View Full Version : Primitive Office
Trestkon 07-14-2003, 12:37 AM I'm currently enrolled in the free 3dbuzz.com 3dsmax course (yay Buzz!) Our first project is to create an office scene using only primities, both extended and standard, we can use any modifiers but cannot convert to editable poly, editable mesh etc.
I'm going to post my progress here, I know this is pretty basic stuff but any comments and crits as I work would be great!
This first object is my office chair, I decided to steer away from the classic wheeled office chair and instead just modeled a chair from my kitchen table:D
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/chair1.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/chair2.jpg
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Trestkon
07-14-2003, 12:38 AM
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/chair3.jpg
Trestkon
07-14-2003, 03:56 AM
Mmm, pencap, the projection gave me a bit of trouble.
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/pencap1.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/pencap2.jpg
I think I'll just post links from now on:P
your chair looks fine but it has hard edges everywhere. try beveling/chamfering. beveling hard edges is the first thing you learn when you start modeling.
ditch the pen cap and start again. it's crap. and if you're gonna be looking at it this close, i'd use more sides to the cylinder so it's got a smoother surface.
plus when you have troubles modeling something, it's always good to start over and try a different approach to the model. good luck with your scene.
Trestkon
07-14-2003, 04:56 PM
Well, thanks for the comments, although they aren't particularly helpful:P
I realize that the chair has hard edges, and that was done on purpose, I modeled it after a real chair, and that's a pretty solid representation of it:)
As for the pen cap, could you elaborate on "crap" I know it's not the most accurate cap ever, but it will not be viewed this close up in the scene, it will just be lying on the desk, not really a focus of attention, but still, if you could describe what makes it "crap" maybe I can improve it.
Phasmatis
07-14-2003, 07:01 PM
For the chair d8ed is right, you really need to put some beveled edges on there, you could cut diamond with those edges at the moment. :) It is a nice model though. :thumbsup:
The pen lid looks a bit screwy, probably because of the low poly count. Just up the segments of the cylinders, that will make it look a lot better. Although as you say it's not going to be seen close up so it's probably ok how it is but in my opinion detail is always a good thing. :)
Trestkon
07-14-2003, 07:08 PM
Well, I suppose I could bevel the edges a bit, but like I said, it's basically an exact replica of a real chair..maybe I'll see how it looks in the scene.
Trestkon
07-14-2003, 07:58 PM
Changed the pen cap a bit, I added 6 more sides, and I think I'll stop there, I mean, it really is going to be very small in the scheme of things.
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/pencap5.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/pencap4pg (http://www.planetdeusex.com/tnm/trestkonstuff/Renders/pencap4.jpg)
Phasmatis
07-14-2003, 08:11 PM
The pen cap looks a lot better now. :)
great improvement on the pen cap. here's one bit of advice though.. if your scene is gonna be a big shot of an office.. dont go modeling pen caps till later on. stick to modeling the big furniture and get those set up correctly and get your camera set up and angled properly. then fill in the little details like the pen cap and whatever else you're going to put on your desk and other furniture. this way you wont put too much detail into something that'll represent 3x3 pixels on the image.
and trust me on the hard edges please. edges dont look like that in real life regardless of how hard and sharp they look. there's always a tiny little curvature at the end that'll pick up specular highlights. in 3D this is achieved by beveling the edges once, twice, or many times to get a nice curved edge to do the same. it doesnt have to be round and the said object can still look square but it's edges should have a little shaved off the end.
like i said.. it's one of the first things you should be taught when modeling in polygons. either way.. it's bound to be beaten into you on CG Talk anyways =)
and please dont take any of my comments as being harsh or mean or anything.. i just tend to be very honest up front. and believe me.. if you're posting here for comments and critiques, it's usually the people who sound mean and insensitive that'll improve your work the most.
Trestkon
07-14-2003, 08:34 PM
Okay, I'm going to take you up on the hard edges right now, I'll fix it up and see how it goes, and I'll also take into account what you said about getting the big things done first:beer:
Trestkon
07-15-2003, 06:01 PM
I've replaced all my boxes with chamferboxes, and chamfered them a little bit, but now, when I use the symmetry modifier I get some odd smoothing errors, right at the top and on the left side of the seat.
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/chairchamp.jpg
Trestkon
07-15-2003, 06:20 PM
Never mind, I figured it out:)
The verts in the fillet where welding where the two top pieces met, I just turned down the threshold:applause:
much much better. and with proper lighting, all those little extra polygons will pick up the light even better. i'd say the chair is complete at this point.
Trestkon
07-15-2003, 11:13 PM
I would agree:beer:
On to the desk! And thanks for the help:D
Trestkon
07-25-2003, 07:33 AM
I now have a desk and a lamp (which lacks some very important parts:P) Taper is my friend!
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/WIPoffice01.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/WIPoffice02.jpg
All comments and crits still welcome:beer:
Trestkon
07-27-2003, 12:02 AM
Finished up the lamp...I think I'm a little bit addicted to detail, but actually, this lamp is missing one important thing, 10 cookies to the person who points it out!
I realise that the light doesn't really come out of the lightbulbs..but we're not aloud to use textures, is there still a way to do it?
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/Lamp01.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/Lamp02.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/Lamp03.jpg
you dont need to use textures to make it appear like it's casting light. just make the polygons luminous for now. and you can even throw a slight glow on it if you'd like. depends on how tacky you want it to look.
Trestkon
07-27-2003, 12:40 AM
Could you please elaborate?
Trestkon
08-10-2003, 04:53 AM
Wow, this is slow going, but I like taking my time:)
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/fountainpen.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/photofram.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/photoframe2.jpg
http://www.planetdeusex.com/tnm/trestkonstuff/Renders/OfficeWIP.jpg
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