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Organic modelling tips?

Hi all,
Typically I choose to spend my time modelling hard surface objects such as weapons or structures etc. However since I am now teaching the subject, I have to get back into organoc modelling.

My class would like me to show them how to make a dragon in 3ds max, but for whatever reason, when I try to do it myself it never works out the way I would like it to.

I think over the years I have managed to scare myself out of character work.

If anyone has any tips on where to start the model and what methods to use etc. Please let me know as this is starting to get very frustrating :/

Thanks in advance everyone!

Replies

  • sargentcrunch
  • Purge117
    I think the biggest barrier is getting used to not being 100% precise. With hard surface modeling, you worry about exact angles, making sure things are aligned and 'perfect'. For organic you need to let go of some of that and not be afraid to move things more, well, organic-ly. A lot of reference helps as well, for a dragon you could box model the basic shape, then zbrush it. Or if you are doing it all in 3ds max or Maya, box model it, then add detail and use turbosmooth to check it.

    It is tricky to let some of that go you're right :P I have tried box modelling to get the basic proportions but when it comes to the head and legs I prefer to do them as seperate geomentry and then connect them. Poly-by-poly is the way I prefer to work, but as I said I find it tricky to pick a part of the model to start on, eg the eye, mouth, jaw etc.

    And don't even get me started on setting up the mouth properly :O never been able to pull that off.

    Thanks for the post though, I will get my class to try that method to see if they get the feel of it.
  • PyrZern
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    PyrZern polycounter lvl 12
    Topology is almost everything. Just almost :P Anatomy/Proportion is.
    Depends though on what characters you want to do; aliens, monsters, animals, people or dragons.
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