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Mariomx
04-26-2003, 02:28 PM
Hi, i'm trying to model a t-rex using boxmodeling, but i'm a little stuck when it comes to editing the mesh in the front viewport.

I have a picture wich will show my problem, i don't quite know wich vertices to move where-to.

Is there maybe a tutorial that explains this, because i have no problem with human face modeling and that's why i'm now trying different objects, but i can't find a way to apply the techniques for the face to the T-rex. :hmm:

(and i don't want to model faces for the rest of my life :rolleyes: )

Mariomx
04-26-2003, 02:33 PM
Here is the picture:

TimWoods
04-26-2003, 03:01 PM
there is no easy answer, just start pulling those verts out until you get the right shape. Start a vertical set of lines at a time so as not to get confused. Then refine once the general shape is there.

sorry there is no easy way :D

powerwave3d
04-26-2003, 03:03 PM
I'm a little confused. If you can model a face, you should have no problems modeling that. It's just a little stretched out length wise and such. It's the same process, just looks a little different. It's just a matter of getting in there and pulling the verts around. There's no "Move this pt to here" type of work flow that one can show you. It just takes time and patience. I know this, cause patience is something I need more of myself in my own work.

I animate
04-26-2003, 03:46 PM
I would have started out with a wider box, perhaps about as wide as the jaw in the front view and then start moving verts from there.

Good luck and let us see how it turns out. :wavey:

Mariomx
04-26-2003, 04:32 PM
Originally posted by powerwave3d
I'm a little confused. If you can model a face, you should have no problems modeling that. It just takes time and patience. I know this, cause patience is something I need more of myself in my own work.

Well it i guess it turnes out i have trouble modeling from a box.
I do my faces the 'joan_of_arc' way... poly by poly and detail out.

I thought this thing would be easier to start with a box, but i guess it just doesn't feel right for me.
So i tried a few things with the poly by poly technique and i think this is working .... better at least

I know patience is the thing i have not much of and that is also a problem, but thanks for helping me a little you guys.
Poly by poly, here we come :p

Chason
04-27-2003, 09:44 AM
you ever thought about spline modeling it? You could knock it out a hell of alot faster than the poly by poly way. ANd you could edit the curve of the surface easily. Just thought I would say something.:shrug:

Marcel
04-27-2003, 10:56 AM
you ever thought about spline modeling it? You could knock it out a hell of alot faster than the poly by poly way. ANd you could edit the curve of the surface easily. Just thought I would say something.

NOOOOOO! Down with the splines, splines are bad! :eek:

Really, modelling with subdivisions is much faster then modelling with splines. You just have to get the hang of it, so it might seem a bit clumsy at first.

secretasianman
04-27-2003, 11:00 AM
i'm with marcel on this.

my thought. take a box, convert to polymodeling, delete half. and put symmetry on it.
that way the other sides updates with the side your working on and all your meshsmoth mods are already there so you don't have to wory about going up and down the stack.

Neox
04-27-2003, 12:29 PM
i always start modelling this kinda creatures out of a plane, this is much more flexible with this kind of head shape... gimme your references and i'll make a small anim gif how i would start modelling a Trex

Mariomx
04-27-2003, 01:03 PM
Originally posted by Neox
i always start modelling this kinda creatures out of a plane, this is much more flexible with this kind of head shape... gimme your references and i'll make a small anim gif how i would start modelling a Trex
Wow that would be great! :bounce:
I think a plane would indeed be better to start off with, but i wonder if i should worry about topology and curves (for animation).
Or is something to worry about later?

I uploaded my front/side picture here: http://www.geocities.com/geitje2000/trex.htm
It might be totally and completely wrong, but hey... it's my first time :)

Joebount
04-27-2003, 02:15 PM
Click me and go into the journal part. (http://www.ricoholmes.com/)

Neox
04-27-2003, 02:32 PM
i don't think that there will be some problems with animating and stuff, as long as the topology keeps clean and modelled as the muscles under his skin should (possibly, its a dinosaur :D) be

ok here's a quick trex basemesh, you can build yours based on that or start a new one...
the files are currently max5 if you need em in Max4 i could putt them in a script which you can start in Max4 (and lower)

Rar File (http://neox.gfx-scene.de/public/advices/Trex.rar)

Xilica
04-27-2003, 04:22 PM
Neox, even though i am not modeling a t-rex, this animation file is helpful for me also! thanks for takin the time to make one man

Mariomx
04-27-2003, 04:27 PM
Originally posted by Neox
ok here's a quick trex basemesh, you can build yours based on that or start a new one...
the files are currently max5 if you need em in Max4 i could putt them in a script which you can start in Max4 (and lower)

Rar File (http://neox.gfx-scene.de/public/advices/Trex.rar)

OMG! that is a quick mesh?! wow, i guess you work at pixar or something, coz you're gooood :buttrock:
and your files give a whole lot more understanding on how to work with low detail and start carving the mesh from there.
Thanx a lot!!

Originally posted by Joebount
Click me and go into the journal part. (http://www.ricoholmes.com/)
This is also really inspirational... thanks you guys

Obear71
04-27-2003, 04:43 PM
Some of the examples i have seen useing this meathod ushally have more image sourses to modle from.

Ive seen cars made in this manner and they not only have a front and side image to modle from as you have but also an above image set on the ground to give you even more points of reference. Some even have a front, side, back, and top view to modle from.

Im doing thjsi now and its alot harder to do if you have only the two views to modle from.

After modleing the sdie part (as you have) im worknig from the front, takeing a vertext point, and by looknig at the front and top i can determin how far to pull it out.

Sure takes pacients :)

Neox
04-27-2003, 04:54 PM
these imageplanes are just guides for proportions for mke... i don't need em but to have better proportions its better to have em... look put the mesh on the picture, it doesn't fit perfectly but its just a real good help for placing details and roughing out the proportions

@mario, no i'm not working at pixar ;)

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