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Old 29-10-2010, 09:34 AM   #76
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a piece i've finished today early evening hours - Halloween, family crypt...

will post the finished version soon, this is just the AO pass
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Old 28-11-2010, 03:47 PM   #77
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just a small test of "texturing" a sphere and a plane... still not satisfied about how it all looks so 2d...
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Old 04-12-2010, 06:22 PM   #78
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plane - more planes - (not airport) - then symmetry, shell, editpoly, turbosmooth and i got myself a utensil :P
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Old 06-12-2010, 09:00 AM   #79
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It doesn't really look turbosmoothed?
That said; you could do without all those extra polies, I think.
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Old 07-12-2010, 09:15 AM   #80
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i have 104 poly's without symmetry, 208 with symmetry and finally 746 with shell and edit poly for edge definition

this is the screen of first planes with edit poly and symmetry - perhaps i could do with less, just don't see where to remove the division
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Old 14-12-2010, 08:40 PM   #81
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just something easy 4min fun - i should find some time to actually model something
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Old 14-12-2010, 08:48 PM   #82
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nice stuff you are putting here. i realy like the churche interior.
i agrea. you should model something more complex.
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Old 31-12-2010, 10:51 PM   #83
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wife, baby boy and unborn child are asleep, entire world is probably waiting for new years eve, and i'm in a war with hard surface, turbosmooth and pinching...

Anyhow, i loved the "dispicable me" so i just had to take a shot at modeling a few stuff from it - not that there's any real challenge, but the minions are so adorable

this is just a start, but as all starts i experienced some problem - i started with a simple 8 sided shape, fit perfectly to be smoothed with TS later on, and to fit the hands, cut into polygons and connect the dots. Pinching occurred, so i'm wondering is there any solution but to manually move few verts here and there - cause if the only way to fix it is by manually moving it - i have to be doing a more complex model where the procedure of manual adjusting takes place gzillion times...

Anyway, here's another of those dreaded clay renders, plus a wire for some inspection about hos i managed to connect it

**** forgive me for nudity - didn't get onto his clothes yet ****
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Old 02-01-2011, 12:48 PM   #84
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wanted to start making some photo realistic shots, simple but effective scenes - after a few disagreements with hair and fur, i got this, will give it a few more attempts to make it work.
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Old 02-01-2011, 01:04 PM   #85
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Hey dude,

the ball is really clean, topology wise, smooth, no pinching. Great work

With that robot dude, you just need more roundness on the main barrel. There is not enough geometry to hold the shape correctly. You still need to move some vertices here and there, but most of it can dissappear just by adding more sides to the main cylinder. 16 will be minimum, but don't be afraid to go higher
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Old 02-01-2011, 01:42 PM   #86
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cheers Zlat,
hmm and in your explanation lies my personal problem - over the past two months i really tried to not do anything in max, but learn - watch hours and hours of tuts, read books (not fiction ) and i've been honestly stunned by how some people don't care about the number of verticies and polys

now i'm not talking about low poly vs high poly, but taking about Hard Surface approach to things - and that's keep it down to a bare minimum, and keep it optimized.

And i've had max crashing even with that in mind, but with loads of geometry - even this ball took 2h to render 3000x2000.

But i will start over, and have it initially start of with more segments - this was so easy since i effortlessly made a cut for both hands...

back to the drawing board

in the meantime - i played with arch materials on a football inside max, and they are really easy to use with great effects... could use them from now on
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Old 02-01-2011, 02:29 PM   #87
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That is definitely right. Keep it to minimum. But the bare minimum is when no pinching occurs. Take cars for instance (look at Dave_cox stuff), it's basically few holes in some plates, but you can't just bend it at like two places (with two edge loops) and cut a hole in it and expect clean surface. It doesn't work that way. Topology needs to be even and spread across the surface or it can go horribly wrong
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Old 02-01-2011, 02:54 PM   #88
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yea that's why pinching around the arms with that minion confused me. i guess more segments it would still be pinching but a smaller one closer to the arms - and then some manual adjusting and that's that
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Old 03-01-2011, 01:33 PM   #89
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as for modeling fundamentals i agrea with zlatovus. ceep it optimal and clean. and as much to ceep away from pinches.
for this teniss ball i would suggest you to play with hair and fur settings. ceep both sides of hair equal and shorter hair. than cepe the spread level low cause it must be realy dence. and hair should be more thick.
as for that minion you will allways have pinching with that model unless you'll give it a few edges to suport roundness of the main body. i overpainted with red colour where you should place additional edges. and ofcourse manualy adjust them to ceep roundness.
hope it helps. good luck
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Old 03-01-2011, 03:46 PM   #90
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cheers bud

i'll agree and i'll try to remedy it today or tomorrow, just have to finish few things business wise
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