Well here is my first attempt at making a model from scratch. I have made this in Milkshape 3D vert by vert, face by face. Still a work in progress. I opened a 3D package for the first time about two months ago and have had no lessons, I figured all this out on my own so tips and constructive criticisim is welcome
I am still working on the nose and will make the rest of the body too once I get the face right
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I am completely new to this so I need a lot of tutos lol
Here are the wires.
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
[edit] Wow, great tuto No wonder I was having such a hard time, Milkshape does not have cuts functions so I was creating the geometry one vert at a time. I guess I will have to see if I can do it in blender. I will be getting 3DS MAX when I move to Bulgaria so it should be easier.
I looked through the Tuto aesir posted and figured out a way to do it in milkshape so I will post my results up tomorrow Its 2:39am here so I gotta get some sleep, last time I blinked it was 10:20pm......
Having some fun with it now. I am using some pics of the wife (only victim I could get hold of )
Thanks for all the tips
End rant
Here is what I mannaged in MS3D before I lost it and went on a spending spree. I can't go any further without it looking like a cats digestive tract so I guess its back to square one, hopefully Max 8 will work better for me, now to learn how to work it lol.
[edit] OK, I figured out how to reverse vertex/face order, it was staring me right in the face
Anyone on the background pic zooming with the model? I just can't do any detail work ATM cuz when I zoom, only the model zooms and the backround remains the same
You can flip your polygons in epoly mode by selected the faces and choosing 'flip normals' from the quad menu (right click)
Set the background to match Bitmap, I think that'll do it.
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How do I do that? Sorry, I just got max and I am a complete noob lol
if so- load the map in to a material (tick show texture in view port button(bellow material viewr)) and assign it to a plane, add a UVW mapper modifier to the objects stack and scale to bitmaps size (use tool) then possition behind model.
hope that helps
Zbrush ROCKS, I have WAY overspent my budget this month
Still, its worth it. Zbrush is right up my street, I way prefer using brushes and the like to creating faces and verts. Now I can just make a simple vaguely the right shape model and do all the work in Zbrush, its so much easier for me I will post up my work once I have it presentable
I just make a plain. Put the image on it, and give the plain the lenght and width of the img. You dont realy have to put any modifiers on it.
I have WAY overspent my budget this month
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No kidding! On max and zbrush alone you exceeded half the average Bulgarian per capita! For non-profit work I might add.
Europe, here I come lol
Man, this is a lot harder than it looks but still easier than I thought..... if that makes sense :P I am making progress, I am trying to make a demon like creature, just started. The face is a bit too much for me at this point so I have put it on hold till I have learned enough to do it right. The demon gives me some creative licence so I can make more mistakes without it looking terrible
Texture
Bump
you could have just for example had 1 square concrete texture on the page and mapped the stone bits to that using overlapping uv's.
also why would you need to have different wood for the top part of the bench?.
I am sure you could have got away with using one big one if you mapped it sensibly.
SupRore - How do you make a spec map?
Ruz - I mapped it like that so that I could have a bit of variety in the individual planks and also for practice mapping in segments. I could have easily mapped one plank and cloned it so it took less texture space but I wouldn't have had the extra practice. I will make another unwrap of the bench like you suggested though
AlsoI did n't mean 'one' plank, just one section with planks, not 3. They are not really different enough to warrant the extra uv space
^ As you can see, he provided an awsome screengrab for ortho purposes.
Here is what I have so far, about 4 hours in. Crits, as always, welcome
Sorry about the crappy presentation, I am tired..
Just doing the symetrical base details ATM then I will move on to the horns and ears. Once I have collapsed and welded the to halfs I will add some nonsymetrical detail to give it character. So far its sitting at arround 1500 tris.
i ask only because you're modeling in wrinkles and stuff in an old school fashion and that seems needless. if you're doing this just to practice, that's purpose enough. something like this will prove to be a great challenge but if you're aiming for a finished model, i'd try a more simplistic detailing approach whereby you would either add detail with your textures, or by using a 3d painting app.
-kill
Thanks for the reply.
Any tips on how to add neat details?
Now its on to finishing the neck and chin, then ears...
Now to remove some symatry. Any ideas?
Any tips on how to add neat details?
Now its on to finishing the neck and chin, then ears...
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Xaltar I think the details you're referring to (like wrinkles and ridges etc?) are what KP meant when he said you should add those either in the texture or in a sculpting program like zbrush. Unless I'm seeing something wrong, you are adding these details with polygon cuts and extrusions, right? Thats going to be a timeconsuming, laborious process for a detailed organic model like this one.
personally I think you're much better off following KP's advice. It doesnt seem like anyone models organic detail this way anymore... do they?
Aside from workflow issues, I think the model needs more attention paid to the corners of the mouth and eyes. There's more complexity to those areas than what your model's showing so far.
Man, I just looked back at the first post I made here
Thanks for pointing out the mouth and eyes, I was so caught up wasting time I completely missed it I think I'll cut out most of the detail I added with the cuts and use the pollies to define the eyes and mouth better
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Man, I just had a look at the first post in this thread again I can't believe I have learned so much in just five months and I had no PC for over a month in that time. Thanks a load for all the help guys, couldn't have come this far without ya
I am going to call the model side of things done on this guy and get on to the UVs unless someone has some good tips on making it better. I will also be doing a body for him seeing as he came out a lot better than I thought I was capable of I am going to do him with spec and diffuse only so I can get some practice at painting textures, if anyone has some good painting tutos I would be most apreciative
Now to find some good demony body refs...
Spark
So far I'm happy with the meshflow, no ugly bumps or pulling anywhere, that I can see at least.. This is by far the best I have been able to do to date. I have gone back and removed a lot of the details and cleaned up the flow of the mesh and have started to block out a body for him. I'll post some progress shots once I have something less embarassing to show, my body is a mess so far, I need some good refs..
Does anyone know where I can find a good set of muscular refs?
Headshot
Body with some tweaks, a tail and hands. Still a lot of work to do and proportions to fix but its getting there.
C&C welcome
Update
I've been busy redoing the body. Still a long way to go but hey, I'm learning every step of the way, which is great but it means things take longer....