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View Full Version : SMC 17 (week 09-08 to 09-15)


Digitool
09-08-2009, 04:32 PM
For SMC 17 it is agreed that we change things over to week long challenge.

The rules are this:
- you have 90 minutes to model all models. Use your discretion, if you think the model is too complicated to finish within 90 minutes then take longer and post your time limit you set for yourself, so that you can finish the model and see about how everyone else finishes it. Try to shoot for 90 minutes, because I don't think that many of these are too hard to get done in that time frame.

- choose from the list and get as many as you want done durring the week.

- participate in constructive criticism.

- post a wire-frame and a shaded view.

You may also want to add a description to tell us your techniques so that everyone can help you a little better.

Good luck!

This weeks list is:

Small Sailboat
Hammer
Telephone pole
Clownfish
Dagger
X-Acto Knife
Earphones

Also, I am going to start a thread where we post some random item ideas for us to choose from in the future to keep the list going strong.

Wualforvalle
09-09-2009, 04:53 AM
>< gonna be away from the computer for one week im going on some mini vacations :P, but i will do this challenge afterwards..

good luck to everyone!

EndfinityJon
09-11-2009, 02:53 AM
What's up, I'm Jonathan, and I'm new here. I'm quite interested in devoting my time to these challenges to become not only a better modeler, but an active member of the community. I've worked for 35 minutes so far and am curious if I should be posting progress or just final products. Also, I'm using Maya 2009 and have no clue how to get a render done with wireframe.

I hate that I'm posting with no material just yet, but apparently I need 2 posts before I can get into the swing of things.

I'm excited to get started!

Thanks for helping this new kid in advance.

~Jon

Digitool
09-11-2009, 09:05 AM
Hey there. I went to full sail back in 03-04... things have changed a lot apparently since i've been there. The school is growing quite a bit.

To get the wireframe, you don't actually render it. you can turn on in the viewport a "wireframe on shaded" option and just take a screengrab and paste it into photoshop or a like program. renders aren't really needed to see just the model, and sometimes can even take away from the model itself.

You don't need to post progress but feel free to if you'd like, and you can just either post again or modify your post and add images (but if you did this it would be preferred to keep the original WIP images so we can better help you).

If you have any other questions just send me a PM or really anyone else. This is a great community to help out and we're really trying to get these speed modeling sessions worked out to really help everyone in all skill levels get better and more efficient.

SKeller
09-11-2009, 05:50 PM
- you have 90 minutes to model all models.

Just to confirm that i got this right. We have 90 minutes to model all 7 objects or 90 minutes to model each of the 7 objects?

Digitool
09-11-2009, 06:19 PM
each. sorry for the wording.



Oh and I meant to mention before on the reply to the newbie, if you really wanted a render to have wireframe on it, you can take a screenshot of the wire frame in the same angle as your render and photoshop it over top the render. Use some sort of blending mode like a screen and use the eraser tool to help blend it over top.

But the wireframe on shaded taken from the viewport is perferred.

SKeller
09-11-2009, 07:29 PM
Thanks digitool!

Hey! I found a very nice tutorial on rendering wireframes: http://www.youtube.com/watch?v=UONmeh24xh4

I believe you can put wireframes on animations (like on a turntable) with this method.

Digitool
09-11-2009, 09:09 PM
wow thanks. I didn't know about that.

EndfinityJon
09-12-2009, 12:12 AM
Well, I've completed my first speed model. I chose to do the Hammer and worked for exactly 90 minutes where I then cut myself off even though I was missing some details. I consider myself to be a very meticulous and careful modeler so speed and efficiency haven't been my strongest traits. Hopefully I'll do more of these so I can become a faster and smarter modeler. The whole piece is quadded except for 2 triangles that appeared after mirroring the top. I would have fixed them, but I was running short on time and needed to complete the piece.

http://i652.photobucket.com/albums/uu249/EndfinityJon/Picture1.png

I used a cylinder for the handle and extruded to the top. The top was made of a cube and cylinder that I combined, and the claws were extruded out the back with a lattice deformer shaping them.

http://i652.photobucket.com/albums/uu249/EndfinityJon/Picture2.png

This was a real learning process for me because I'm not only a newer 3D student, I'm also a very slow modeler. I feel that the model is a little sloppy and I had to get creative in a few areas, but I completed a model in 90 minutes so that's a positive thing.

http://i652.photobucket.com/albums/uu249/EndfinityJon/SpeedHammer.jpg

Comments and critiques would be awesome. Thanks,

~Jon

Digitool
09-12-2009, 02:20 AM
the only thing I can see is that the head of the hammer is usually round isnt it? like the bridge between the body of the head of the hammer and the face of the hammer, the part that dips in, is angled but the tip of the hammer, the head area (i need to learn the anatomy of a hammer lol) should still be smooth and round. or is your reference different?

good work though. this should definately help you speed up and be more efficient.

EndfinityJon
09-12-2009, 02:29 AM
You're right about the head of the hammer (or whatever the hell we're calling it's anatomy, haha). That was one of the very last things I was working on when I ran out of time. I probably could have gone over a little, but I really wanted to respect the 90 minute rule and see how far I could take it. I believe they do have hammers with squared edges, that's why I didn't really mind it, but indeed my reference was round. Thanks for the thoughts.

I'm anxious to see what others are working on...

rnally
09-12-2009, 04:13 AM
Hey, Jon, is your hammer one complete mesh? It looks like it is, but the shadows on the cylinder for the render look like they could be separating the head from the handle.

It looks like you didn't smooth it too, is that correct?

Also, it could be the angle, but I thought I saw a bump on the head of the handle as if it wasn't entirely flat. I really like the angles you put on it before the head of the hammer. I think it makes for a nice touch.

Lastly, awesome suit.

rnally
09-12-2009, 04:28 AM
Hi all, I have a couple questions. I'm in school along with Jon for computer animation/game art and we are just starting out on zBrush. We haven't really gone over retopoligization yet, but I was wondering if:

a) it would be alright to try and work zBrush into my workflow with these challenges
b) if you would consider something not retopologized unfinished as far as these challenges go
c) if there is a brush or quick way to get scales/textures onto a model without necessarily having to paint each individual scale. I ask in regards to the clownfish because I thought it would be cool to try and get those in there in the alotted timeframe.
d) if any of you guys are considering or already using zBrush for this

With the new zBrush and it's hard surface brushes I thought these challenges would be a good way even for an experienced modeler to try them out and really determine whether or not they can really make things better or faster for hard surface items.

Thanks for any and all info and I'm looking forward to throwing my hand in the mix.

Rob

Animasta
09-12-2009, 05:38 AM
You're right about the head of the hammer (or whatever the hell we're calling it's anatomy, haha). That was one of the very last things I was working on when I ran out of time. I probably could have gone over a little, but I really wanted to respect the 90 minute rule and see how far I could take it. I believe they do have hammers with squared edges, that's why I didn't really mind it, but indeed my reference was round. Thanks for the thoughts.

I'm anxious to see what others are working on...

I've seen all kinds of hammers, but never one with a blocky head like that...

Good job on the overall model though. Last time I attempted to model a hammer, I couldn't get the claw right. :p

Digitool
09-12-2009, 07:13 AM
I did the easiest one first haha... Did the exacto knife... about 28-30 minutes.

http://i223.photobucket.com/albums/dd142/tgrinstead/th_Exacto_knife.jpg (http://s223.photobucket.com/albums/dd142/tgrinstead/?action=view&current=Exacto_knife.jpg)
Reference

http://i223.photobucket.com/albums/dd142/tgrinstead/th_exacto_wire.jpg (http://s223.photobucket.com/albums/dd142/tgrinstead/?action=view&current=exacto_wire.jpg)
Wireframe

http://i223.photobucket.com/albums/dd142/tgrinstead/th_exacto_shaded.jpg (http://s223.photobucket.com/albums/dd142/tgrinstead/?action=view&current=exacto_shaded.jpg)
Shaded

http://i223.photobucket.com/albums/dd142/tgrinstead/th_exacto_ambocc.jpg (http://s223.photobucket.com/albums/dd142/tgrinstead/?action=view&current=exacto_ambocc.jpg)
Ambient Occlusion, just because I can't get enough of it, haha.

http://i223.photobucket.com/albums/dd142/tgrinstead/th_exacto_render02.jpg (http://s223.photobucket.com/albums/dd142/tgrinstead/?action=view&current=exacto_render02.jpg)
Render. Just took about 10-15 minutes and tossed together a render out of boredom before turning in for the night.

___

I really should have gone back and cleaned up the geometry... but I was trying this plugin I got a long time ago I never really used. Basically it smooths your model for you as you edit the base mesh... but it made a ton of poly's where there don't need to be any of them.

Digitool
09-12-2009, 03:48 PM
Hi all, I have a couple questions. I'm in school along with Jon for computer animation/game art and we are just starting out on zBrush. We haven't really gone over retopoligization yet, but I was wondering if:

a) it would be alright to try and work zBrush into my workflow with these challenges
b) if you would consider something not retopologized unfinished as far as these challenges go
c) if there is a brush or quick way to get scales/textures onto a model without necessarily having to paint each individual scale. I ask in regards to the clownfish because I thought it would be cool to try and get those in there in the alotted timeframe.
d) if any of you guys are considering or already using zBrush for this

With the new zBrush and it's hard surface brushes I thought these challenges would be a good way even for an experienced modeler to try them out and really determine whether or not they can really make things better or faster for hard surface items.

Thanks for any and all info and I'm looking forward to throwing my hand in the mix.

Rob


Do whatever you want! lol. Try whatever you think will make the model in the end. You don't have to worry about formats or anything, just as long as you can show us what you got at the time-limit.

I don't have much zbrush experience... I've used mudbox a little bit, but I don't really know what you're talking about with zbrush.

It's been 6 years since I started at Full Sail (on sept 25th) so I have no idea how much the school as evolved. I would like to go back if I ever win the lotto, haha. I know the school physically grew acquiring more buildings, and the programs went to bachelors, other than that I have no idea what they're doing these days.

nimbiot
09-13-2009, 12:58 AM
dam, I didn't even know a new thread was created, I gotta get started on this. Thanks tyler for making it happen ;)

the exacto knife came out pretty good, love the render. I was wondering how you made the grip. what tools did you use to get that swirl pattern?

Digitool
09-13-2009, 02:54 AM
Well, its simple, but I'll make it sound 10x more complicated. Basically its the same way I make tire-tread...

I use maya, so this is how I did it in that program.

I made a cube and made it really long and skinny (imagine if you took one row of the diamonds things and unwrapped them)... I made the sub-divisions pretty high until I had some pretty even faces built up along the cube. Making sure "keep faces together" is turned off, extrude those faces up and in a little bit (depending on how dramatic you want the grip). Once that was done, delete the faces on the inside (If you place your cube at the left side of the reference where the grip starts delete the right faces, or if starting on the blade side, delete left faces)

After that, you make a curve that actually is a straight line from the cube to where you want the cube to end (at the end of the grip). select the cube and find out how wide it is. go now select both the cube and the line, and duplicate special (click option box). I was on the translate x -axis, and you type in how wide your cube is here. Duplicate it once and delete the other sides' faces (so that the sides are face-less). Now duplicate special again and change the number of copies to something that seems reasonable and hit apply, if its too much, undo and type in another number, it should take long to get you close, dont worry about being exact. On the last face, use append polygon tool to cap off the faces on the far side of the object.

Select all cubes now and make one polygon, select all verts and merge them. Now, if you're grip isn't the exact length, apply a lattice deformation and pull the lattice points at one end to stretch it the rest of the distance. Delete history.

Now, use the non-linear bend transformation on the grip, you may have to mess with the rotation axis's to get the bend to work right (click on the node bend1 in the inputs on the channel box), but you're trying to bend the curvature around 180 on each side (so make sure the settings say low bound -1 and high bound 1.) The rotation should be 90 in 2 of the 3 axis typically. Once it is lined up right (just mess with the curvature and undo then change rotation and keep doing that until its line up right), get your curvature close and then start typing in numbers until they get very very very close. delete history, select verts and merge.

Finally you need to add the twist to it, so just simply apply a twist deformer to the object and get the rotations line up right and then mess with the twist settings until it looks how you like it to and then delete history.

Remember, deformations are awesome! haha. It took me a long time to really understand how great deformations can be.

I hope thats enough help, if not just let me know and I can try to make my instructions easier to understand.

And no problem on starting up the challenge. I've made a lot of them in the past and i've been real busy lately, but its starting to slow down so I can continue to help out all I can.

I think this current format is easier to work with, because we're opening it up a little bit and keeping guidelines a little looser.

nimbiot
09-14-2009, 01:04 AM
dang, you were right, it does sound complicate. =P But you got me to challenge myself and figure how to do it in Lightwave.
Basically I just created a disc with the length of one row of squares. Pulled up numeric option and typed in how many sides I wanted, making squares polys all around the edge of the disc. Then I deleted the two circle faces of the disc.
After that I beveled or extruded(almost the same tool) the sides, pulling up numeric option to control inset and shift

Now that I got one row of the piece done, I used the array tool (first time using because of this challenge^^) and typed in how many rows I wanted this piece to extend across.

With the cylinder now made, I did the twist tool(thank god LW has it too) and viola!

You got me thinking about deformers and other tools now, lol it's like undiscovered possibilities for me.

Digitool
09-14-2009, 05:22 AM
cylinders! Ah, it would have been easier if I just did that to a cylinder. *sigh*... so simple but I just wasn't thinking.

But no problem, yeah... deformers are awesome. They're absolute life-savers for wires too.

Looks really good and clean, btw, forgot to comment. Now give it a blade and a handle!

nimbiot
09-14-2009, 01:53 PM
"Looks really good and clean, btw, forgot to comment. Now give it a blade and a handle!"

lmao XD

gcr113
09-14-2009, 07:29 PM
I went with the clown fish, pretty damn ugly if I say so myself. Lots of creasing I need to smooth out (I think maybe extracting the fins from the main body would help), the mouth topology wouldn't animate well (not enough resolution on the top half), and most of the detail for the fins would come out in the bump map and shader anyway. Best I could do in 90 minutes, maybe I'll give it another shot later on.


http://img179.imageshack.us/img179/483/clownfish.jpg (http://img179.imageshack.us/img179/483/clownfish.jpg)

gcr113
09-14-2009, 10:14 PM
Gave the dagger a shot, pretty happy with it overall and will probably spend additional time on it to complete it when I get the chance. Included the reference if anyone was interested (http://images.doba.com/products/451/website_knives_largepictures_20-958.jpg)

http://img401.imageshack.us/img401/1065/daggerm.jpg

Animasta
09-14-2009, 11:38 PM
Gave the dagger a shot, pretty happy with it overall and will probably spend additional time on it to complete it when I get the chance. Included the reference if anyone was interested (http://images.doba.com/products/451/website_knives_largepictures_20-958.jpg)

http://img401.imageshack.us/img401/1065/daggerm.jpg

Nice job on the modeling, that's a pretty cool looking dagger :)

nimbiot
09-15-2009, 12:01 AM
yes very nice dragon dagger. No crits from me.

IRAFK
09-15-2009, 12:11 AM
dude, that dagger is kicking my ass. well done.

nadiarathnam
09-15-2009, 10:07 AM
this is first time am participating.. i chose clown fish and finished it in 90 mins in maya.. all comments are welcome..

http://img147.imageshack.us/img147/483/clownfish.jpg

http://img147.imageshack.us/img147/8374/clownfish1.jpg

alkhobarspecial
09-15-2009, 02:02 PM
3d max 2010
and for the sail i used the more enhanced paint deform tools within edit poly.
Small Sail Boat
Modeling 70 Mins
http://img.photobucket.com/albums/v93/alkhobarspecial/SailBoat_Wires.jpg
render additional 10-15
http://img.photobucket.com/albums/v93/alkhobarspecial/SailBoat_beauty.jpg

nimbiot
09-16-2009, 02:23 AM
simply amazing Daniel. This paint deform tool. Is it like Zbrush? And is it within 3dstudio max?

alkhobarspecial
09-16-2009, 02:39 AM
its the same concept as z brush. but not nearly the depth to which z brush is. but for stuff like this real quick it works nicely. it has been in edit poly for a few versions now, they did add a couple more tricks to it, but the base of it has been in max since at least max9 i believe

edit: oh and thanks! i have never been real comfortable with my modeling speed so hopefully squeezing in a couple of these will help me improve.

Wualforvalle
09-16-2009, 08:11 AM
ok first object, telephone pole thought this one as the easiest, gonna try to do 3 at least tomorrow
http://i543.photobucket.com/albums/gg462/wualforvalle/pole_shaded.jpg
http://i543.photobucket.com/albums/gg462/wualforvalle/pole_wire.jpg

SKeller
09-16-2009, 12:05 PM
Wow! Lots of entries this time! Looks like the new SMC system is working really nice!
My internet is working again, so now i can give it a try on this challenge (I'm a little late, though...).

SKeller
09-16-2009, 01:50 PM
I did the earphone. Took me 50-60min.

Earphone:
http://i256.photobucket.com/albums/hh180/stephentkeller/Earphone.jpg
Earphone Smooth:
http://i256.photobucket.com/albums/hh180/stephentkeller/EarphoneSmooth.jpg

IRAFK
09-16-2009, 05:53 PM
woot! i love it! so much participation! i think this new system is for the best. good job guys! ive been busy this week with work and school. work has me modeling an extremely detailed barnacle for an visualization animation. ill try to make something at the end of the week, if not, ill take a stab at next weeks. awesome stuff guys. keep it up.

rvr1982
09-16-2009, 06:01 PM
Hello ^^

I finally took the time to register and to upload my images, so this is my first post in here.
I did the earset, and learned some times after that there's a difference between headset and earset in english (same word in frensh). I hope it's fine ;)

This has been my headset for over 10 years now, there's a screw missing, but the sound is still ok. It's very hard to find the same quality these days. That was some kind of motivation for modeling it.

(done in maya 2008, 103 minutes without the texturing/rendering)
http://i300.photobucket.com/albums/nn20/jaimelaleffe/wireframe.jpg
http://i300.photobucket.com/albums/nn20/jaimelaleffe/occlusion-1.jpg
http://i300.photobucket.com/albums/nn20/jaimelaleffe/masterlayer.jpg

Wualforvalle
09-16-2009, 08:35 PM
ok 2nd object this time i did the hammer >< i hope you guys recognize this from simpsons homer inventor chapter, i took around 70 min.
my images are always the larger so i tried putting them both wired and shaded in the same so i wouldnt use too many forum space >< i hope you guys like it.
http://i543.photobucket.com/albums/gg462/wualforvalle/Electrichammer.jpg

nimbiot
09-16-2009, 10:57 PM
here's my exacto knife. I actually ended up taking the whole day, 6+ hours, trying to make the threads. Took longer than expected, but hey atleast I learned something.

Waldo, I haven't watched that espisode..but how the hell is that hammer even suppose to work? lol

SKeller
09-17-2009, 02:14 AM
rvr1982: Your headset is looking great! Really great work. My only suggestion would be to add bevels to catch the highlights on the edge of that handle-like upper part (the one that sits above the head) and the part that slides to adjust the headset to your head (i have no idea what is the name of these parts in english...).

Digitool
09-17-2009, 03:26 AM
here's my exacto knife. I actually ended up taking the whole day, 6+ hours, trying to make the threads. Took longer than expected, but hey atleast I learned something.

Waldo, I haven't watched that espisode..but how the hell is that hammer even suppose to work? lol

Your exacto knife is very... well.. EXACT! Good job!

Everyone has done great and the participation is great.

I'll go ahead and start up the next week of challenges.

nimbiot
09-17-2009, 06:14 AM
lol, thanks tyler. Here's my clownfish. Took me 2 hours.

Wualforvalle
09-17-2009, 08:32 AM
sorry i didnt made the model accurate for it to work i didn't care to figure out while modeling, it is my first experience with something mechanical, anyway, it works moving the hammer stone forward and back, here is the link for the video

http://gizmodo.com/5085953/craftsman-electric-hammer-automates-the-process-of-us-never-building-anything

watching the video now, carefully :P i just need to tweak some stuff and done

nimbiot
09-17-2009, 11:48 AM
oh ic now. didn't know homer could make a working invention. Go homer!

SKeller
09-17-2009, 05:52 PM
This simpson's episode is so funny! I always remember that makeup shotgun hommer invented.

Anyway, this new system seems to have changed these challenges for the best! We got a lot more entries this time.

Wualforvalle
09-17-2009, 08:41 PM
well i did the x-acto knife, the next challenge is up, but i want to do at least the dagger
http://i543.photobucket.com/albums/gg462/wualforvalle/xacto.jpg
30 minutes, it was very simple i followed, i think it was nimbiot tip, i used the twist deformation and done.

nimbiot
09-17-2009, 11:07 PM
good work waldo! It's nice, we are influencing eachother and learning.
Only different I did on my knife was I beveled the squares sharper so they came to a point for more traction.

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