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3DS Max Begginer (Looking for Critique/Tips)

http://i.imgur.com/M2ZNA.png

Front/Side View

I realize in the arms and shoulder sections there seems to be illegal polygons but it's just the framework of the polygons that are under those parts. (None are actually overlapping)

This is my first real attempt at doing something of my own without the use of tutorials, so I'm absolutely aware of how much work it needs. (Never mind the fact that I still have yet to add in the hands/head)

It's supposed to be a mobile suit or a type of mech, for a lot of the outer edges of the armor I did a very small chamfer and turbosmoothed it. (Pic doesn't include turbosmooth on)

Because this is what I eventually plan to be doing as a job someday any tips/advice or even a rather harsh critique would be more than welcomed.

Aside from the required "Hello" post this is my first post on these forums. Awesome site and hopefully I'll be able to give something back sooner or later as well!

Replies

  • Aga22
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    Aga22 polycounter lvl 12
    since your mecha has a simple 80s shape, there's no use in using all these polygons, at least in this early stage, you are just torturing yourself. imagine all these parts as having a single polygon each side. you can add a chamfer by selecting the edges and using the chamfer tool in edit poly mode, no need for turbosmooth either (especially if you're aiming at a realtime model). Also, if it's a mecha, each part should be a separate object, so it can rotate...
  • AdamRodgers
    Concentrate on defining those shapes using absoutely lowest geometry, you have so many edges that are simply doing nothing at the moment and that will as stated above just make all you changes and work slower and harder. Goodluck chap
  • AdamRodgers
  • MrRik
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    MrRik polycounter lvl 7
    Sorry to say but you could better start over again. I added a paintover of stuff you need to evade next time
    6d1Zv.png
  • MrRik
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    MrRik polycounter lvl 7
    Good Luck with your model! try to use some reference so you have an idea how the model is going to be. Also making a drawing in photoshop/paper just with black and white is also a great way to take a look if your model has enough shape to speak of its own.
  • butt_sahib
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    butt_sahib polycounter lvl 11
    You should learn to start with basic primitives and not to give in to your desire to add in more polys unless you really need to.
    Start with basic primitives with a normal amount of polygons and give shape to whatever your planning to model. Then, go in and add egdes and define. Rinse and repeat

    Good luck
  • Arcke
    Working on getting rid of the insane amount of extra polys/edges I have now just to see if it's at all salvageable. I also had a much earlier save of pretty much JUST the model being boxed out so I'll likely either go back to that or restart and make every part separately like Aga suggested.

    Thanks for the input everyone.
  • superdenny707
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    superdenny707 polycounter lvl 14
    I know people have said don't use a lot of polygons, and keep it basic, but a really good way to do that, especially with mechs is to model it piece by piece rather than starting the whole thing from one primitive. This way you can get the complex shapes you want without having unnecessary edge loops. Think of creating the 3d model as you would make a model kit.

    Also, would you mind posting your reference for the model, so that we can see how close you are to your end goal as you continue posting?
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