View Full Version : All 3dsmax users
abc123 01-07-2003, 04:47 PM Im a 3dsmax begginer i need help i have started to modelling and animating but i cant do it good i need some tips:thumbsup:
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Null_Object
01-07-2003, 05:01 PM
Practice...practice...practice!
SheepFactory
01-07-2003, 05:12 PM
and dont forget to practice after that :)
CGmonkey
01-07-2003, 05:14 PM
You know.. a bit more practice could help when you're finished with above tips. :>
eliseu gouveia
01-07-2003, 05:20 PM
And above all, donīt forget to always find some time to practice!
ostov
01-07-2003, 05:22 PM
Some people do a lot practice. I think that can help u ;)
ostov
edaddy
01-07-2003, 05:27 PM
I'd have to disagree w/ the above posts and go out on a limb and say 'practice' is the key
abc123
01-07-2003, 05:28 PM
what shall i start to practice on:annoyed:
Equinoxx
01-07-2003, 05:56 PM
once is funny, twice is still funny, 3 times and above is kinda annoying . . . people. this is not who we are is it ??
abc, go to scriptspot.com and download meshtools 2.5 [only work on an editable poly] for max. then go here and read the documentation for it.
be sure to learn modeling with an editable poly, it's THE way to model these days.
then go here http://www.secondreality.ch/ and follow the tutorials.
should give you a good start.
markdc
01-07-2003, 06:26 PM
Start with the tutorials that come with max (do all of them). Then I suggest "Mastering the Art of production with max4." It covers modeling and rigging in detail, and touches on animation and texturing. You can look on Amazon to find it.
ToddD
01-07-2003, 07:07 PM
I find it funny when people just "buy" software and expect to create Shrek the next day!
Ok, so, first do some- or better yet all of the included tutorials as mentioned. Next, search for tutorials on the internet, do them. Meshtools and poly-modeling are very effective in max... you will hear this over and over again. I would also recommend buying a book or 2. After all you did just drop a large some of money on this software, the cost of a book to give you guidance is a drop in the bucket. To become a good modeler/texturer you can expect quite a few months of practice, to become a good animator, learning will never end.
ivan iliev
01-07-2003, 09:11 PM
It's amazing, today everybody can be an artist, one need just a couple of tutorials... and practice... thanks Max :cool:
ivan
amckay
01-07-2003, 10:45 PM
Essentially don't go in and rush things, animation and 3D in general is a very tedious and time consuming and often frustrating field to get into.
I've seen lots of people start out in 3D and expect to be able to do Final Fantasy quality work within weeks. Basically what it comes down to is giving yourself small projects to tackle that aren't too ambitious for you, and then go from there. Even flying spaceships and cars driving around are easy enough tasks to start out with, and from there continuet o better your work, read as many tutorials as you can and try and work with other people and learn from their stuff.
I've been using 3D in one form or another for about eight years, and working for the last five to six years in 3D. I think I've barely scratched the surface in a lot of ways, as it's impossible to learn every nook and cranny of the package you use, let alone multiple packages. So it's always best to get your head stuck into one package, don't try and learn Maya, Houdini and 3dsmax at the same time as it's only going to play in handicaping and confusing you. And try and focus on some main areas like modeling and texturing oposed to trying to do everything to start out.
Lastly, don't give up. There's plenty of times when you get really frustrated and confused or just burnt out, and don't want to do 3D anymore, that's just time to take a break and go see some movies, have fun and have a life (very important aspect is having a life) and get back to it once your creativity is flowing again. I nearly gave up on 3D the second week of getting into 3D studio when I first began, I dread to think what I'd be doing now if I didn't force myself back into it.
Maybe my advice was a bit on the serious side... erm.. practice... :)
Beroc-LOD
01-08-2003, 04:11 AM
Everything for "practice" depends on your intrest.... do you wanna do artistic stuff, or gaming stuff, or 3d text.... what do you want to do....
Basically, 3d boils down two areas... Hi res and Low res. If you wanna do stuff for games... Low res is the way to go. Stuff to look pretty, Hires is it. There is a happy medium between the two, but you have to learn how to use the program... Look to tutorials in the max books, or online... I learned everything I know from tutorials online.... I also picked up a advanced techniques book, that helped more then you could possibly imagine.....
First thing is that you have to learn how to use Max's controls.... setup personalized quick keys, or find some good stuff online(I have a set on my site, which make Max pretty quick, but it is setup for gaming stuff) After you get past a very hard core interface, you can get to the meat of Max, and start making stuff.
Personally, I would suggest starting with polygonal modeling, as that is rather easy, and you can get some interesting stuff, not just boxes and balls....
Tex3D
01-08-2003, 03:19 PM
Congrats on choosing to damn yourself to a life of frustration and endless render cycles and a protruding gut!:thumbsup:
Seriously though, there are TONS of Max resources on the net and in stores so you shouldn't have any trouble finding info.
Personally, I have had a hell of a time with the modeling aspects of Max (I am a CAD refuge) but the animation is really easy for me. Don't be discouraged if it doesn't come together right away. Sometimes I'll get stuck with a problem and get pissed off and throw Cheetos at the monitor and yell at the cat and all that, but then I'll wake up at 3:00 A.M and KNOW exactly what I need to do. That makes it ALL worth it.:buttrock:
very important aspect is having a life
Is there any tutorials in max about this? id sure like one :)
DerPapa
01-08-2003, 08:07 PM
And beware of the "80/20 Rule" which says:
If you take the whole productiontime of a full quality finished project as base, you will need 20% of this time to complete the project to 80% Quality, and the other 80%, to do the last kickass 20% Quality!
So, better do not struggle for the 100%!!! Just do your work until it is ok in your eyes and switch to another thing! If the whole project is on 80% you can raise the quality if you have yet the gain for :P
I personally almost always fail in this rule, finding me in front of my modell, unwrapping the inner faces of a belt :D
hehe
But one of the best rules, I read on http://www.keithlango.com :
"The best animation you do is the one you finish"
yeah!
Michael
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