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#1 |
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Registered User
Join Date: Apr 2003
Location: San Mateo, California
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after messin around with maxes box modeling-meshsmoothing i just can seem to be able to model any thing good
now can any one be kind enough to show me a few good boxmodeling tutorials?thanks yall PS. u dont pelt newbies with trash and rocks? right?!right? ![]()
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Who ruined it? You did! Now grab a notebook and a pen Start taking notes, I'm being everyone who's on the top You think we're on the same page - but, no we're not! I'll be the man, watch your backpack and the pencils Just like he now flippin it, why you just keep it simple? -Deftones |
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#2 |
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Join Date: Apr 2003
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#3 |
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I know what it is like being a beginner and not understanding how to design 3D objects.
www.3dbuzz.com has some free video tutorials on getting started with 3dsmax + maya... this is ideal for a newbie like yourself and getting to learn the program. www.3dtotal.com has some good tutorials to learn some amatuer - professional techniques but I feel not the best if you are just starting out. start posting what you can do so far and we will work from there ![]() |
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#4 |
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You'd find you got pelted less if you posted in the correct section. Wip is for showing work in progress, this is being moved to general cg discussion.
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#5 |
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Murdoch? That crazy fool!
Join Date: Oct 2002
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Panic, it crept up my spine like first rising vibes of an acid frenzy. All these horrible realities began to dawn on me. Here I was, alone in Las Vegas, completely twisted on drugs.. Liv www.lastgreatwar.net |
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#6 |
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Registered User
Join Date: Apr 2003
Location: San Mateo, California
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well thanks for the replys and thank god for pelt-proof vests
,my problem with the tutorials is that they show u this cube they exturde a few faces and BAM! they jump to a complex model without giving any details as to how that was done! and thanks for the heads up as to where to post quetions!
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Who ruined it? You did! Now grab a notebook and a pen Start taking notes, I'm being everyone who's on the top You think we're on the same page - but, no we're not! I'll be the man, watch your backpack and the pencils Just like he now flippin it, why you just keep it simple? -Deftones |
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#7 |
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What are you having problems with and I can try and help you out the best that I can
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#8 |
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Registered User
Join Date: Apr 2003
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ok lets say i wanna model a tree i just can seem to be able to get any detail on it(eg: thin real lookin branches) , i try to like weld vertexes but it ends up getting all spiked ...
how can i weld then w/ out getting them all messed up and how can i cut edges and make new faces w/ out taking away the smoothness of the model... heres a pic of how far i got while tryin to make a tree
__________________
Who ruined it? You did! Now grab a notebook and a pen Start taking notes, I'm being everyone who's on the top You think we're on the same page - but, no we're not! I'll be the man, watch your backpack and the pencils Just like he now flippin it, why you just keep it simple? -Deftones |
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#9 |
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First I create my box and make it very simple eg.
length, width, height = 10, 10, 10 all segments = 1, 1, 1 If you need more, then make more but with the use of the following tools you can add more if neccesary at any time. I then convert the box into an "Editable Poly" which provides alot more options over the standard "Editable Mesh"... I have highlighted the additional options: Extrude: will allow you to grab a face or many faces and pull this out to create a new segment. Cap: if you delete a vertix or a border and you suddenly have a blank area then you select the border around the missing area, click cap and it will apply a face into that spot (very handy) Chamfer: Is more to answer your question, your detail is very basic because of lack of vertix'. Chamfer is used when you select a border, it will take that border and split it into two borders, which helps make sharp corners and is very noticeable when using meshsmooth. Collapse: I use this over Merge as it will connect many vertix's and connect them. Note it will place the connected vertix in the middle of the both vertix's Attach + Detach: Allows you to connect other objects to the current selected object which is handy if you are designing a head and the nose seperatly and then you wish to join them together ![]() I am no way near as good as some of the other people here, but want to help you the best that you can as I have found others who post here do not help you at all and use this forum to show off rather than share knowledge and ideas with each other ![]() Hope this helps you... Keep it you your tree has potential ![]() |
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#10 |
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Join Date: Apr 2003
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thanks man!
im workin on the model and the tips are realy helping, ive got this problem how ever with mesh smooth as u can see in the pic ive tryed to soft select the vertexes and move them but that ened with real ugly results,any ideas?
__________________
Who ruined it? You did! Now grab a notebook and a pen Start taking notes, I'm being everyone who's on the top You think we're on the same page - but, no we're not! I'll be the man, watch your backpack and the pencils Just like he now flippin it, why you just keep it simple? -Deftones |
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#11 |
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Guest
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Using the cut tool (which creates lines + vertix) create the new following new lines. In meshsmooth mode if there are any patchs that means that there are vertix's floating around. Delete these and use the cap tool to get your edge back...
On your branch, select the lines around the base and apply a chamfer which will split the lines into 2 lines, making a lot nicer result when going into meshsmooth. Note, you may need to remove meshsmooth completely and reapply this to your object again as I have found it does not always give you the correct result after you have made any modifications to your model. |
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#12 |
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Guest
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This might help you to understand more ???
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#13 |
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I have a question about chamfering, what dictates how sharp the line will be after meshsmooth?
Is it how small the chamfer is made? Or for a sharp line do small chamfers multiple times? |
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#14 |
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I think the rule is the closer the lines the sharper the edge.
But if you want mega sharp then example making a door on a car. I actually detach the door, apply a chamfer to the edges of the door and then attach it back to the car, making a nice sharp edge when viewed with meshsmooth ![]() Does anyone else think differently ? |
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