't. That's the thing with me and organic modeling.... I often ignore "the big picture", in favor of making it easier for the smaller parts. Your way is definitely better for ending up with a good, usable model that isn't way too heavy with unnecesary polygons. With those NURBS surfaces, it is, in fact easier to add more control points where needed, than it is to subtract them and change the whole shape. Rather, it makes more sense...not necessarily easier. I guess it takes paractice. Thanks for the insight. :)
Looks good Rich, maybe a little too orange though. As for me, I lost my model and my completed texture in my reformat from the other day. I could have sworn I had all that stuff copied on to one of my other drive partitions, but, I guess I never moved it off the C drive. I was moving so many files and burning stuff to CD before I began reformatting, I guess I didn't notice. Damn, I knew I should have posted the texture here! So, I'm starting over.
trav, tell us how you made this eye texture..specifically the iris part. Did you paint each line or did you get radial blur to do it in photoshop or what? Radial blur isnt doing it to suit me (it does too much) and painting those lines individually will result in a really bad effect (at least for me) suggestions? BT
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