Tutorial exercise: (Calling all Noobs)


#633

Hi All,

I’ve started this tut a little late, but I’m hoping to catch up. I’m using edit poly not mesh; which the tutorial suggests. My question is…

Where the tut suggests making edges invisible (e.g. top of page 2 - modeling pelvic area), should I remove them for edit poly meshes?

That is, I don’t see an option for hiding edges. Should they be removed or left alone (ignored)?

Thanks


#634

@Elucid

Post a wire, would make it easier to exactly point out


#635

Alright. After fooling around abit, and trying to remodel from scratch a few times, I still have the wrinkles problem. Here are three different versions: Wireframe, without mesh smooth, and with mesh smooth.

Greatly appreciate if someone can give me a hand, especially with those wrinkles on the hip area.


#636

now this looks like fun. i just came across this thread and the idea is nice. so i’ll fire up 3DSmax and join you if i may? starting tomorrow/weekend and try to catch up with you.
good luck everybody!


#637

blamejane, i have the same question. But i try simply remove the edges when he says to make invisible and it works.

Elucid, I dont know if it will help you, but i post the images of my model for comparing purposes. I think your mesh is very flat, try make the shape more rounded like human body is. I dont know if this is the problem, but it will make the mesh smooted model look better.

Again, sorry for my terrible english :blush:


#638

Elucid, I couldn’t see what’s going on with yer topology that would cause those wrinkles… maybe post a screenshot of the model showing the edges. But what you can do is hide the planes and rotate the model in perspective view and get a really good look at how the edges n vertices are flowing. Maybe the edges are too close together with vertices set uneven… one set too far in while another is set too far out.

Started this yesturday… used edit poly too because to me it’s easier/faster and deleted those edges that were supposed to be invisible.


#639

If I play around with the vertices alittle, some of the wrinkles go away. I don’t know how I did it, or why, but if I keep moving vertex around and rendering, I eventually find the right one.

I don’t know about you guys, but if I follow strictly to the outline of the Joan of Arc sketches, the figure comes out flat. It seems I need a top down view to make the figure more rounded.
Could do with the fact this is the first human modelling…in fact, any modelling I’ve done in my life.


#640

I have quite some problems with the eye sockets and the mouth
Here are 2 images, one before the meshsmooth and one after.

Every time i change it back to the right places, and i work on other parts it gets screwed up again. Am i doing something wrong? (most likely ;))
And how can i fix it ?


#641

AHH I REMEMEBER THIS DAMNED TUTORIAL! I got pretty far in it. If you scroll to like half way though the page, my model looks like the grey one. I’m thinking about doing this agian because I think I can do it well now. I made the head well but it got completely delelted… i dunno if this will help anyone but heres what I got:


#642

Tgmessi, when you are in meshsmooth, you can edit vertices too. And that edition only apears when meshsmooth is activated. Probably those vertices are modified when you are with meshsmooth actited and the only way i know to put them back in the right place is activating meshsmooth again, choosing vertex and moving them back into position.

Hope this could help.:thumbsup:


#643

Thanx for the reply :slight_smile:

I managed to fix it by using turbosmooth instead of meshsmooth. It went right the first time, no moving around with vertexes.

Time for the boots :stuck_out_tongue:


#644

(edited because I figured out my previous problem)

In the tutorial it claims there’s a way to configure a short cut to toggle “see through” on and off (it says it’s in customize/customize user interface) I can’t seem to find it though. Can anyone point it out (or tell me what it is)


#645

neat thread. good to see some collective learning


#646

In the first part of the tutorial (the body) on page two it mentions welding vertex together. I welded the middle one to the dot on the side (as the tutorial said to do) But I can’t extrude the polygon because there are now two edges that are formed and I can’t get rid of them (I tried following someone’s previous intructions in this thread about getting rid of an edge by making it invisible but that still gives me problems so I backtracked here)

Here’s a link to a shot of my problem (the problem lines are in red)

http://img.photobucket.com/albums/v79/Zandt/tut.jpg

Please help! It’s been frustrating me for hours :frowning:


#647

Hey, as with a lot of people here, this is my first time at 3ds max. I think I’ve made a fairly good start, but I’m having problems with superflous polygons. I was wondering if you could answer a few Q’s for me.

Near the top of page 2 it says “Select vertexes of this face an scale them in X to 0 so they are in one plane.” I have no idea what to do here…can anyone advise? I’ve looked for ages, and tried F12, and align and none of them seemed to do what was done in the tutorial.

Also, i was wondering if anyone could shed some light on deleting edges or merging faces. I seem to have too many faces and can’t for the life of me get any thing to merge. I’ve tried weld, but for some situations it doesn’t work.

I would post a pic of what I’ve done, but I don’t have any hosting and not sure i can host it on the cgtalk forums.

Cheers for such a good idea with this post, I’m really excited about it and want to get moving asap with my joan of arc!!

Cheers

M


#648

I am also quite new to 3ds max and i think that they should create a subforum for new people with loads of tutorials and maybe some challenges…(easy ones) so we can train our skills and learn from each other… because i have noticed that most of the topics are about things i really dont understand…

DrEvilD


#649

MartynH - What they want you to do is move the verticies on the right side (on the part you just extruded) to 0, to do this, select one verticie at a time, click the move tool, and at the bottom there will be three boxes with “x” “y” and “z” Zimply change the “x” box to zero for each verticie… You do this because it makes it easier once you mirror the body.

To illustrate what I mean, + = vertice
What you have:
------ X-axis runs this way
0 1 2 3 4
+
+
+
+
What you want:
0 1 2 3 4
+
+
+
+


#650

hey!!

a quicker way to do this would be to select all the vertices that you want to be at X=0
hold left mouse button on the scale tool and select “select and non-uniform scale”. (it’s the middle one in the drop down). grab the X-handle of the gizmo and keep dragging. you will see the vertices get closer together. when they are aligned right-click the move tool. then type in 0 in the X co-ordinate box.
tadaaa! all the vertices you hav selected should new be sitting happily on the centre grid line.
and it should take all of 5 seconds to do.
there is probably an easier way but that’s the way i have always done it.

cheers!!


#651

hey!!

someone also asked about a short-cut to make the model tranparent.
the easiest way to do this is to select the model then press alt-X. (though this might depend on what version of max you are using)
if you need to see the ref image clearer then try turning on back face cull. right-click the model. goto properties at the bottom of the quad menu and it’s in there.

cheers!!


#652

Hi guys.

 I’m also a newbie here, and I’m happy I found this website. I just received my copy of Max 8 this past Friday, but unfortunately I haven’t had much time to work on it. I did however finished everybody’s favorite chess pieces tutorials and that came out quite well.

http://img56.imageshack.us/img56/5083/knight9dz.jpg

http://img56.imageshack.us/img56/6920/chessboard0mk.jpg

Next up, is the US Army soldier, along with hundred of other tutorials that come with the software.

 I am also looking forward to do few tutorials with you guys during my spare time. Although my interest isn’t graphic design in particular, it gives a great opportunity for practice (I’m concentrating on creating my architecture portfolio, so my primary objective is modeling buildings and other structures).