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Old 25-05-2010, 04:00 PM   #31
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i think is time u start making real props. all ive seen so far is simple cylidrical shapes. So, go!
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Old 25-05-2010, 09:02 PM   #32
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roger that!
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Old 26-05-2010, 01:45 PM   #33
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So, I just liked the idea of creating a tutorial on this topic, so I went with it

I can remember when I started that this was nowhere to found. So I will try to remember things that bugged me and I couldn't find a way to do it and cover them with next videos. Been a fun :-)

Anyway, here it is, hoe it helps (play on HD and don't mind my horrible eastern accent )

Hard surface modeling - Pencil
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Old 26-05-2010, 04:51 PM   #34
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cheers on making the video. looking it now from work - no sound, will have to w8 for that accent of yours until i get home.
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Old 26-05-2010, 05:22 PM   #35
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while we're at it, i will ask about making a thread on a model again without "profile+helix+compound object (loft)+proboolean"

examples can be found from screws to does and dont's but i'm looking at making a valve, so here's one of possible examples and outcomes that involve modeling a thread
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Old 26-05-2010, 08:47 PM   #36
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Hi there rocneasta!
Great thread you have here, but what i can say to you about improvement, is that if you receive comment like "great work", then you probably doing a wrong thing What i see in you thread, that you can do this stuff already good enough. You should open to new areas, where you can actually improve, and receive comment like "hey, its a good work but you should change this and that".

Of course most of the renders looks good, but they are very basic scenes, with basic objects, with basic lightning combined with no material tests at all.

Maybe you should combine these elements you already have, or move on to a much more complex item you haven't done already.
Like a greater project, your own room. That's usually a good way to start.. You can touch your stuff around you, and copy it into 3d with precision.

Well, of course if you are going for the speed of the modeling, like "hey i can do a spoon under 3 minutes" that is also a way, but i'm not sure its a good one.

I really didn't meant to offend you, all i want is to say something useful to you. So if you find my post disturbing, simply ignore it

Good luck!
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Old 26-05-2010, 11:05 PM   #37
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you're post is spot on - meaning to do one model per day plus work on some projects/competitions along my day job - having fun swinging in different directions, but i do need to stretch out like you said... gonna start modeling something a bit more complex tomorrow - need to finish creating exams for certification so i can scratch that obligation from my list...

cheers for dropping a note, and i will try to go above and beyond current knowledge
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Old 28-05-2010, 09:49 PM   #38
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i just solved my problem of making a thread on a model, or at least i think i have

two simple things, gonna make a old drill, so these are it's parts so far
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Old 30-05-2010, 09:47 PM   #39
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old drill!
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Old 31-05-2010, 07:23 AM   #40
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looking good mate. just wondering when you're gonna do something low poly :P
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Old 31-05-2010, 08:48 AM   #41
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Old 31-05-2010, 09:25 AM   #42
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Originally Posted by rocneasta View Post
i just solved my problem of making a thread on a model, or at least i think i have

two simple things, gonna make a old drill, so these are it's parts so far
can you explain how you made the drill bit?
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Old 31-05-2010, 09:36 AM   #43
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as soon as i grasp what's high and what's low
simple rule: low poly=realtime renderalble.

if you can stick it in a game engine and manipulate/move/whatever in realtime, it's low poly.

low poly per object can be as high as 80.000 tris nowadays.(GT5, right?)
could be less.

Gears oW's main characters were something like 10.000 tri's each i think.

so now you've now more excuses. GET TO WORK !
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Old 31-05-2010, 09:58 AM   #44
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can you explain how you made the drill bit?
I simply made a cylinder - then selected 2 quaters of total number of sides and extruded them towards the center of the cylinder. Then i deleted top faces that overlapped, bridged it into something better and corrected them to a sharp top. After that part i applied the Twist modifier, added a few more edges so Turbosmooth wouldn't make it too smooth, and voila. Not the worlds most precise drill bit but certainly looks like one.
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Old 31-05-2010, 09:59 AM   #45
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Quote:
Originally Posted by Tank[NL] View Post
simple rule: low poly=realtime renderalble.

if you can stick it in a game engine and manipulate/move/whatever in realtime, it's low poly.

low poly per object can be as high as 80.000 tris nowadays.(GT5, right?)
could be less.

Gears oW's main characters were something like 10.000 tri's each i think.

so now you've now more excuses. GET TO WORK !
It's crystal clear now !
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