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ET MODELING UPDATE
show user profile  stevey2shoes
Hi this is the latest, thanks to the MrGroteys turtle tutorial, I've made the face to ET,
At the moment its a separate object he's wearing as a mask.
can I get some feedback as to were to go next please?
So far he has a generic reptile skin applied to him, at about 60% and 40% base diffuse colour.
I dragged the material into the bump slot as well, which is on about 40%
Its a long way off, but like I say what to I do next to him please?


read 863 times
1/4/2012 12:18:13 AM (last edit: 1/4/2012 12:18:13 AM)
show user profile  Mr_Stabby
attach the mask to the face of course! cut each end open, match the topology and weld away

read 839 times
1/4/2012 1:14:38 AM (last edit: 1/4/2012 1:14:38 AM)
show user profile  stevey2shoes
cut each end open?, how do I divide down from 10 polys along to top of the mask to the 4 polys on the top of the head.
Might be stupid question, but somewhere it will leave a ngon surely.
Also, do I not need to keep to mask separate if I want to animate the face?
steve
read 833 times
1/4/2012 1:28:23 AM (last edit: 1/4/2012 1:28:23 AM)
show user profile  LionDebt
You've got to either recycle the loops by turning them back on themselves. Or, use less loops on the face or more loops on the body.
read 829 times
1/4/2012 1:39:37 AM (last edit: 1/4/2012 1:39:37 AM)
show user profile  stevey2shoes
thanks, think i got that.
I deliberately showed a wireframe close up of the face, will he animate ok like that?, I dont think he'll open his mouth much more,
read 799 times
1/4/2012 10:04:00 AM (last edit: 1/4/2012 10:04:00 AM)
show user profile  stevey2shoes
do i collapse the meshes down already turbosmoothed first before i start welding?
read 779 times
1/4/2012 11:22:44 AM (last edit: 1/4/2012 11:22:44 AM)
show user profile  Octopuzzy
No don't collapse turbosmooth into the mesh. Btw, learn zbrush.




read 770 times
1/4/2012 11:48:42 AM (last edit: 1/4/2012 11:48:42 AM)
show user profile  stevey2shoes
ocotpuzzy im glad you brought up zbrush.
I have mudbox which i thought was similar, I enjoy mudbox and at least dont need a deep understanding of stuff to use it.
at what point do i drop MAX and start having fun with mudbox?
Steve
read 757 times
1/4/2012 12:59:00 PM (last edit: 1/4/2012 12:59:00 PM)
show user profile  Octopuzzy
Mudbox works just as well.
Personally i go into a sculpting app as soon as possible.
It's much faster and easier to build up natural forms that way, so don't just use it for detailing.
Just make sure your mesh has an even, sculpt friendly topology (no long stretched out polys like your ET has on his torso, and the face has unevenly spaced polys aswell)
You can always retopo and unwrap the model later on.




read 752 times
1/4/2012 1:24:04 PM (last edit: 1/4/2012 1:24:04 PM)
show user profile  stevey2shoes
Thanks
I dont want to harp back to an old argument, but something you said has confused me.
When i first wanted to use poser models within max, I was told they were poorly made. i was under the impression that the meshes were too dense to work with.
For that reason i made his body with as few polys as possible, thinking this was "good" topology. but you say the polys are stretched on his body.
Im not doubting any one of yoiu, but im confused again now,
steve
read 745 times
1/4/2012 1:45:19 PM (last edit: 1/4/2012 1:45:19 PM)
show user profile  stevey2shoes
Exciting times!!!
This is where I am at the moment.
The mesh isn't perfect im sure, but from the non wire frame view, i cant see any difference.
Whats my next stop please.
Normal map? I still haven't learnt any more about texture mapping. other than the generic skin on him, applied with a box UV map.
At some point I want to animate his eyes (think i found a good eye rig tutorial on creative cow for that) and his mouth. I was also told to make my own biped last time as the standard biped isnt any good.
I know im rushing but im so happy with this so far.
PS This what im working from
and as you can see he has specific wrinkles (especially around his eyes) that would really take this model to the next level,is THIS what a normal map is for?)
any tutorials greatly appreciated.
Steve
read 734 times
1/4/2012 3:17:39 PM (last edit: 1/4/2012 3:17:39 PM)
show user profile  LionDebt
Your next step would be learning UVW Unwrapping.

Grotey's Turtlerial has an hour long part devoted to pelting, flattening, stitching and packing the turtle.

Once that's done and dusted you can take your models into Mudbox and sculpt all the detail you want on them :)
read 729 times
1/4/2012 3:29:01 PM (last edit: 1/4/2012 3:29:01 PM)
show user profile  stevey2shoes
I was dreading that,
Thanks Ill go away and look at them,
steve
read 727 times
1/4/2012 3:37:23 PM (last edit: 1/4/2012 3:37:23 PM)
show user profile  stevey2shoes
just watched the normal map vide.
so where did he get the super detailed turtle from?
read 719 times
1/4/2012 4:19:16 PM (last edit: 1/4/2012 4:19:16 PM)
show user profile  Octopuzzy
He modeled it and sculpted the details in mudbox.




read 713 times
1/4/2012 4:28:01 PM (last edit: 1/4/2012 4:28:01 PM)
 
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