View Full Version : eye vidoe modeling for 3max
bobafet1000 04-07-2010, 04:02 PM I am looking for an eye modeling tutorials for 3ds max. gnomon do free eye tutorial but its for maya.
I cant translate some of the principles from the tutorial to max. For example what is the equivalent of a nurbs sphere in max.
http://www.thegnomonworkshop.com/store/category/171/Free-Tutorials-All
thanks sorry for cross posting, but i thought this might be more suited to 3ds max forum.
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jeffreyWilson
04-12-2010, 05:23 AM
I am looking for an eye modeling tutorials for 3ds max. gnomon do free eye tutorial but its for maya.
I cant translate some of the principles from the tutorial to max. For example what is the equivalent of a nurbs sphere in max.
http://www.thegnomonworkshop.com/store/category/171/Free-Tutorials-All
thanks sorry for cross posting, but i thought this might be more suited to 3ds max forum.
I just posted an eye tutorial in max in this forum...
www.2ndchancegames.com and click on tutorials to view
Jeff
bobafet1000
04-12-2010, 03:23 PM
you uses a sphere to create an eye which mean some of the polygons are three poly sided .
wouldnt that mean pinching would occur ?
you didnt create the cornea either . you just placed a texture map on the eye . thats not creating a realistic eye.
since ive done a little research ive found different results by starting off with a sphere. this will result in pinching when a smooth modifier is applied. due to 3 poly sided polygons at the front.
by creating a low polygon capsule can remove the 3 sided polys to create a four sided poly.
maybe you use a different way and dont mind aan explanation as i am willing to learn
nice 1
here is a bit of tutorial from 3d total.
http://www.*******.com/
does not go on to texturing the eye and if your tutorial
jeffreyWilson
04-12-2010, 03:50 PM
you uses a sphere to create an eye which mean some of the polygons are three poly sided .
wouldnt that mean pinching would occur ?
you didnt create the cornea either . you just placed a texture map on the eye . thats not creating a realistic eye.
since ive done a little research ive found different results by starting off with a sphere. this will result in pinching when a smooth modifier is applied. due to 3 poly sided polygons at the front.
by creating a low polygon capsule can remove the 3 sided polys to create a four sided poly.
maybe you use a different way and dont mind aan explanation as i am willing to learn
nice 1
here is a bit of tutorial from 3d total.
http://www.*******.com/
does not go on to texturing the eye and if your tutorial
The tutorial series are not finished. The eye I modeled will never be meant to be rendered. It's to be a game asset. So modeling the eye interior is not necessary.
if you found this why did you bother to ask?
Also, the whole "everything must be quads" argument goes a little overboard sometimes. All quads are necessary for forms which must be subdivided. If you model at the resolution you need, triangles are more than acceptable.
Take a look a some game art assets out there by some of the heavy hitters in the industry like Epic. D'Artiste series on character modeling is FULL of tris.
If that's good enough for Epic, it's good enough for me.
bobafet1000
04-12-2010, 04:41 PM
I am still wrking on developing the eye and ive learning on the way about topology.
so thanks for the tutorial but it only show me how to add a texture to a plane
i have still not completeed it as i will put this on the 3d total forum to get some advicelater tonight . The vidoe from gnomon creates a cornea and so does most of the tutorails i have seen. i think this is important to get the eye to reflect.
however im sure you know better as an experienced modeller and im a begginner.
ok thankyou for the link
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