12-23-2011, 01:13 PM | #1 |
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Starting in 3D
So I started 3D (finally)
Will be update this thread of a bunch of spam 3d stuff i guess..hopefully get the hang of the controls. The controls makes photoshop look like its made for 3yr olds. ;/ I have to say this is probably one of the proudest moment I've spent on a computer in a very long time lol. as you can see its a teapot on a table on a floor floating in the sky.
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12-23-2011, 01:17 PM | #2 |
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Re: Starting in 3D
nice first crack at 3D
If photoshop's controls are for 3 year olds, I'm not even a twinkle in someone's eye.
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12-24-2011, 06:36 AM | #3 |
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Re: Starting in 3D
after http://www.tuvie.com/futuristic-vect...ic-super-bike/ The model is full of glitches and stuff only know how to use extrude chamfer and simple move tool atm so sorry lol. Took forever.. and then I discovered that you can actually import images into 3ds max as reference in 3d fffffffffff
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12-24-2011, 07:38 AM | #4 |
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Re: Starting in 3D
reminds me of autoCAD :'3
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12-24-2011, 07:53 AM | #5 |
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Re: Starting in 3D
That's a really good start on that motorcycle. Super sloppy, but a good start. Box extrude modeling is actually my favorite way to model things (aside from ZBrush) however I'm not so sure I would have chosen to model an entire bike in one chunk (unless it's going to be used as a game asset, then you're doing it right).
The bike itself is made up of a bunch of parts, so it's usually best to model it the same way...in parts. You should almost always drop a "Meshsmooth" or a "Turbosmooth" modifier on top of your mesh (turbosmooth has better algorithms for subdivision, I usually use that). You can then see where your model is going to need refinement, and just like your symmetry modifier, you can tick the little lightbulb icon to turn it on and off, so it's a good workflow to keep swapping back and forth between the smoothed model and the base model so you know you're doing things right. |
12-24-2011, 12:53 PM | #6 | |
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Re: Starting in 3D
Quote:
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12-24-2011, 01:26 PM | #7 |
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Re: Starting in 3D
It smooths to the mid point between two edges. I'll give an example gimme a sec.
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12-24-2011, 01:39 PM | #8 |
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Re: Starting in 3D
Standard box no smooth.
Standard box with smooth, 3 iterations. Box with extra edges added near corners. Box with extra edges added near corners, meshsmooth 3 iterations. Only the top right edge with extra edges added near the corner with smooth applied Notice how that corner gets sharper and sharper the closer the edges are to it. Like I said meshsmooth bends faces at their midpoint, so you just have to keep in mind where the midpoint is on all of your faces. |
12-24-2011, 06:33 PM | #9 |
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Re: Starting in 3D
tried fixing it but not much difference, gotta start cleaner next time..lol EDIT WIP lambo reventon took like forever before I figured out a reasonable way to do it...
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12-25-2011, 07:52 AM | #10 |
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Re: Starting in 3D
erm...box modeling a car isn't usually a good idea. Try planar modeling instead. It will make your life easier.
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12-25-2011, 09:13 PM | #11 | |
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Re: Starting in 3D
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edit was trying it out, it so time consuming that I almost died. Probably done for the day. I lied, kinda went on a bit more. I can feel my shoulders dying.
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12-26-2011, 07:11 AM | #12 |
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Re: Starting in 3D
You have SO MANY triangles in that mesh, it's going to cause a ton of problems with smoothing. Try your absolute best to avoid creating faces with 3 sides. ALL of them should have 4 or more if you can. Most of the model looks like it's quads, but that back quarterpanel is hideous and will need quite a few cuts to turn all of those tri's into quads.
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12-27-2011, 05:58 AM | #13 |
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Re: Starting in 3D
Alright got a bit of that done I will probably try it either tomorrow or day after, need a bit of break.
Need to paint something and find someone to play ping pong with. A bit deprived of just aobut everything else atm lol.
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