Hey dudes,
check my webpage and give as much ratings and comments as possible on my pictures.
Greetz Max4d BIOHey
My name is Marc Jacobs, I am 17 years old and I live in the Netherlands. My love for 3d began quit some time ago, when I first saw Toy Story. I just loved the idea that people could make a computer generated world and make it look like its real. I soon realised that with the stunning technologys of today and in the future, artist could just create a world and nobody would see the difference between this world and that one. A sort of Matrix effect. Its that idea that appealed most to me.
When I was 13 I first tried 3d Studio Max R2.5 , but rather than experimenting with it I played games like Quake and Unreal. Sometimes I would make a simple scene but it sucked like hell and I began to get bored from 3d. I was, and stil am, to lazy and thought that it would take weeks to make something descent. Playing games on the other hand was much more fun to do, so I left my 3d studio max alone for quit some time.
About a year ago I started to re- explore Max again and this time I spend much more time and gaming faded away. My love for 3d has always been there, even in my Quake 3 and Unreal Tournament period but I also thought I couldnt make such thing, because I would fail anyway, how hard I tried. But I began to understand that making something descent actually does take a lot of time and so I began to download a lot of tutorials on how to create particle effects, water, fire and more stuff like that. I always liked the idea of an exploding sun by a big asteroid, but soon I realised that my true love was to create characters. But I always thought I didnt have enough experience or I just hadnt got the talent that was needed. So I laid the character building idea away for a while and did other stuff with max like creating oranges or making a sun. Stuff like that. I also learned a lot about lights and textures, but I still didnt dare to make a character of some sort.
About half a year ago I read in an article that a group of young game developers neede people with 3dsm experience so I volunteered. Unfortunately for me at that time, they wanted me to make models and that was just the one thing I had absolutely no experience in. So, very determened, I turned to the 3dcafe website and dowloaded a lot of tutorials about moddeling and I came to realize that the method called box modeling was a very easy and fun way of creating a game character. But the ony tools I used were extrude and bevel. So the models were still a bit rough and had a relativly high poly count. And after creating eigth different game models with poly counts between 2000 and 5000!! I realized that creating high poly characters would be more fun because of the no restriction formula. The higher the poly count, the better. I asked a lot around and finaly I came to realize that the cut tools is the magic part of moddeling.
So on day, about two months ago, I sat down on my big ass, started my 3d studio max programm and began moddeling, with no concept sketch at all. Then one and a half month later, about 25 hours( schools is taking very much of my time) I finished my first complex poly character, with no name. It is the model that you see in my gallery named creature. I think it look quit nice for my first one and I intend to make lots more.
Right now I am drwaing and learning anatomy. I am drawing new concepts of heads because they are the most important part in a character.
Well. This is about it. There is nothing more that I can inform you about me and my moddeling history but there is one thing I can insure you guys, I intend to use my programms to its limits and become one hell of a moddeler.
And BTW, dont forget my motto and golden rule, because I can say it out of experience. Even if you dont have talent, like me, remember this: One can achieve very much, if one sets its mind to it
See you later folks,
Greetz Max4d
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Comments (4)
m25yucka
Nice idea you have there. You will need to work on lighting if you are going for a realistic lighting scenario. Because of the additive nature of lights, you have washed out the subject of your image. I have recently worked in a video studio with lighting setups a little like this and although everything is bright, the subject is still very detailed and not washed out. First thing is first: 1. Tone down on the volumetrics for something like this. While dust will reveal light rays, it probably would be very undistinguishable. Especially with the light coming from the window. 2. Set a couple of lights so that they do not cause a specular highlight, just light up the object. 3. Lower the multiplier on the non- key lights. 4. Use Falloff on the lights so that your lights will dim as they get further from the light source, like in real life. 5. Since this is an inside scene, try to fill up the room with light. Max lights do not act realisticly. Use a bunch of lights to simulate a room lit by daylight coming through the window, and also the rest of the lights filling up space. Observe the world around you. On a sunny day, go into a room that faces the sun. turn off all of the lights and open the window. See how some light reaches all but the very deepest corners of the room. Don't get me wrong it is a good start, but getting into good lighting habits now, will help you immensly in the futer. good luck
R055
volumetric overkill, a very common mistake.
max4d
thanks for the comments, ill keep them in mind :)
Gregorian
Nice lighting.. the light from the window is too strong to be real.. anyway.. keep going! very good! :)