been a while.. Been Lazy.. I was going to post this in the "what are u working on thread " but bah, seem it would take too much space there, ...
all unfinished stuff bla blabla..
I want to make her suit in a post apocalyptic. feel. I have a few ideas, I just dont want to turn this into a unreal model..
omg Ya, I want to do a fucking harry Potter model, I have a few ideas, should be lame.
Lame skin i did for the headskin thread, but AHh, didnt follow the uws at all.. erm.. Ya, max wasnt open, yeah.. THATS IS..
Ill try and upate this often, its not very insane stuff so Ill post more
Replies
I like the sexy face. good meshflow too. Now finish one of these you lazy kanadian. Stop pimping half finished work.
love ur style man, good stuff
check your private messages
edit: Oh yeah, and-- great work bill, I like 'em all
hmm, I will steal this strip modelling technology and use it for... pure evil! a-ha-ha-ha
TO BAD YOURE AN IDIOT bahahahah
but seriously, how long did it take you to do each of those things, the models are awesome.
P.S.: the legs of the girl in the first picture look a bit too big compared to the upper body and head, but that might be the perspective.
Truly inspiring work, with good flow. I think I'll have to try this 'strip modeling' technique of yours once...
btw b1ll, teach me that technique. I'm bored with box modelling.
And dammit, give us a ppm to play with! You always pimp these models but never do anything with them. It's a crying shame, man!
You should update your old Santa grenade replacement for Half-Life, hehe. That model ruled! lol
It looks weird, but not if you are able to see in between the quads, and get an idea of the form that is taking shape.
When I draw, I always stick with lines. This is like drawing, with quads. Right?
/jzero
Jzero: Yeah dude, I love strip modeling, because its like sketching ur model. very different
Hollowmind : AHAH, yus future!! Yeah I need to finish a model and put it into a game, I know, ! I WIlL!!
Thermidor : yup THE BEST I SAY!
MacD : Lol Thanks dude, it work well, But ya know, each is own technique anyway, Whatever work best for u, But its nice and fun to try new one anyway
JKMakowka : Sure , but thoses are fun stuff, I feel its good practice to re-create it, find better way and faster way, better topo and stuff, And I hate working with to many vertex shit, Thats why I used the strip modeling technique anyway.
steady : AHAHAHAHAH I BLAME THE UVWRAP!! I dont know, its pretty fast, Depend if I stick to max, or end up doing other stuff at the same time Aahah
rooster : ahah Do it!! DO it!!
EarthQuake : Thanks dude, Yeah I have to finish, atleast 1
Asthane : Yup, Thanks
Asherr : AHAAHA I feel lame for posting it, but HEY
SjetvsKerrigan `: Lol its the CRAZY way Like I said a few times, its like sketching, and U dont have to mess with many vertex when u rough the proportions and shapes.
shotgun : AH!, finishing stuff is so 2004:)
poopinmymouth : Kanada! Gimme ur contacts , then Ill share skillz! AHAHA
killingpeople : !!!!!!! I forgot ur model hey, SOON,
Marine : Yup, good, I want something different then thoses unreal model and all, So yeah, good ideas.!!
Bradfordart :Thanks Dude
Yo, I probably have all my layers in some files, I could post a step by step, for that texture, if anyone want, I already did a few tho..
I could do the same with thoses models, I have the lame increment on save in max, and I save every 2 secs anyway, I could post some step..
Anyway, Thanks, Good to post again, Ill update sometimes!!
b1ll
gotta say i love em....
Would i be right in thinking the famous Joan of arc tutorial used this mdoelling method for the head?...ill try and find the link so you guys can give it a shot
john
Edit:- there we go,google translator be praised!!...
http://translate.google.com/translate?hl...3D%26ie%3DUTF-8
The way I use edge extrude, is to sketch my form,
In the joan of arc tut, he trace the major part, then make big long extrude then cut them.It end up like box modeling, too much polys, next to each other when building the form, I dont like that.
Me I dont do long mad extrude, I sketch my form in 3d, with the edges.So I dont have multiple row next to each until, until Im done with the form.
And I dont use background image..
Select edge, shift drag. In perspectivem and Screen mode!!
Voila!
I would love to see a video of you working b1ll. I find this technique fascinating. I just dont think I can get my head around visualizing it even though I can totally see that it is actually the most efficient way.
Cant wait to see some of these done!
Maybe you have a way around this? How does it work if you have a specific low polycount to hit (like 2000 triangles).
I can see how it would be a nice efficient way doing high poly however.
Hope you'll make a tut or a walkthorough of your modeling way.
See ya and keep us updated!
to Poop,
after a while you have a real good feel of flows that you won't overshoot your target, you KNOW how many edges you can use in areas so that you will end up near your target, I don't think that's it much different from box modeling in that regard, you know where to divede the edges and add more detail.
it not only was an attractive way to model, at times i can think quicker while modeling this way by thinking in planes and profiles, rather than carving from a block. it also enabled me to react on my impulses faster.
i've adapted the technique and use it when it makes sense to me, i don't let it get in the way. if i were going for a certain polycount, i would undershoot by using larger spaced strips and add and remove detail accordingly. i never model with a polycount in mind so i honestly wouldn't know - i just just shoot for a logical density.
i've shown others b1ll's work and got mixed opinions. one of my instructors shows the technique in his class just so others see know of different approaches. because he has never used it, he asked that i created these for an instructor to show to his class along with b1ll's more intersting incomplete wip models:
EXAMPLE 1
EXAMPLE 2
When i was in school all my instructors preached the box modeling method like there was no other way to do it, and for some reason I could never get the hang of box modeling, it always felt wrong to me.
I use strip for faces just because it is so much easier to me to lay out all the detail than to start out with a block and then cut it in.. I dunno it just clicks with me.
Asherr : ahah, Ya strip model is nice hey
IceWolve : ahahah, Yeah I have to do a video now hey
poopinmymouth : ahah omfg!! Nah, Try it dude, Once u get around to understanding it, You know how to get around to rough out ur model to fit the poly limit. You just visualise it. if you have a low poly count to respect, its like sketching with less line ya know.
Ramucho : Yes give it a try man, Youll see,
Equinoxx : THanks!!
TechSmith : Aahha cool!, more strip modelers!! yaaa1!
spacemonkey : ahah, Nah, its pretty fast ya know,for me anyway.
Because like I said, You dont have to handle many polygons and vertex while u rough out the shape and the proportions, U juste extrude a section, Graaa, Ill, Put up a few pictures to explain today!!
killingpeople : AHAHAH ur mad!, Your the teacher's pet I bet AHAHA Awsome model dude btw!!!!
Pseudo : ahah, yeah box modeling.. bahh
ryan77 : Thanks dude, omg U love harry!!, Ill finish it then ahah
Thanks, ILl post 1-2 picture to explain the strip modeling technique just until I do a video.!
!b1ll
@Poop - even though I'm not the slightest bit as good as b1ll with this technique and judging tri counts, I think I still have a nice understanding of what he means. I myself just study other people's work. I can somewhat depict what a 1000 tri head looks like, so I shoot for that if I'm aiming for it. If not, you can just as easily weld/add verts in there and just take a peak at the tri counter from time to time; you don't need all the detail in there at once. I've even tried using this method and a boxmodeling like method by simply getting the base head shape (my biggest trouble in boxmodeling and making it look clean) with planes then using the cut too to define more.