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Modelling advice

 
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Draco
Sailor
Sailor


Joined: 30 Oct 2011
PostPosted: Sun Nov 20, 2011 8:47 pm 
Post subject: Modelling advice
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Due to an influx in free time, I've decided to act on one of my many ideas for TF2 items. Unfortunately the lack of experience I have with the software I'm using is as little as my sniping is great. So I was wondering if anyone could give me some advice on 3D modelling that could help make things easier for me, any help is appreciated Very Happy

The software I'm currently using is SoftImage Mod Tool 7.5
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Eugene
Sleepuls


Joined: 30 Jun 2011
PostPosted: Sun Nov 20, 2011 9:09 pm 
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Study dammit, thats what the free time is for.
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Draco
Sailor
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Joined: 30 Oct 2011
PostPosted: Sun Nov 20, 2011 10:02 pm 
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I am intending on using most of my fee time to study, after trying a day of only studying I realized I need to take on a project to give myself something that requires a more creative outlook. Studying is important but you shouldn't force your mind to think about only 4 similar things every single day.
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Stealth
▲RAWR TRIANGLE RAWR▲


Joined: 13 Mar 2005
PostPosted: Mon Nov 21, 2011 1:18 am 
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Projects are the only way to learn modeling.

You really have to sit there, beat yourself up, have the program fuck up and render your project completely unusable.

Your first project will suck. It will be be flawed and do some random shit no one will expect and no one can fix. It's typically due to some key or button you pressed on accident that is far too hard to replicate.

On my first project, I somehow deleted the mesh but had the wireframe. *Somehow* I deleted the information that would normally show that.

Your second project will be easier since you know the navigation, but you have not developed workflow.

By the third project, you've started picking it up.
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Vlad Piranha
Dictator-Elect
Dictator-Elect


Joined: 15 Jul 2005
Location: Sector C Test Labs.
PostPosted: Mon Nov 21, 2011 10:03 am 
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The real trick is finding a piece of software that's as user-friendly as possible. Blender is free and extremely powerful, but it's interface is horrible, so be warned. Some people love it, though.
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Stealth
▲RAWR TRIANGLE RAWR▲


Joined: 13 Mar 2005
PostPosted: Mon Nov 21, 2011 10:55 am 
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The current standards for modeling is 3DS Max and Maya, both which give you a three(?) year license if you go to students.autodesk.com.

Basically, you need good topology. Consider the quads and triangles wrapping around your object. They need to "flow" as it makes editing significantly easier. It's pretty hard to describe and you should look up some visuals.
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Erwin Rommel
Elite
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Joined: 02 Aug 2005
PostPosted: Mon Nov 21, 2011 7:33 pm 
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Did somebody say Topology?
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Vlad Piranha
Dictator-Elect
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Joined: 15 Jul 2005
Location: Sector C Test Labs.
PostPosted: Mon Nov 21, 2011 11:28 pm 
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Someday, when Avast is all done, I'm going to make a series of tutorials for game design. I've promised myself this.
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