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Author   Topic : "Marvels of modern technology..."
OPTX
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Joined: 13 Dec 2000
Posts: 40
Location: Charleston, WV USA

PostPosted: Tue Jan 02, 2001 1:12 am     Reply with quote
Was sitting around this evening and started modeling a new character in 3D Studio Max version 3.1. 3D work is actually what I do mostly anymore as I'm wanting to get a job working with video games this year, since I spent all last year working for a firm doing 3D architectural visualizations. This is the face and only about one hour of work. I will try and have this model completed by Thursday hopefully, if timing cooperates. Let me know what ya think so far. I know it's a lil' early but I've only spent an hour on it so far.

Thanks much and Laterz.



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My imagination won't leave me alone.
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Starseed
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Joined: 14 Sep 2000
Posts: 144
Location: Vancouver, Canada

PostPosted: Tue Jan 02, 2001 1:16 am     Reply with quote
Overall shape looks good to me. It's just the tweaks that I'm sure you're about to do next that remain to be done. Looking forward to seeing the finished work.

Has 3ds' modelling got any easier? I remember using max 1.0 then using lightwave 5.0 and lightwave was 10x better for modelling.

-mt

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everything is relative
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Wyatt Turner
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Joined: 18 Oct 2000
Posts: 501
Location: Everett, WA, USA

PostPosted: Tue Jan 02, 2001 1:21 am     Reply with quote
it's looking great so far. the shape and eyelids look good to me. the Nose also looks perfect. the lips look to need more work. but as i said great start. like to see more of it as you go on.

later
y@
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Freddio
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Joined: 29 Dec 1999
Posts: 2074
Location: Australia

PostPosted: Tue Jan 02, 2001 1:34 am     Reply with quote
I can't model..

Its too much for me to sit down and work out what all those buttons do..

I have made a few simple models but nothing amazing...

I feel its beyond me... I would really like to get into it still though.

Any helpful tips to get me started... how did you manage to get where you are today?

The face looks great..
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Bradford
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PostPosted: Tue Jan 02, 2001 1:50 am     Reply with quote
read books and online tutorials. the only way to go. or if your a bastard like me you go to school for it

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bradford3d@yahoo.com
icq#:3704871
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OPTX
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Joined: 13 Dec 2000
Posts: 40
Location: Charleston, WV USA

PostPosted: Tue Jan 02, 2001 2:05 am     Reply with quote
Thanks for all the good comments guys. I'll keep this post updated with my progress until it's done, which shouldn't take too long, but I'm off to bed here after writing this to sleep for about 3 hours then I gotta be back up for meetings all day.

Freddio: How I got to where I am now is kind of a long boring story in some ways, so I won't go too deep into that. Let's just say most people in my family career wise are involved in film, video games and broadcast television work. In learning 3D Studio Max, I'm actually self taught, although I went to Art School after high school for 2 yrs with a major in animation. I started out on 3D Studio when it was release 4 back in the days of DOS. I've used about every modeling and animation software package along the way but prefer 3D Studio Max and Maya. I'm actually a certified instructor for Alias/Wavefront products but rarely teach. A great place for beginners to start is online, as there are plenty of websites with tutorials and many online discussion groups, forums and even chat channels on IRC. Just takes time and dedication to making an effort to learn, just like anything in life, if you want to be good. I don't know if it's appropriate to plug a website for 3D and correct me if I'm wrong and I mean no offense by doing so, only trying to help Freddio, but www.flay.com is great if you want to learn lightwave, www.3dluvr.com is a great place for users of 3d studio max and Maya, if you're going for film work then check out the info at www.highend3d.com. That's about all I have to say for now.

Thanks for all the comments and I'm off to bed.

Laterz

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Freddio
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Joined: 29 Dec 1999
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Location: Australia

PostPosted: Tue Jan 02, 2001 3:13 am     Reply with quote
great..

Thanks for that.
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fazedesign
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Joined: 28 Nov 2000
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PostPosted: Tue Jan 02, 2001 3:56 am     Reply with quote
Great shapes, love to see how it turns out.
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Nex
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Joined: 25 Mar 2000
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Location: Austria

PostPosted: Tue Jan 02, 2001 7:58 am     Reply with quote
looks really good to me
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MeatyCheesyBoy
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Joined: 02 Dec 2000
Posts: 139
Location: Everett, WA USA

PostPosted: Tue Jan 02, 2001 8:11 am     Reply with quote
Looks pretty good so far. I'd like to see how it turns out and would also like to see the wireframe if it isn't too much to ask. Anyhow, nice start.
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CyberLink
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Joined: 10 Oct 2000
Posts: 213
Location: Mainz, Germany

PostPosted: Wed Jan 03, 2001 4:41 am     Reply with quote
2 Freddio:

3DS MAX sucks

I prefer Alias|Wavefront Maya. You may even use your Wacom tablet together with it's powerful tool "Artisan" that is pressure sensitive. Basically it is not 3D modelling but something like 3D painting and sculpture.
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zeebit
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Joined: 30 Oct 1999
Posts: 75
Location: cincinnati, OH

PostPosted: Wed Jan 03, 2001 7:14 am     Reply with quote
my program is better than yours is...
anyway, i feel that, as far as modeling goes and being able to animate said model, topology is the most important aspect. Whether it is done in max, or maya, polys or patched NURBS, the surface topology is going to look pretty much the same. First off, you need to understand what you are modeling and how the surface of that object flows. Then you need to figure out the best way to translate that into 3d information. In 3d, you want to change the flow of the surface to best describe teh object you are depicting. For instance, to best describe a head, you would not take a simple gridded surface like a NURBS surface and just push and pull points til you had something like a face. Instead, you would change surfaces adding radial patches of geometry around the nostrils, eyes, ears and mouth that flow into each other and the rest of the head. on 3drender.com there is a wireframe of a patchmodel by alex alvarez that illustrates that point pretty well.
so basically, whatever the program is, make sure your topology is good.
groove,
pete
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-- Transcendent --
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Joined: 12 Nov 2000
Posts: 251
Location: Somewhere, Sometime, Somehow

PostPosted: Wed Jan 03, 2001 8:31 am     Reply with quote
Wondeful model.

It seems you used surface tools here, but what's unusal is that the normals are two sided, and I can see the end of the head through the (model's) right eye. How is that possible ?
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OPTX
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Joined: 13 Dec 2000
Posts: 40
Location: Charleston, WV USA

PostPosted: Wed Jan 03, 2001 11:06 am     Reply with quote
Thanks so much for all the nice comments folks. As for Freddio, the comment about Maya being better than 3D Studio Max by another forum participant who shall remain nameless, as I don't bash people for misunderstandings, but honestly a software package is only as good as the one who is using it. Keep that in mind. Granted not all programs are created equal and some offer more options for creation, but if you know what you are doing, have the dedication, and that ever important thing "TALENT", then you can work magic with even the low end consumer 3D packages. As for the question of being able to see both sides of each face in my model...yes, I did use surface tools for modeling this piece. The method of creation is creating a spline cage, adding a surface then converting to editable mesh with mesh smooth applied. This is technically NURMS modeling. I could explain in better detail if needed. Well I'm off to work on some more 3D modeling. I was requested by several game companies to submit a demo by the end of this month...YAHOO!!!...so I have lots to do in little time. Thanks again. Laterz.

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