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frederik
08-24-2004, 08:37 PM
I'm pretty new to 3dsmax and I have a few questions. I've been browsing through the internet for somewhile to find a good explination about "what kind of modeling method you use for a specific mesh". In this case it's an armor. Something like thishttp://www.secondreality.ch/tutorials/materials/wornmetal/testrender02.jpg
( I found it on the internet after scourcing for some while http://www.secondreality.ch/ ). How would you start? Do you start with on block and extrude it and move the vertices. Or do you start with on big block containing lots of vertices. Or something else ( maybe spline moddeling but I think that is for heads mostly or can you also make human body's or armors with it). Please tell me how you would start of , any tips and tricks would help :).

And also this armor is very smooth but on the edges it's not smooth. How has the creator done it? Applying a smooth modifier to only a selected number of vertices? ( you can do this with spline modeling). If so how would I do it.

I thank you for your time,
Frederik

opus13
08-24-2004, 09:02 PM
try using a patch surface, and then once you have a shape you like add a 'shell' modifier to give it some thickness.

from there you can turn it in to a editable poly and add detail as you like.

f97ao
08-24-2004, 09:05 PM
Hi there Fredrik. I'm not a master modeler myself but I should still be able to point you in the right direction. Myself I prefere box modeling (moving faces and vertices beginning with block, like you said), but working with splines would be good too in this case. If you are fairly new I really recommend focusing on one modeling technique and try to master it as much as possible and not split your time to learn spline modeling, nurbs modeling, patch and box at the same time.

So begin with say the front plate, do a box that has roughly the correct size and not that many segments, you can always add more later. Turn to editable_poly, then begin working with moving the vertices. Perhaps look a little at what it would look like with more iterations. If you have a scetch on paper scan it and have in the background for reference. When you get closer to finish you can increase the detail by adding more edges.
You will also need to spend some time on doing the materials. You want to use specular maps to make it more and less shiny in different areas and use bump maps to make it more bumpy where there is rust.

If you need alot of complex details, ornaments looking like dragons or leaves then the tool you need to use is displacements. With it you will use a picture to push out detail. There is a good tutorial on 3dluvr on how to do some dragos on juvelry it should help.
http://www.3dluvr.com/content/article/37

Good luck with your armor
/Andreas

frederik
08-25-2004, 08:38 AM
Ok thanks for your reply. I managed to make this :
http://www.t-zwartbol.demon.nl/armpadscreenshot.jpg
http://www.t-zwartbol.demon.nl/armpadscreenshot-wire.jpg

on that site there was also a texture tutorial so it turned out to be pretty nice. The specular needs to be changed.

but I'm still abit in the dark about some subjects.For instance: I know with spline modelling you can easily add vertices to give the model more detail ( refine , create new line etc.) . Is this also possible with box moddeling , I saw the button create new vertices but what I needed to do next was clouded by the dark forces . So what I now did , I made a huge 10*5*2 vertices box and I moved the outer side of the armor pad inside. So I'm having abit trouble with vertices as you can see so these are my questions:
1. Can vertices and connect them to the existing model and give them an edge.
2. Can you delete them without getting a big hole in your mesh.

Also if you look closely to the image you will see that my armor has smooth egdes. But I want the surface to be smooth and the egde to be straight, how would I achieve this?


Frederik

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