3D Modelling
Dec 2 2010, 9:42 pm
By: NicholasBeige
Pages: 1 2 312 >
 

Dec 2 2010, 9:42 pm NicholasBeige Post #1



Just thought I'd create this thread since It became apparent that a few people on here are into this modelling shindig... namely, Apos, Jack, MadZombie and IskatuMesk.. Oh and myself of course.

Thread Rulez. With a Z. Because we're next gen and it's cool to be next genz0rz.

1. No discussing Blender is better than Maya which is better than 3DS MAX
2. Comparing techniques and functions between the softwarez is allowed (again, note the Z)
3. Posting your WIPz for feedback is recommended!

Post has been edited 1 time(s), last time on Dec 2 2010, 9:53 pm by DevliN. Reason: Follow your own first rule. You were obviously being funny, but



None.

Dec 2 2010, 9:45 pm Jack Post #2

>be faceless void >mfw I have no face

LET'S DUEEEEEEEELLLLLLLLLLLLLLLLLLLLLLLLl

How about a face modeling contest, no more than over 9000 polys?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 2 2010, 9:51 pm NicholasBeige Post #3



9000 poly's?!?! That's an insane number... But, I guess we could then rate them on reality...

Sure, you're on. And no simply copying a tutorial step by step.. not sure how we're going to police that one... :P



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Dec 2 2010, 10:33 pm MadZombie Post #4



Quote
face modeling
>Modeling organics

Bish I'm still on primitives. For my sake I propose we start with something easy for my sake :3. If we did organics my shit would come out like it's meant for the N64. How about we start with modeling Pokeballs

Because:
>They aren't naturally 3D so some imagination has to be used
>Their are many varieties or pokeballs so personal touches/version can be created and still be valid
>For my sake/ essentialy an over glorified sphere
>Pokeballs are kewl

HOW ABOUT IT? Regardless I'm still going to make a pokeball :l

Post has been edited 1 time(s), last time on Dec 2 2010, 10:49 pm by MadZombie.



None.

Dec 2 2010, 10:51 pm Jack Post #5

>be faceless void >mfw I have no face

Fien, pokeballs it is. But faces are pretty easy really.

EDIT
Done.


Post has been edited 1 time(s), last time on Dec 2 2010, 11:14 pm by Jack.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 3 2010, 12:58 am MadZombie Post #6




Rageball.png

FFFFFFFFFFFFFFFFFFFFFFFFFF-

I really should not have skipped that blender tutorial on getting familiar with manipulating shapes and stuff. How do I make the outer round black circle ? Look at my pink ball. See the middle of it? See how much that sucks? How do? the inner white circle things, I can at least do by sticking in floating cylinders at the very least. HOW DO YOU GUYS DO IT.

I should just pass a magnet over my computer. fml ;_;



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Dec 3 2010, 4:38 am Jack Post #7

>be faceless void >mfw I have no face

I did it with 3 floating cylinders because I was lazy; that's why I said I "cheated". It makes texturing it easier because I just have a different texture for the cylinder entirely. Although, I'm pretty sure you can colour individual polys separately but I forget how, I'd just cheat if I were you and use cylinders.

Oh and I'm going to make my texture better because MZ's one makes me feel bad, specially as he's noob :(



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 3 2010, 4:43 am DevliN Post #8

OVERWATCH STATUS GO

OMG I WANNA MAKE A POKEMON RPG ON SC2 NOW AND COULD TOTALLY USE POKEBALLZ.


I'm half kidding... >_>



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 3 2010, 4:52 am Jack Post #9

>be faceless void >mfw I have no face

Quote from DevliN
OMG I WANNA MAKE A POKEMON RPG ON SC2 NOW AND COULD TOTALLY USE POKEBALLZ.


I'm half kidding... >_>
I'll do a low poly one for sc2, unless you want an uber detailed one for closeups or something. But someone like cardinal might have to convert it because I haven't got max installed yet :(



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 3 2010, 5:59 am DevliN Post #10

OVERWATCH STATUS GO

I don't know if I actually will make one, but it was an idea I was considering when I first started learning about the SC2 editor (and all the possibilities). I'll let you know if I ever do, though. :)



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Dec 3 2010, 8:20 am IskatuMesk Post #11

Lord of the Locker Room

Here, I'll start with something relatively simple. I made this back when I was still dicking with sc2.

Gahennas destroyer, Devastator-class. 9.8k poly. Modeling time: 1 hour, most of which was spent on cleaning up after symmetry broke a lot of edges. I then split apart the model for smoothing groups for SC2 export (ships need hard edges!!!!!)




Armament - Hellfire Spite-Whip Generators, molecular disruptor beams, Soulsplitter torpedo launchers, psionic warfare driver

The game can easily handle 100k+ polies in very large numbers so don't sweat about polies as long as you're putting them to good use.

To make this model basically I took a single claw-like piece of geometry from my AOA birth set and used the Symmetry modifier on it a ton of times. Eventually I ended up with something that sort of resembled a ship I'd made earlier with the same method, but different geometry (a cannon actually). The only problem was that the modifier isn't perfect and there was some mangled faces I had to delete and collapse manually. Some scale modifiers and manual extrudes later and you get that.

The Crusader, the first model I made using this method, started as a side cannon for the Gahennas Astral Carrier when I was still feebly trying to update it. It started its life as this green thing;


I created the Starscourge by just using Symmetry once, reversing the model and auto-fusing it together to make this.

Intruiged by the results, I kept doing it over and over to the same mesh and got some alternate variants.

Eventually making the Crusader, and the low-poly base mesh of the Astral Carrier that I extracted out of the big model using the exact same modifier.


I believe the Crusader is sub 3.5k poly as it's a lot simpler than the Devastator. It needed a lot more fixing, though.

Post has been edited 4 time(s), last time on Dec 3 2010, 11:21 am by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Dec 3 2010, 7:18 pm Jack Post #12

>be faceless void >mfw I have no face

Quote
The game can easily handle 100k+ polies in very large numbers so don't sweat about polies as long as you're putting them to good use.
Maybe on your computer it can :P If the engine is any good, it will support essentially unlimited polies. The only limit should be how many your computer can handle.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 3 2010, 7:27 pm MadZombie Post #13



Quote
I really should not have skipped that blender tutorial on getting familiar with manipulating shapes and stuff. How do I make the outer round black circle ? Look at my pink ball. See the middle of it? See how much that sucks? How do? the inner white circle things, I can at least do by sticking in floating cylinders at the very least. HOW DO YOU GUYS DO IT.
My question please



None.

Dec 3 2010, 8:08 pm Jack Post #14

>be faceless void >mfw I have no face

nvm

Post has been edited 1 time(s), last time on Dec 3 2010, 8:17 pm by Jack. Reason: hurrdehurr



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 4 2010, 12:50 am IskatuMesk Post #15

Lord of the Locker Room

Quote from Jack
Quote
The game can easily handle 100k+ polies in very large numbers so don't sweat about polies as long as you're putting them to good use.
Maybe on your computer it can :P If the engine is any good, it will support essentially unlimited polies. The only limit should be how many your computer can handle.

No, it's not unlimited. Wc3 could support relatively high poly but it still had a vertex limit which, when you reached it, caused everything to flip out hardcore. Sc2 is no doubt no different. It'll be higher, but I wouldn't throw in multi hundred thousand k models without really good reason.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Dec 4 2010, 1:23 am Apos Post #16

I order you to forgive yourself!

I had fun... :lol:





Dec 4 2010, 1:43 am MadZombie Post #17



post the blend file ;_;

Help me out guys ;_;



None.

Dec 4 2010, 1:54 am NicholasBeige Post #18



Quote from Apos
I had fun... :lol:

It's like a Google Chrome Pokeball :D



None.

Dec 4 2010, 2:02 am Apos Post #19

I order you to forgive yourself!

Quote from name:Cardinal
It's like a Google Chrome Pokeball :D
I did it on purpose ^^ (I tried making it the same but messed up somewhere...)



Edit: I'm currently rendering an animation.




Dec 4 2010, 2:14 am NicholasBeige Post #20





This took me a total of 5 minutes... I am a rendering noob at 3DS Max though :P



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