I just got a copy of 3DS a couple days ago and decided to start playing around a bit. I'm starting a 3D gaming class next week so I thought I'd watch a few tutorials and try to get my feet wet with 3ds before the class started. I guess I should have tried something easier first, like a desk or a chair or something, but I ended up trying for a doggy!
I'm sure the polys are horrifying (and I haven't figured out how to clean them up yet, hehe) - but for my first object ever I'm pretty excited at how it's turning out. Now I have to figure out how the heck to texture.... anyone know of a good beginner tutorial?
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http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
i gotta get back to it though, been slacking
might try out that glock tutorial ^
DKK - this is my first attempt at any sort of 3D program (it's very messy! :O)
Keep it up, you are doing fine
Technically its a step that most don't do, but you would learn quite a bit and it would help when creating models in the future so I suggest doing it.
As it stands now I haven't got a clue how to start rigging/animating, so I guess I'd better start reading up and going through some of those tutorials. I think I might put this model on hold for now, until my class starts and I have a better grasp on the technical stuff. Also I don't have a copy of PS so that is hampering my texturing a bit, hehe. I'll update when I work on it again
Here's a quick front/back I modeled, I would appreciate criticism but I am primarily looking for help with modeling the breasts. Is there a specific way to add vertices here? I see a lot of models posted and I know how I /want/ it to look, but I'm not sure what I need to do technically to get to that. If anyone has any advice I would appreciate it. Thanks in advance!
-Kindri
EDIT: New frontal. Still don't know what to do with the boobage though
Looking good so far, you've got a pretty good grasp on form. Keep at it
The polys are really messy, and I have a lot of n-gons and three-sided ones that I don't know what to do with. so I have a couple questions for any helpful veterans:
1. any trick to cleaning up the polys? or is it just the case of manually going through and changing them?
2. I've heard different things about 3 sided polys. Are they OK to keep or does it need to be quads only?
Here's what I have so far, I'm not happy with how messy it is but at least its a start.
-For cleaning up polys i'll usually destroy and rebuild where needed.
-Tris are fine for a real time model, unless it messes the polyflow or creates shading errors. I usually model in quads and optimize where needed, redistributing some of the polys to the silhouette.
If i can offer some advice for the polyflow: the human head is constructed with a bunch of circular muscles, which offers a perfect range of motion in any direction. What you have now is a grid structure and will not deform as good...well that's my opinion anyway XD.
P.S.: Looks good , my first attempt was nowhere near that!.
You Sir, are a brave one! Human (at least realistic) modeling is one of the hardest things you can tackle. And here you are on your second attempt making one! I just started character modeling myself. I think the single most helpful thing was to look at references. That typically is a good thing for any type of modeling that you do.
One of my instructors has a neat method I'll pass along to you. In photoshop (or any simliar paint program) draw the loops on your reference, that way you've sort of mapped out your poly placement.
If you are like me and collect books, then I highly recommend:
Polygonal Modeling - Basic and Advanced Techniques by Mario Russo
Anyways, happy modeling and keep creating!
Yeah I definitely need to work on the facial line flow. It's not really intuitive to me, so I see myself doing a lot of painful head-modeling practice in the near future @_@. I'll definitely have to try drawing the lines on a reference as well - though I need to pony up and get a copy of photoshop one of these days, especially if I ever want to start texturing anything, hehe.
Keep it up!
Character modelling is really hard (atleast for moir), but if you can keep the fustration at bay, its also one of the best way to learn the process.
Keeping a figure of 8 edgeloop helps shaping the face alot and will enable a good animation - around the eyes, across the nose bridge and around the mouth.
here's a good discussion on edge loops
Loop discussions
and here's some video tutorials. i don't know why but the way this guy modeled the head made more sense to me than many other tutorials. maybe it will for you too.
videos
this also might help
Might be a little difficult, especially in the nose area, so look carefully at this example, but the effect you get would be really comfortable to next steps of modeling/sculpting/face animation.
Anyway, your progress it's really nice for first steps in max, good luck!
Gonna clean things up a bit, I'll post my progress when she's looking more normal. Thanks again!
Good luck Kindri hope to see another post soon
You have to understand how the skull is put together and represent the "planes" of the head (or landmark areas if you prefer) first and not over-define everything.
Here's a base mesh i made for sculpting.
and here's an example of edgeloops in action:
Hope that helps, keep going.
I worked on her face a bit, the flow isn't nearly as elegant as I'd like but at least I know where to start when I make my next head. She had arms, but then my power went out (!!!) and I got pissed off and made some hair instead.
Thanks Vig about the smoothing groups thing! It took me like 3 days to figure out what you were talking about, then I finally found the buttons.
just trying to dive right in and start making stuff. There is so much to learn though
One thing I'm curious about, is it realistic to try making a normal map for this without Zbrush?
Nipple alert!
I'll try again: