Hey guys. I'm
illy. I'm new here and I have just recently started learning how to work in 3D Studio Max. I'm not taking any classes or anything. Just picked up the 3DS Max bible and am looking for random tutorials online. I've only been tinkering with the program for a couple months so far. My hope is to gain the skills to one day get a job within the gaming industry as an environmental/level artist.
Anyways, i'll try and post things up in this thread frequently so I can get some good critiques and help from all of you talented folks within this great community. I'll be looking forward to getting my butt kicked around from you guys!
P.S. If any of you are willing to take a look at the 3DS Max models of any of these for a deep critique / tips and help, let me know and I will e-mail them to you. Of course, i'm sure most of you are too busy for that kind of help. But if anyone could, it would be deeply appreciated.
Replies
Here is the model I made for it. It's not fully complete as I did not know how to go about creating the small things seen above the doorway and I did not know how to handle doing the jutting concrete bricks/slabs on the sides of the building. Anyways, here it is:
And here is my noobish model:
Anyways, here are a couple of things I got through, the 'UAV' and the 'Mouse Trap'. Critique away please.
And I have a few questions. First is about optimizing polys you can not see. If you take a look at the next image, it shows a portion of the lighthouse that is being covered by the small house on the side of it. As you can see, I deleted a few polys from the bottom part. Is that all that is needed to be done, or do i need to delete more than that by cutting the existing polys?
Another question is about a method that I used while modeling the windows at the top of the lighthouse. That section was a bit confusing for me as my cuts and extrudes did not seem to like each other and certain verts had to be manually moved one by one in order for it to look right. I did one window by hand, and instead of extruding and cutting the other 3, I basically made a copy of all the polys in the window and set them as another element. Then, i simply lined up the verts and edges in the next window spot and i collapsed the verts at all of the intersecting points. Basically just grabbed a chunk and sort of patched it somewhere else.
My question is, is this an OK thing to do? Is it something I should avoid doing? Also, why were the extrudes messing up and not moving certain verts out to where they should have gone? Is this issue common?
I have more questions, but i'll wait for an answer for this first.
As you mentioned, with the clusters above the door on my first model above, should I just get rid of some of the edges and make the door less round? What would be the best way to clean up some of the clustering?
Also, i'm a bit confused with the 'smoothing groups' suggestion you have given me. I see them in the polygon rollout menus, but what exactly are they used for?
And for the lighthouse model, yes, the house did go into the lighthouse like that. They were connected as one building. It's a real lighthouse that I used for reference, called the 'Cape Blanco' Lighthouse.
Thanks for the ship comments. I will try to rework the wings after taking a look at some real-life plane references.
Anyone else with crits, don't be shy. I need to get better quick! Thanks again Minimoose.
1. no smoothing groups, youll see all the faceted edges, you might have seen this in some of your models where parts will show effects like this (especially if your adding and welding a lot of parts)
2. if i select all the polygons and set 1 smoothing group. it'll try to pull the edges around and show this kind of an effect.
3. start selecting edges where they turn, stuff that a single smoothing group wont handle and set it to a new smoothing group by clicking clear all, and then select a new smoothing group.
4. do the same wherever needed.
hope that helps
also, for the cluster of edges, you said straight to the right or left. so, would this still be to all one point, or i should spread them out to separate vertices?
and about the speed modeling, here is a link to some of the speed modeling topics have i have been looking through: http://www.game-artist.net/forums/speed-modeling/
there are tons of other things i would like to tackle modeling, but i wouldn't feel confident enough until i get a better sense of the basics i'm still sort of struggling with. what gets me confused and frustrated most of the time is just the simple task of creating a certain shape and trying to learn the correct ways to do it. Whether or not to try and cut and extrude them from a shape i already have? should i be welding separate pieces together if my model is made up of different objects?
i appreciate the time and effort you have put in to help out minimoose. thanks so much and i'm storing every bit of it in my noggin.
also as far as that first house guys, i was thinking about it like this.
i'll try that out on the first house also. would the best way be slicing planes to get exact symmetry around every wall and then reconnecting the vertices? should they be exact horizontial / vertical edges?
and i still can't figure out what's going on with my lighthouse model. it's driving me crazy!
Try "turn" this edge.
http://img89.imageshack.us/my.php?image=bullevv5.jpg
this happens because you told him to add edges on a smooth/gouraud shaded surface, of course it will look edgier if you don't also change the curvature of the mesh, you could ad one smoothinggroup to the whole mesh it will still lok more flat in that area because he has more flat geometry.
Your whole advices are gameartwise pure nonesense, what are all these edges for?
they are neither supporting the shape nor the shading and this house is for sure not going to deform. The way he did it before was the totally perfect way for a gamemodel, it's a flat surface, why should "clustering" happen there?
@neox: thanks for the advice. so leaving the edges as they are is good for game art then. either way, i know both you and minimoose are trying to help, so whether someone's info is wrong or right, i appreciate anyone taking the time to post here.
thanks for the help guys!
in gameart it's always a good rule to use only polygons that are needed (considering the system specs tho) so it doesn't matter what your polylimit is, always remove verts/edges/polygons that don't contribute to either shape, shading, uvsetup (splits for tiling etc) or deformation. In your case the whole wall is flat so those triangles don't affect the shading what would be the first case on a smooth surface so if you are goung to bend the wall a bit to achieve a more stylized look i'd agree to add more edges to support the shape and smooth shading, otherwise it's just fine what you did there
maybe the way i modeled that window was incorrect to begin with. if you have time, maybe you could model that window how you would do it, and then if there are no errors, explain the steps. i'll explain how i did it.
basically, i selected the two long vertical edges and connected them with 2 more edges (basic outline of the window). then, i selected the top edge and connected it higher up to the lighthouse, creating a vert that i could life up for the pointed window shape. i made a couple more horizontal connections for the window ledge, and also a couple more to make the window thiner. i did a FEW MORE connects for the 2 window frame bumps on the glass. then, basically, i moved the center point up to make the window pointy, then i selected all the polygons for the window and extruded them in. then, i selected only the glass portions and extruded them in a bit more.
sorry if that is a bit long and tedious to read, but if anyone has the time, can you tell me if i am doing this a funny way or if it is wrong?
thanks!
anyways, thanks man. opened up a new way of thinking about my models. one question i do have is should i keep the main base shape of a given object as simple as i can like you, and then just start creating small objects to push into it instead of trying to cut and extrude them from the base shape? if so, is there a limit to how many other objects i should have that makes up one object? i think i focus way too much on trying to build all the details by cutting and extruding from the base object. maybe that's why it's taking so long. i have not yet developed the skill of deciding on how to create objects quick enough i think. i sit there and think too much. oh well, i hope soon i will see a huge jump in comfort and knowledge with modeling.
anyways, thanks again moose. you're awesome.
can't forget about another model for the day. the polycount is off the charts! i found an image of a hospital recovery bed and gave it a shot, but the logistics of some of the parts i'm sure are off and the thing would not work in real life. i had a really hard time figuring out what piece connected to what and so on from the image. i should keep that in mind next time i model something. anyways, here is the turd!
Anyways, here is my latest model. It is a Hawk Missile Surface to Air system. Remember, feel free to crit away and give me advice on what I could do differently.
Japhir: I don't know about fast! I find myself to be a very slow modeler thus far. I have just been pounding away hours and hours everyday. Thanks for the kind words also.
I would love to texture everything I have modeled, but I have no idea how to unwrap or begin the process. If anyone can help point me in the right direction to some decent tutorials, it will be greatly appreciated. I am very excited about learning how to do it for sure!
Thanks again everyone!
One question I have already, if we take the lighthouse model as an example, I know the main body of the lighthouse itself should be done as a cylindrical section, and the house walls as a box. Should I include all of the ledges that are at the bottoms of them with the main portions also? (don't know correct terminology yet, sorry) How exactly do I know how to split them up?
if you have time to do a simple tutorial moose, do you think you could use my lighthouse as the example? i think seeing someone unwrap something i built would make me understand the process so much better. only if you have time man. don't worry about it if you don't. i'll figure it out sooner or later. thanks again for all the help so far though.
Mtg_kirin: Thanks man. I'm definitely trying to keep the momentum going.
one question i do have is why does so much detail get left out on the viewport screenshot grab, and the render maintains most of the detail from the texture sheet? i have included a comparison shot and also the texture sheet (512 x 512) so you can see what i mean.
let me know what i should do different. thanks.
about the texture: it looks good already! looks like you used either the burn tool or a black airbush to shade though, which isn't a very good idea because it only adds black shadows. shadows should be in a darker tone of the same color, not black. Therefore you should ban the burn tool IMO. (and dodge too for that matter)
keep it up!
yeah, i did use the burn tool a lot. i see that it's a big no-no and will stay away from it from now on. thanks and i will be practicing more for sure.
> viewport tab ----> configure driver, then I thought it was setting both the lookups to none/nearest.
http://www.pullin-shapes.co.uk/page8.htm
might be worth a look
oh btw... you're rate of progress is great. i wish i could find the time to really dedicate to 3d. as said the launcher looks really solid.
RustyFranks: wow, that tool looks like it does work really well. i'm gonna have to try that out. i would like to learn how to unwrap without any downloadable tools first i think, just in case someone gives me a test where i won't have access to (maybe in a job interview... how often does that happen, anyone in the industry?). also, thanks for the kind comments. really appreciate it!
Ferg: thanks for that paint over! that is looking much better already. i did notice that the wood that is holding up the keg in mine is toooo red! and the gold is looking a lot better on yours already. i will try to simulate the changes you made to my model. thanks again.
ok. i think i sort of have the hang of this unwrapping thing. of course, the object i made is nothing complicated mind you, but after watching a few tutorial videos i found scattered on the web, i decided to give it a go. just built a simple billboard type object to see if i would be able to successfully unwrap. don't know if it's the optimal way i ended up doing it, but i did lay out SOMETHING. and it took me FOREVER.
i unwrapped it onto 1 1024x1024 sheet. is this the correct size i should be using, or what should i lay it out as? also, how do i pick where the seams end up? seems like they just sort of end up in a random location on certain items and i don't know how to change them. am i missing something here?
i guess i'll try to texture this thing for now. let's hope it's not disastrous.