Tutorial exercise: (Calling all Noobs)


#161

Woohooo !!! I go away for a couple of days. Come back and you are all looking like pros :applause:
@blur147 : that is looking great man good job now I gotta catch up again .
:wip:


#162

(Geez, how do I feel stupid…)

Is the collapse stack a thing that will crush all the stack of modifiers?


Another question, here are my developments. On the left side, the structure appears to be correctly “aligned”, but I want to know: is it normal that from the front it is supposed to be like that?

I mean, I extruded the part like in the tutorial, but is there adjustments to make after from the front view?

I’m afraid I did something wrong, just like everything should be aligned well.


#163

Hi Stillwell,

Yea, you need to adjust the model in the front viewport so that it matches the reference pic.


#164

Thank you :slight_smile:


#165

Ok, I’ve spent about 2 hours doing this, and I’m not happy with my problems :annoyed:

Question 1:

I didn’t collapse stack at the beginning. I just Edit Mesh’d it. Will that have any effect on it? And what? I’m scared.

Question 2:

At THIS LINK , how do I adjust the vertices in the front view to fit her leg? There are so many randomly spaced vertices. I’ll even give you the max file if you can show me, I’m so desperate.

Thanks!!! If you help me I’ll be your friend forever!! Thanks again!! :thumbsup:


#166

Hi arjun,

To answer your questions:

  1. Using an ‘Edit Mesh’ modifier shouldn’t be a problem. But I would recommend that you colapse the stack. There is no reason to keep the base primative.

If you worried about collapsing the stack just ensure you’ve saved you file before you do it, then if it all goes wrong you can go back to the saved file (Can’t see why there would be a problem though).

  1. I would move the whole leg in the front viewport so that the foot matches the reference pic. Then I’d start by selecting a horizontal edge on the leg and use the ‘Loop’ button to select all the edges around the leg. Them move the selected ‘Edge Loop’ so that it matches the reference pic in the front viewport. I’d do this for each loop in turn until the leg basically matches the on in the reference pic.

After that it’s a matter of selecting individual/groups of vertex’s/edges/faces and moving them to make your model a more pleasing leg/foot shape.

This is how I would do it, it may not be the most efficient way. But it works.

Hope this helps.

Cheers, Bur147


#167

Well you’re model looks really clean so I bet it does work.
Thanks. I’m starting to see some little glitches in the model so I might even start over. Ok then, I’ll be quiet now.


#168

Hey, everybody. I finished the basic shape of the body and I’ll tweak it more when I’m ready to attach the head. I just had to move on to something different than the body. Speaking of which, here’s some progress shots of my head so far. I’ve gotten through the nose part. I’m sure it needs a lot of tweaking, but I’m not sure exactly what, so I’d like some honest criticism if possible. But please be gentle. This is basically my first real model EVER, and I’ve only been on Max for a few weeks. Thanks!
http://flee.morpheus.net/joan/joan.html

EDIT: Beware dialup users! Pictures abound!


#169

Please someone. :thumbsdow
I’ve been trying to use 3dsmax for so long and I suck. Now I’ve reverted to this. Please can you take my 3dsmax file at www.arjunk.tk (it’s clearly labelled), and put a few vertices aligned in front view so I understand how to do it? Thanks so much. :hmm:


#170

@Arjun : have you gotten through the rest like converting the cube to an editable mesh and then extruding the faces for the rough shape ? to move a vertex simply select that vertex and with your move tool slide it along its X, Y, or Z axis. To line it up in the front view just go to the front viewport and slide those vertices till they match the drawing behind it.

@Fleedawg : its looking really good I think you got way closer to the example mesh than I did .
:applause:


#171

@Arjun, like Stygian said. you need to select a vertex or group of vertexs and move them in the front view along the x axis to align with the ref pic.

I’m sorry - I tried loading your file but every time I tried to edit the model Max crashed. So I knocked together a quick example.

Image 1

Here we have the extruded leg. I’ve dragged a selection box around the vertexes I want to select.

Image 2

With the ‘Move Tool’ I click on the ‘X Arrow’ of the move gizmo and drag the vertexes along the x axis to line up with the reference pic.

Do this for each set of vertexes in turn until you have formed the basic leg shape. Then you can refine the shape by selecting and moving individual or groups of vertexes.

Hope this helps.

@Fleedawg : Looking good man, the only obvious nasty is that there seems to be a crease in the chin to the lower left of the lips. Other than that looking v.nice. :applause:

Cheers, Bur147


#172

good job with the screen shots Blur
I’m stuck at work so now 3DS max here :annoyed:
someday I’ll work in 3D or even 2D hell I’d even settle for working in 1.5 D LOL


#173

Thanx Stygian,

When are we going to see an update from you? or is your wife still threatening GBH ?

I’ve started working on the Glove, and maybe it’s just me but it’s proving to be the hardest part yet.

Cheers, Bur147


#174

well I decided to skip the sword and started on the leg armor I figured the sword can wait till the end or at least till she has a hand to hold it in. :slight_smile: Just been lazy with the screen shots I’ll post some tonite. :stuck_out_tongue:


#175

Is this the crease you’re referring to?

If so, then I found it out right after I took those shots. I’ve since worked on the lips and improved the nose some, but have been to lazy to update. Thanks for taking a look though. I’ll probably work on the ear this weekend and update then. Then I get to start connecting stuff and fixing the curvy parts (boobs and butt) that I didn’t finish. :slight_smile:


#176

Yeah!!! FleeDawg!! I work with Flee and he has shown alot of progress he just started using max a little after we started this tutorial so lets hear it for speedy Flee the wonder Dawg :bounce:


#177

great tut and great thread!

my problem is connecting the half to the mirror

the mirror is on top of the stack and when I click it I have no options to attach

any help? nice work guys


#178

heh, i only read through the first couple pages of this thread, and a few of the last, and it looks like we have some people learning on pirated versions of 3ds max :]

good times…i have no complaints but of course it doesn’t make sense to buy a $3,000 ($900 with student discount!!) program if you aren’t sure you want to go into the industry.

well anyways, just thot your 3dsmax 3 and lower was funny. this is a good idea, its nice to see weve got some leaders, teachers, and people who have never even used max but are determined to model a female body (you crazy bastards).

Dalifan: all you should have to do is make sure that both halves have the “edit mesh” layer on top, shift/drag right, mirror, and then attach, and the rest is just welding vertices. by the looks of the model, you know what you’re doing and i probably didnt need to explain this, so just keep messin around with it.


#179

ty

yeah I had not used Max in awhile (v3) and was going about it the wrong way


#180

nice progress everybody :beer:

arjun:
This might be your problem:I looked at your scene and discovered a lot of vertices you dont need.

This often appears when it comes to cut polies. Vertices appear when you cut invisible edges. You dont need those.

You need to weld those unwanted verts. Select them and click weld selected (play with the treshhold) or weld target.

afterwards, when theres only one vertex at the crossing of two visible edges it should be much easier to select it and move it to the right place in the front viewport, like the other told already.

btw…to avoid those unwanted verts on invisible edges try to modell in editable poly not mesh, there only visible edges are taken into account.

keep up :thumbsup:
troub