That looks like a sexy tool, but what the hell does it do?
It's a string physics tool, it makes structures with only tensile forces, like if you want hang wires from two points, hanging down (hanging wire only has tensile forces). This has been a tool in architecture for a good while,one of the most well known examples is gaudi used it for the sagrada familia the old school way, just hanging down chains with weights. http://www.flickr.com/photos/42311564@N00/3567463569/sizes/o/
The thing is, you can turn it around, just rotate view upside down and it will display a structure going up having only compressive forces, something you could make with stone.
Click start and endpoint to make a string, you can also click on existing strings to connect. Go out and make funky arch-structures!
had to take a break from working on the wolf painting to get in some 3d so i made an ammo crate. it opens, has some nails sticking out of the side, its kinda worn down. A 512x normal nothing else as of now and its 548 tris. Any thoughts or suggestions?
btw: as for the wolf painting the person im painting it for doesn't want me to change it, so ill be finishing it the way it was. But i will come back to and repaint it for myself later on as well.
b1ll - I don't mean to disappoint D= Maybe my lazy ass will have something to post soon enough.
obson - You sexy, sexy man
willy - Sorry for the really tired write-up, but I wanted to get back to you on this. Here's a "quick" little pic to illustrate what I meant by building it up from a base. In the images you posted before, the white background was visible behind the fur you had painted in. By creating a base you are in effect creating something for the hairs to stand on. Otherwise they are just scribbles in space.
Some quick pointers:
- Mine is muddy, don't do that!
- The blocking-in phase is sooo very crucial. The rest of your image is going to be built up from this, so get this right first. If the mussel is off in the construction (like mine), it is going to always be wrong. It's a very difficult fix to make in the later stages.
- After you're happy with the block in, start building it up! Try and keep it as simple as possible for the stage you're on. I found myself starting to noodle in some of the detail on the nose and had to stop and myself that part wouldn't be started until later. Eventually with enough building you'll hopefully get something like this (or better even!): birdy
- The background is extremely important for matching the values and hues. Don't ignore it!
- Remember, you have artistic freedom. If you need something to pop, you can make it brighter, darker, larger, or whatever is needed to make it look how you want it to look.
- Also remember, you are working in digital. You can cheat and use things like transforming, layer types, color picking, or whatever else. "OMG not the color picker!" you might be saying, but if I can't grasp a color I find it's sometimes better to just see what it - figure out what it is I'm doing wrong. Or if you aren't concerning yourself with learning color but rather getting the shapes right, you can skip what you aren't focused on (color) by directly picking the colors and work on learning what you are focused on.
As i said above my friend witch im painting this for doesn't want me to change it and ill be finishing it the way i had and have been doing it. But i will be doing it again for myself and your advice will very much come in handy. Ill be posting that one as well during each stage before i move on so others can point out things i need to work on. But as for the one im doing for my friend, heres where it stands...
Hey guys,
It's my first post in this awesome forum so I would like to introduce myself a little. I just graduated from University and with the current economic situation can't really find a job ;D Therefore, I started learning stuff that has interested me for quiet some time now - CGI and especially 3d stuff for games. So for the last 3 weeks I have been learning to work with 3Ds Max, since I have read that it's probably the most popular software among 3d game art developers. I started from learning interiors since I find it to be pretty simple Please correct me if I am wrong So please help me out and criticise and comment my work. Thanks
Wireframe
P.S. I am very sorry it this post is in a wrong forum thread.
Hey guys,
It's my first post in this awesome forum so I would like to introduce myself a little. I just graduated from University and with the current economic situation can't really find a job ;D Therefore, I started learning stuff that has interested me for quiet some time now - CGI and especially 3d stuff for games. So for the last 3 weeks I have been learning to work with 3Ds Max, since I have read that it's probably the most popular software among 3d game art developers. I started from learning interiors since I find it to be pretty simple Please correct me if I am wrong So please help me out and criticise and comment my work. Thanks
Wireframe
P.S. I am very sorry it this post is in a wrong forum thread.
Found some time to work on the sleeve stuff. Right not I just worked the folds out, haven't focused on the proper elbow bend. I probably should have done it the other way, but I have no idea on how to make the elbow bend properly.
This is the initial model that I would like to texture and maybe add some more details later. It took me about hour and a half to make this. However, while trying to texture this I ran into couple of problems and I would like to ask for your advice.
This model has very high number of polygons since I made it using an Edit Patch technique. When I converted it to Editable poly and applied a ProOptimizer modifier I was able to reduce the polygons quiet a bit but this spaceship still requires a lot of polygons to keep it's original shape...
So my question is: what would be the best way to reduce polygons when Patch modelling? Furthermore, when I applied Unwrap UVW and flattened the UNW map it divided the map into about 50 small parts. How do I make the UVW map to come out in larger bits in high poly models? Thank you for your advice
well i finished my thompson, i wont post it up, coz i made it to get some practise.
But now on working on the High Poly ingram-mac 10, its like a uzie. i got the main barrel done andi just finied up the handle, i have not much more to do on the high poly . soo it should be done late tomoz i think
marine: forehead is kind of massive, and i see what you're trying to do with the more wide/muscular build there, but it just comes off as "stretched" to me.
Though im not sure how the gloves stay on his hands or how the arrows are sticking into a metal shoulder guard, they would peirce his arm or just bounce off.
thinking of scrapping this for a classic movie monster style, minimalist accessories and such, this seems a bit too final fantasy for me...well maybe if it had a giant zipper somewhere.
Replies
any chance for arches?
http://www.designexplorer.net/newscreens/cadenarytool/cadenarytool.html
That looks like a sexy tool, but what the hell does it do?
It's a string physics tool, it makes structures with only tensile forces, like if you want hang wires from two points, hanging down (hanging wire only has tensile forces). This has been a tool in architecture for a good while,one of the most well known examples is gaudi used it for the sagrada familia the old school way, just hanging down chains with weights.
http://www.flickr.com/photos/42311564@N00/3567463569/sizes/o/
The thing is, you can turn it around, just rotate view upside down and it will display a structure going up having only compressive forces, something you could make with stone.
Click start and endpoint to make a string, you can also click on existing strings to connect. Go out and make funky arch-structures!
btw: as for the wolf painting the person im painting it for doesn't want me to change it, so ill be finishing it the way it was. But i will come back to and repaint it for myself later on as well.
Did another street fighter image - Mr.Rufus
obson - You sexy, sexy man
willy - Sorry for the really tired write-up, but I wanted to get back to you on this. Here's a "quick" little pic to illustrate what I meant by building it up from a base. In the images you posted before, the white background was visible behind the fur you had painted in. By creating a base you are in effect creating something for the hairs to stand on. Otherwise they are just scribbles in space.
Some quick pointers:
- Mine is muddy, don't do that!
- The blocking-in phase is sooo very crucial. The rest of your image is going to be built up from this, so get this right first. If the mussel is off in the construction (like mine), it is going to always be wrong. It's a very difficult fix to make in the later stages.
- After you're happy with the block in, start building it up! Try and keep it as simple as possible for the stage you're on. I found myself starting to noodle in some of the detail on the nose and had to stop and myself that part wouldn't be started until later. Eventually with enough building you'll hopefully get something like this (or better even!): birdy
- The background is extremely important for matching the values and hues. Don't ignore it!
- Remember, you have artistic freedom. If you need something to pop, you can make it brighter, darker, larger, or whatever is needed to make it look how you want it to look.
- Also remember, you are working in digital. You can cheat and use things like transforming, layer types, color picking, or whatever else. "OMG not the color picker!" you might be saying, but if I can't grasp a color I find it's sometimes better to just see what it - figure out what it is I'm doing wrong. Or if you aren't concerning yourself with learning color but rather getting the shapes right, you can skip what you aren't focused on (color) by directly picking the colors and work on learning what you are focused on.
Hope that helps a little.
It's my first post in this awesome forum so I would like to introduce myself a little. I just graduated from University and with the current economic situation can't really find a job ;D Therefore, I started learning stuff that has interested me for quiet some time now - CGI and especially 3d stuff for games. So for the last 3 weeks I have been learning to work with 3Ds Max, since I have read that it's probably the most popular software among 3d game art developers. I started from learning interiors since I find it to be pretty simple Please correct me if I am wrong So please help me out and criticise and comment my work. Thanks
Wireframe
P.S. I am very sorry it this post is in a wrong forum thread.
Tumerboy: Thanks man.
Jason: Here's a wire:
very awesome man!!
Still very Wip.
Oh yeah and made some major changes to the concept.
Concept:
Peris thats great, as is blaizers
awesome stuff warriah
ghost-d, awesome sculpt, I even recognise the actor, just can't remember his name right now.
That's pretty photorealistic.:thumbup:
Damn fine texturing Blaizer!
loving the style obson
fixing up a few things;
512x256
Just basic shaders for now.
There was an article on rps about this game
http://www.rockpapershotgun.com/2009/10/01/different-turtling-neverending-islands/
You know, this is just fantastic. Wicked expression in his face.
This is the initial model that I would like to texture and maybe add some more details later. It took me about hour and a half to make this. However, while trying to texture this I ran into couple of problems and I would like to ask for your advice.
This model has very high number of polygons since I made it using an Edit Patch technique. When I converted it to Editable poly and applied a ProOptimizer modifier I was able to reduce the polygons quiet a bit but this spaceship still requires a lot of polygons to keep it's original shape...
So my question is: what would be the best way to reduce polygons when Patch modelling? Furthermore, when I applied Unwrap UVW and flattened the UNW map it divided the map into about 50 small parts. How do I make the UVW map to come out in larger bits in high poly models? Thank you for your advice
Quick 90 min thunderdome with some guys on msn.
Lost the working file to a blackout though T_T.
Me and a classmate is working on a sci-fi scene as warmup for unearthly heres a floor i've made
Some issue with the tiling where the meshes meet, but im too lazy to fix that as its just a warmup :P
But now on working on the High Poly ingram-mac 10, its like a uzie. i got the main barrel done andi just finied up the handle, i have not much more to do on the high poly . soo it should be done late tomoz i think
Nice looking forms on the face, arsh. Very expressive.
still loads to do
lots more to do
Though im not sure how the gloves stay on his hands or how the arrows are sticking into a metal shoulder guard, they would peirce his arm or just bounce off.
----
My Webpage
http://tocxdesign.to.ohost.de
anyways
-Woog
Very early WIP but posting anyway due to putting it on hold during Unearthly.