Home Technical Talk

Creature - modelling problems

Long time no see guys. I'm doing this creature called an Amphidiam for my game. This is it so far.

It's not much but I'm kind of having trouble taking it further. It has alot to go but I don't know if I've approached it right. I don't know what to do next. I know what it needs to look like but I just don't know the right steps to do. I'm trying to get it 3D (It partly is) but as you can see the whole other side is faceless. How do you think I should approach it? Also, I need to do it right or I get triangles on symmetry.
http://i41.tinypic.com/b4u91h.jpg

Replies

  • TSM
    You could start by simply blocking in the major shapes first then connecting the pieces. What I did when I was at that stage, was just go for it! Start extruding lines and creating polies and you'll have plenty of time to go back and fix nasty parts.
  • Chaosv49
    Are you reffering to box modelling? I'm having trouble trying to make all the 2D parts 3D. Kinda hard to make the parts what I need it to be. I need the mesh hollow (well most meshes are always hollow) But you know, it's hard with plane modelling.
  • NoisyMonk
    First: Greetings, this is my first post. I know it seems odd to be offering my opinion or advice in a first post (long time lurker-first time poster here), but I'll soon be asking some of my own questions and hope to get some advice from some of the pros around here aswell, and figured it be best if I started off by helping out.

    That said, I think that box modeling would be the best place to start on a model like this. Not too sure on the specs, but it seems like it could easily be a symmetrical model (model half, and then add a symmetry modifier). I believe what TSM was refering to with 'blocking in the major shapes' was what is generally refered to as 'massing' your object. Take simple primatives (boxes, spheres, cylinders, etc..) and very quickly fill in the 'mass' of the object. Keep the massing very low poly, and don't worry about connecting shapes, as this is only to help you visualize your object in 3d. Push/pull your verts until you like the shape and silhouette.

    Then once your massing is complete, it will greatly help you when building your actual model, since you just have to fit it within the bounds of your massing.

    Since you've already started with the model (although you haven't done all that much yet, starting over is sometimes frustrating) do the massing as your next step. Then you can turn your 'plane' modeling into box modeling by just selecting your outer edges and 'extruding' them on what appears to be your z-axis (the 3rd dimension).

    Hopefully this helps you out a bit.
    Noisymonk.
  • tarickTDS
    I think TSM is referring to extruding edges, this is when you select an edge and then hold the Shift button in 3Ds Max, switch to the move gizmo and then drag the edge out in the desired direction by clicking on it and dragging with your mouse.

    This is a great way to quickly build your shape, just select an edge then drag out a decent size new polygon, then repeat it all the way around the shape of the character. Once you have created a few loops like this then join them up by Target Welding the verts.

    Good luck!
  • NoisyMonk
    TSM wrote: »
    You could start by simply blocking in the major shapes first

    I'd say that this is a very important first step. Massing out your object with primatives (boxes, cylinders, etc..) is a great way to figure out how you want the silhouette and general overall shape to look. Add a few extra loops/extrudes to get abit more detail, but for the most part, keep it very low poly and blocky.

    Try doing this before you go any further. It will definitely help improve your workflow.
Sign In or Register to comment.