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ivanhoeGT View user's profile Send private message

Reply with quote Friday, December 30, 2011

Wolverine wrote : I am a Noob when it comes to drawing or animation. but one question. can we use google's sketchup for models?



I think google sketchup is for maps... Cool

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Friday, December 30, 2011

Wolverine wrote : I am a Noob when it comes to drawing or animation. but one question. can we use google's sketchup for models?



I'm not sure on how good its tools are for character models, but you should be able to do environments/maps, theoretically. I haven't really played with Sketchup much, personally though...


And Richma, I just downloaded Blender myself a little while ago and started messing with it for the first time in months(years?) so I could try it out again to get a better feel for it(as well as to be able to help people here like you more if they're working in it, since I largely only know 3DS Max currently...)... Seems they changed a lot of the UI since the last time I tried it, and some of the options are a lot friendlier for someone like me who's use to the 3DS Max interface than it use to be...

Tried making a face model as a simple test of the tools... I figure if I can make a character's face, I can make just about anything else, given some more practice with the tools to remember where everything is... But I was pretty accurate in my assertion; the tools may be different, but the techniques are still the same. Keep in mind though that this was a quick test of the tools to make sure I could actually make something, I spent maybe 2 hours on it, once I actually figured out how to work with the software properly, and configure everything for ease of use on my end... There's a reason I tell people to go to Youtube for tutorials...

Richma View user's profile Send private message

Reply with quote Friday, December 30, 2011

ivanhoeGT wrote : Richma what version of blender are you using? Cause mine can't even load .md3 scripts.Even .md2 and .obj

But great start


My version is 2.61 and I don't even know can I load that stuff I'm just a beginner Embarassed

ivanhoeGT View user's profile Send private message

Reply with quote Friday, December 30, 2011

Richma wrote :

ivanhoeGT wrote : Richma what version of blender are you using? Cause mine can't even load .md3 scripts.Even .md2 and .obj

But great start


My version is 2.61 and I don't even know can I load that stuff I'm just a beginner Embarassed



Thanks for telling Very Happy Very Happy

Richma View user's profile Send private message

Reply with quote Friday, December 30, 2011

No problem what is your version?

ivanhoeGT View user's profile Send private message

Reply with quote Friday, December 30, 2011

2.42 but can't load anything on ZEQ2 Razz

Richma View user's profile Send private message

Reply with quote Friday, December 30, 2011

ivanhoeGT wrote : 2.42 but can't load anything on ZEQ2 Razz


When I want to save my work it only can be saved in blend format

TRL View user's profile Send private message

Reply with quote Friday, December 30, 2011

Exporting... Look it up.

You don't magically save a model and hope it works in ZEQ2 with animations and tags.

There are even tutorials about this in the learning forum.

ivanhoeGT View user's profile Send private message

Reply with quote Friday, December 30, 2011

TRL wrote : Exporting... Look it up.

You don't magically save a model and hope it works in ZEQ2 with animations and tags.



So need to download exporter?

TRL View user's profile Send private message

Reply with quote Friday, December 30, 2011

Of course.

ivanhoeGT View user's profile Send private message

Reply with quote Friday, December 30, 2011

Nimish got it...Try this

1.Make your model
2.Export to .obj
3.Open the .obj file
4.Then save to .md3 file

ivanhoeGT View user's profile Send private message

Reply with quote Friday, December 30, 2011

you should see this I imported android 16 vintage Very Happy Very Happy

Wolverine View user's profile Send private message

Reply with quote Friday, December 30, 2011

and this on sketchup. not my model ,imported from web just some minor chnages

ivanhoeGT View user's profile Send private message

Reply with quote Friday, December 30, 2011

Wolverine wrote : and this on sketchup. not my model imported from web[/img]



wow

Wolverine View user's profile Send private message

Reply with quote Friday, December 30, 2011

ivanhoeGT wrote :

Wolverine wrote : and this on sketchup. not my model imported from web[/img]



wow



not my work buddy

NikhilR View user's profile Send private message

Reply with quote Friday, December 30, 2011

Wolverine wrote :

ivanhoeGT wrote :

Wolverine wrote : and this on sketchup. not my model imported from web[/img]



wow



not my work buddy



Is there a making of that character made in sketch up? I maybe wrong but its possible that the character wasn't made entirely in sketch-up (at least the rounded organic bits)

Also one major problem with sketch-up is its handling of topology and tri/poly count on models.

The more complicated and organic the model the more clean-up it would require in Maya/Max. And sometimes it can drive you quite mad.

The best use of sketch-up is architectural conceptualizing. If the finished model has to be used somewhere, especially in a game, and is quite organic in its constuction its important to keep the poly count and topology in mind while making the model.

Richma View user's profile Send private message

Reply with quote Friday, December 30, 2011

I now I'm boring but what do you think about this Razz

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Friday, December 30, 2011

Richma wrote : I now I'm boring but what do you think about this Razz



It definitely resembles the human form a bit, but try not to rely on just scaling primitives so much. You need to cut the primitives up(select some of the faces that don't fit the shape you need and delete them), and extrude edges to get more accurate shapes for your models.

Press Tab to go into edit mode, and tinker with the vertices too, don't just use object mode to create more primitives. You should be able to make almost an entire character model from 1 primitive if you can get and understand the basics of shaping the model on the vertice level and extruding the edges/faces appropriately.

To extrude, I think it's ctrl+E, just select all the vertice points for the edge you wish to extrude first, and then hit ctrl+E and drag the newly extruded edge to where you need it roughly and go back and clean it up after if it's not precisely what you wanted. The extruding setup for Blender seems a little tricky at first, but it didn't take me too long to get use to it once I figured out how it works(Maybe 20 minutes?).

Richma View user's profile Send private message

Reply with quote Friday, December 30, 2011

Thank you Shenku, but like I said I'm just a beginner so I don't really not every option on blender I need play with it I need to know if you could send me a PM or write here all options I should know on blender to model I would really appreciate it Very Happy

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Friday, December 30, 2011

Richma wrote : Thank you Shenku, but like I said I'm just a beginner so I don't really not every option on blender I need play with it I need to know if you could send me a PM or write here all options I should know on blender to model I would really appreciate it Very Happy



I'll try to give you a hand maybe once I learn them myself... Still tinkering with it to learn the tools and what not myself after all...

Most basic modeling is just extensive use of the scale, rotate, and translate tools to move vertices around to where they're needed, or extruding edges to create more polygons. Once you can learn those(in addition to understanding poly flow, and topology), everything else will start falling into place. But as I said, Youtube is your best friend for learning a new software such as Blender. There's countless tutorials out there on how to model, rig, animate, and just about anything else if you know how to look for them...

Richma View user's profile Send private message

Reply with quote Friday, December 30, 2011

okay, thanks again Very Happy

NikhilR View user's profile Send private message

Reply with quote Friday, December 30, 2011

Don't use a sphere for the head. Start with a plane/box and add edge loops and extrude out edges.
Then move vertices to create the shape you want.

Richma View user's profile Send private message

Reply with quote Saturday, December 31, 2011

NikhilR wrote : Don't use a sphere for the head. Start with a plane/box and add edge loops and extrude out edges.
Then move vertices to create the shape you want.


I stareted a new head witha box clicked on OBJECT MODIFIERS, ADD MODIFIERS, SUBDIVISION SURFACE then I rounded my box so I got something like I sphere, but it's not a sphere anyway I founde a nice tutorial how to do the head so now I'm testing my self and when I finish I post a picture here Very Happy

Richma View user's profile Send private message

Reply with quote Saturday, December 31, 2011

Here is my new model of a head what do you think now? Very Happy

NikhilR View user's profile Send private message

Reply with quote Saturday, December 31, 2011

that's a much better head.
The subdivision surface modifier will add a lot of polys to your model though. Its mainly used for high poly modelling.
At this stage you should load in one of the ZEQ2 character heads and compare the topology, particularly in the area of the mouth nose and chin.

A low poly model would not require the subdivision surface modifier, since it will add a lot of resolution (polys)
use smoothing groups (3ds max) instead on the low poly model to round hard edges (after you're done with the modelling process)
I'm not sure what the blender equivalent to smoothing groups is though.

Also its important to have a reference handy when you're starting into character modelling,
use the orthographic views to align the vertices with the borders of the 2D drawing (front and side view) (which you apply to a plane in the background.)

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