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 (2)
SeanE
I like this one the best of your gallery so far
soheil
Like this one a lot. Makes you look a bit harder to know what the geometry of the "ball" in the middle looks like. Great work |:D