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Topic : "Hey 3D people..." |
Akolyte member
Member # Joined: 12 Sep 2000 Posts: 722 Location: NY/RSAD
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Posted: Tue Mar 13, 2001 6:45 pm |
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Okay, i just started using 3ds max 3. I'm a complete newbie to this, so bare with me. i wanted something cool to start off with that would keep me interested, so I decided to model a Gundam. Can you point out wrong things modeling-wise, and also where can i get some good tutorials on NURBS modeling, I can't figure it out These raw polygons look very unappealing after a while.
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Elijah member
Member # Joined: 14 Feb 2001 Posts: 79 Location: Seattle, WA US
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Posted: Tue Mar 13, 2001 7:14 pm |
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Well.. depending on what exactly you want, its hard to tell what you may be doing wrong or right. If you doing a more low poly model, which is seen as being a bit easier, then just continue and give it some kick ass textures. But you say your sick of this raw poloygon modeling. I would say stick with the polygons and deal with the editable mesh, ajust the segments of the box you are using convert to editable mesh, and move the points around till you like the shapes you come up with, then you can mesh smooth if you want a smooth shape . I know it doesn't seem like allot of fun at first but it is a great way to learn how to model. Also, I think patches are an excellent way to go although you'll probably want a tutorial on that.
Nurbs on the other hand may not always be the best answer. I think they are great for creating some shapes but they really eat up you CPU and ram. Because you don't see polygons doesn't mean they aren't there.
If you want tutorials 3d cafe is a good resource for just about anything |
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kaosAD member
Member # Joined: 01 Nov 2000 Posts: 64 Location: Ireland
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Posted: Wed Mar 14, 2001 12:54 am |
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hey there, welcome to the wonderful whacky world of 3d....
check out this site for help with max : http://www.maxforums.org
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Akolyte member
Member # Joined: 12 Sep 2000 Posts: 722 Location: NY/RSAD
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Posted: Wed Mar 14, 2001 11:56 am |
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Cool, great place. :P Never found this place before. Thx guys... |
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Icannon member
Member # Joined: 13 Sep 2000 Posts: 597 Location: st.albert, AB, Canada
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Posted: Wed Mar 14, 2001 2:27 pm |
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for nurbs use rhino 3d. attempt them with max as much as you want, but chances are you'll end up just as lost as when you began. |
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Wyatt Turner member
Member # Joined: 18 Oct 2000 Posts: 501 Location: Everett, WA, USA
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Posted: Wed Mar 14, 2001 4:15 pm |
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I second that, RHINO RULES at nurbs modeling. |
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KroM member
Member # Joined: 06 Jan 2001 Posts: 128 Location: Seattle, WA, USA
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Posted: Wed Mar 14, 2001 9:29 pm |
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Transformers, more than meets the eye... |
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Smixel junior member
Member # Joined: 09 Mar 2001 Posts: 6
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Posted: Wed Mar 14, 2001 9:41 pm |
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Never use nurbs, especially in MAX. Use Mesh smooth, you get much better results. Find a tutorial on Meshsmooth and Box Modeling. You will see it proves much more usefull and versitle! |
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kerosene junior member
Member # Joined: 07 Feb 2001 Posts: 42 Location: Lahti, Finland
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Posted: Thu Mar 15, 2001 5:06 am |
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never use nurbs
-hmmm. I wouldn't agree. But I would use Rhino for them. For mechanical accurate modeling nurbs is just great and can't really be matched with meshsmooth.
check this car. It is modeled in rhino and rendered in max. btw. lots of nurbs tuts can be found at www.rhino3d.com
organic modeling with rhino nurbs:
In max there is also very powerful patch tools that can be used for both mechanical and organic objects. Try finding tutorials about surfacetools. I have started to experiment with them only short while ago, but they are great. You have good control on mesh density and can add local detail very well. Basically you make curves that form a network and add a surface modifier, then it creates surfaces to all regions that have 3 or 4 sides that end up in vertices sharing the same position.
This head was done in one night with surfacetools. (the better version is fixed in photoshop to find faults)
there are also boxmodeled stuff on my page if you are interested. One older head and a superhero torso.
heikki
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heikki anttila
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http://www.projectkerosene.com |
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schwinn member
Member # Joined: 15 Nov 2000 Posts: 89 Location: Cary Nc USA
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Posted: Fri Mar 16, 2001 7:49 am |
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Also, don't forget about bump maps. You can make the tea pot in Max look cool with a few well placed bumpmaps and textures. don't leave home without them. |
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daz199 member
Member # Joined: 30 Dec 1999 Posts: 415 Location: Surrey, BC, Canada
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Posted: Sat Mar 17, 2001 12:01 am |
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hmmmmmm
made this in rhino
a while ago
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daz199 member
Member # Joined: 30 Dec 1999 Posts: 415 Location: Surrey, BC, Canada
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Posted: Sat Mar 17, 2001 12:03 am |
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hmmmmmm
made this in rhino
a while ago
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