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JetStrike
11-09-2003, 04:32 AM
I am very new to 3d modeling, and I dont know very much at all about it. At the moment, everything I have modeled is from starting with a box. This doesn't seem like a very good way to model, and I am very interested in learning more. Can anyone give me any tips, or tell me some good sorces (books, websites, etc.) that will not make me too confused with terminology and other stuff like that. Thanks.

-JetStrike

Edit: I am not looking for tutorials on modeling certain object. I am looking for something more on the lines of modeling tecniques.
Cheers :beer:

holosynthetic
11-09-2003, 06:03 AM
start with a 1x1 plane and then extrude edges (poly by poly modeling)

Ibox
11-09-2003, 07:18 AM
My advice... to any just starting to model...

take a look through the galleries... when you find certain worx which do it for you, then pose the question of how the worx were modeled... which technique was used... and then look up tutorials on those techniques, download some trial apps, and engage... post questions as you go along... and ejoy :D

allenlikewo
11-11-2003, 08:18 PM
Ask and you shall recieve:


http://www.izware.com/news/indexa446.html

http://maxrovat.sns.hu/subdiv/

http://coldfusion.art.msstate.edu/camenisch/thehumanhead/index.html

http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=26

http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=23

http://www.cgtalk.com/showthread.php?s=&threadid=40373

BazC
11-11-2003, 11:36 PM
By all means explore various modelling techniques, there's lot's to choose from lol!
Don't underestimate modelling starting with a box though, it's an excellent method, particularly for organic modelling and I hardly ever use any other style.
Gollom in the Lord of the Rings movies was created using Box modelling - not a bad advertisement! - Baz

mtague
11-12-2003, 02:03 AM
I have a related question. I'm also learning to model, but I want to animate my models. Is it better to work with nurbs or polys? I have a hard time modeling because I don't know the best way to model for animation. Do blend shapes work with polys too? So far my model is in nurbs patches, but i'm kinda thinking this isn't a good set up for animation.

JetStrike
11-12-2003, 03:44 AM
I read up on a few techniques, and I decided to try a little something on my own. I know there are a ton of things wrong with this model, but it is just for a learning experience. Please tell me what kind of things I could change, or some things I did wrong while modeling this. Also, could someone please tell me the best way to render a wire frame of a model in 3ds max 5. Thanks for all the help. It is much appreciated.

-JetStrike

http://store.webstorepackage.com/jetstrike/images/test1.jpg
http://store.webstorepackage.com/jetstrike/images/test2.jpg
http://store.webstorepackage.com/jetstrike/images/test3.jpg
http://store.webstorepackage.com/jetstrike/images/test4.jpg

BazC
11-12-2003, 10:25 AM
Looks very good! You've got a few unnecessary poles (verts with 3 or 5+ edges) try to keep to verts with 4 edges wherever possible. There are loads of n-gons, not a problem at this stage but you will probably want to get rid of them when you finalise the mesh.
You've obviously looked at some tuts and have a grasp of edge loops, your topology looks pretty good except for that triangle shape around the nose/mouth area. I can't tell what's going on from your screenshots but it doesn't look good LOL!
Try looking at other peoples models to see how they handle different areas of the face.
Nice work, keep it up! - Baz

JetStrike
11-12-2003, 09:28 PM
OHH! I see know. For some reason I was thinking that you wanted to have polys with 3 or 4 verts. I know 5 was not ok, but I didnt notice them in the model :p . Anyway, now I need to know how to get rid of the seam that runs down the center of the model when I mirror it. Is there some special way to do this, or is it prietty much something you have to do by hand, vertex by vertex...

kpalazov
11-12-2003, 10:49 PM
hi JetStrike ,
If your just starting out in modelling and you feel that box modelling , pushing and pulling points is all wrong then we have shared the same feeling frustration that most people have and still endure with their modelling. The answer to this is a great program called Z-brush. Its is by far the best !! prgram for organic modelling , like a head or a mosnter say. Just like sculpting in the real world...you start with som volume then say a sphere and define the feature and form with out regard for topology or edge loops! , big killers of fluididty and creativity imo.
You model simply what your mind can understand...so the more you understand about the object your trying to model the better your model will be....and it will come out just the way you want it .
It will be too your advatage in many ways to try this program. ---www.pixologic.com-----

Having said this if your not modelling purely to create sculptures for viewing you will need to learn the philosophy of edge loops and creating sutable topologies for animation purposes. Zbrush does not produce in most cases animatable models, due to flow and polygon density issues. So you will need the above information to maybe create an animatable topology over the top of your z-model or maybe mix the two and first create a very low poly animatable mesh in your chosen program then create everthing else in zbrush.

Important thing to realise is to seperate the technicalities from the craft and if you get to that stage the art. For the first time you have a way to do this with zbrush.

Just try it you will not regret it....BTW I'm not getting paid to comment on zbrush, although its hard to tell I'm not lol, simply I have used zbrush for over 1 year now and it has helped my work ten fold. Increaes in both quality and time of modelling as well as the creative side of things.

Kiril

BazC
11-13-2003, 10:04 AM
"I was thinking that you wanted to have polys with 3 or 4 verts"

Well that's true too, confusing isn't it?!

An ideal mesh would consist of four sided polys and verts with four edges attached but the only shape you can build like that is a torus. So you have to do the best you can, keep your polys 4 sided as much you can, and avoid poles as far as possible.
Quads are better than tris and tris are better than 5 sided (generally speaking) Oh and avoid long thin tris.

These are all generalisations, different apps handle things differently and you may find a pole that causes problems in one position on your mesh can be moved somewhere else without causing distortion. It's all down to practise and experience I'm afraid.

You're using Max right? I've never used it but in the apps I've used, providing all your verts are at x=0 on your seam once the mirrored side is made "real" your visible seam will disappear :o) - Baz

JetStrike
11-14-2003, 03:12 AM
I worked on the model a bit more. I have fixed some of the problems with 5 and 3 sides, but there are still a ton left. At the moment, I cant figure out how to get a good wire frame of the model yet, that is why I am not posting a recent one. Again, if anyone can tell me how to get a good wire in 3ds max please tell. I am also thinking about sending my .max file to anyone that would volunteer to help me out with some more. I would also like some anatomy suggestions, because I know the anatomy of my model isnt right. Thanks again.

-JetStrike

btw... I just thought I should mention that I am 15 years old, and I just started 3d a few months ago.

http://store.webstorepackage.com/jetstrike/images/face1.jpg
http://store.webstorepackage.com/jetstrike/images/face2.jpg

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