View Full Version : Modified cube...
AKIRA_x 02-03-2002, 12:43 AM Been a steady reader of CgChannel for a long time, and been lured into the forums from the frontpage there. And man the challenge images just BLOW me away!! They are just mindbogeling. Anyway, I have usualy made my models by using splines and surface tools, but as I gather from virtually every post to the challenge, subdivision modeling is the way to go. I assume Meshsmooth is MAX version of that..if not..someone point me to it. anyhow, tried to model from a box before but not had much succes with it..but energized with inspiration from the images on this forum, I would seek out battel with yet another box. So, low and beyhold 8 hours later:
http://www.jtp.f2s.com/subdiv01.jpg
http://www.jtp.f2s.com/subdiv02.jpg
http://www.jtp.f2s.com/subdiv03.jpg
http://www.jtp.f2s.com/subdiv04.jpg
Renderd with Brazil, and eye texture is one shiped with MAX.
ofcourse comment if you wish.
AKIRA
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excaliborg
02-03-2002, 02:47 AM
yeah, mesh smooth is a sub division tool. it's amazing what you can make from a cube!
and its amazing that you managed to model that head in 8h as your first subdiv model :)
Great work Akira, it's got a few rough edges but nothing that a little experience won't get rid of.
Have a look for the Meshtools and CS Polytools scripts at www.scriptspot.com, understand how they work and how useful they are and you'll never want to model with anything but subdivs again :)
Well, at least for organic stuff.
Wiro
underdog
02-03-2002, 03:23 AM
not bad if its your first play with subD...
AKIRA_x
02-03-2002, 06:05 AM
My first SUCCESFULL try...I have usualy made my basic shape with spline and surface tools, I still feel thats a very powerfool tool, but since all you pros use subdiv, I had to learn that to. So I have dabed with subdiv on my splinemodels, but never made such a complete head starting from a simple cube.
Thanks for the coments. Next time I guess I need to work from a refrence. I made one model aftermyself with splines:
The basic shape:
http://www.jtp.f2s.com/my3dface_persp.jpg
A step further:
http://www.jtp.f2s.com/my3dface4.jpg
Totaly sci fied it to hell (the stuff on the head is manga style hair test:
http://www.jtp.f2s.com/3dme3.jpg
My creative dumpingground for other 3D and design stuff. (http://www.jtp.f2s.com/)
AKIRA
Yeah, it's fine to start out with splines to rough out the shape too. I used to use Rhino for that too. Actually it's only since the pirate challenge that I really started boxmodelling from scratch. It's hard the first times to get all the facial edgeloops right but you get a hang of it. There are some really nice timelapse videos around, have a search for them. I think you can find some linked off the Meshtools site. Get Bay Raitt's video, it shows very well how you can start out a face and a body. In any case you already have quite a good grasp of it already.
Wiro
AKIRA_x
02-04-2002, 02:18 AM
Added a littel face expression test...its tiny and short.
You need DivX to view this. (http://www.jtp.f2s.com/subdiv.avi)
AKIRA
Blarg
02-04-2002, 06:42 AM
Personally, I prefer Poly Modeling. It's just a slightly different workflow compared with Box Modeling. Rather than continually subdividing the box, start with one floating poly and work out from there. I find it's easier to control the direction of the control cage that way.
Matt_Forcum
02-04-2002, 07:49 AM
I love those first images, very solid model. go for an ear man! GO!
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