Home Technical Talk

Newbie to 3D Max

Hello all, I'm new to 3D max and 3d modelling. I've watched several free video tutorials as I can but I think I am not covering all the important steps in making a model. 3D max is overwhelming. I am only using parts of the program covered in the tutorials I've seen. The rest of 3d max is unknown to me.

For anyone experienced in 3d modeling, can anyone suggest to me a good workflow? I had in mind create model in 3d max and edit away in Zbrush.

This is my concept art: Malakai

This is my head model and set up so far: Set Up

I'm having trouble with the ears and making the body so far. Will it be easier if I construct the body in Zbrush. Can anyone give me suggestions and tips?

I have other questions. Is Zbrush a program used a lot in the video game industry? Someone good in 2d art better off learning Zbrush? Any good tutorials around?

Thanks so much

Replies

  • thomasp
    Offline / Send Message
    thomasp hero character
    [ QUOTE ]
    I have other questions. Is Zbrush a program used a lot in the video game industry? Someone good in 2d art better off learning Zbrush? Any good tutorials around?

    [/ QUOTE ]

    for aspiring "next-gen" game artists: by now: yes, yes and yes: try pixologic.com for tutorials/the practical guide.
  • fogmann
    Offline / Send Message
    fogmann polycounter lvl 17
    A good workflow would be to create a decent, perhaps not even too accurate model that has good proportions and consists mainly of evenly sized quads, which will serve as a good base mesh for sculpting. Do not add small details in it, leave it for sculpting. Perhaps if you are coming to 3D with traditional art background, it could be much easier for you to sculpt the model then to model it by splitting the edges and moving the vertices. But if you are going to make low poly model and normal map it (as I assume it's what you want to do), you will eventually have to do that. However, once you have your high poly sculpt done, you can use it as a template to build the low poly around it, which will make it easier to decide where to put edges and how should they flow. You shouldn't import 2 million poly model though, as it will make modeling slow, but if you export medium resolution mesh into Max that has enough detail, you will be fine. Also, you can take a look at this thread - it has some normal mapping workflows explained.
  • Lightray
    Thanks so much for the reply,

    I am currently unfamiliar with some of the terminologies used in 3d modelling. One that I come across alot that I don't know yet is "UVW" map or something along that line. Can anyone tell me what it is?
  • Ninjas
    Offline / Send Message
    Ninjas polycounter lvl 18
    also called "mapping coordinates" This defines what way the texture will surface the model.
Sign In or Register to comment.