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quagmire follow up one step at a time
show user profile  stevey2shoes
I'm trying again to model and animate a character here is my first model, very very basic but Id like pointers early on, please, with a view to animating properly, and to eventually make it life like
long way off yet,
heres the picture

read 2021 times
12/14/2011 2:28:21 PM (last edit: 12/14/2011 2:28:21 PM)
show user profile  mrgrotey
Phonnne Hommmme!

read 2017 times
12/14/2011 2:31:52 PM (last edit: 12/14/2011 2:31:52 PM)
show user profile  stevey2shoes
great we're on the same page, at least this is a 3d object unlike the 2 d guagmire drawing I was trying to create, so I should get better results
read 2007 times
12/14/2011 2:49:28 PM (last edit: 12/14/2011 2:49:28 PM)
show user profile  stevey2shoes
just collapsed this and sent to mudbox, and it came up with a load of error messages, why do I bother?
something about T shapes and the usual rubbish, an FBX message, and the usual rubbish about minfolds valences and uv tile boundary problems,
how can SO much go wrong with such a basic shape
read 2002 times
12/14/2011 3:10:12 PM (last edit: 12/14/2011 3:10:12 PM)
show user profile  Mr_Stabby

im just saying

read 1989 times
12/14/2011 3:52:19 PM (last edit: 12/14/2011 3:52:19 PM)
show user profile  stevey2shoes
lol best pic yet
read 1980 times
12/14/2011 4:06:01 PM (last edit: 12/14/2011 4:06:01 PM)
show user profile  stevey2shoes
wait is it real or your work?

read 1978 times
12/14/2011 4:06:58 PM (last edit: 12/14/2011 4:06:58 PM)
show user profile  mrgrotey
For mudbox its best to have an entirely four-sided faced mesh. you have lots of triangles there and mudbox wont smooth those very well.

having an evenly distributed polygons is good too.

read 1972 times
12/14/2011 4:12:34 PM (last edit: 12/14/2011 4:12:34 PM)
show user profile  stevey2shoes
great but if I start doing that at some point, there will be one with 5 edges, gonna start again from scratch
read 1967 times
12/14/2011 4:31:49 PM (last edit: 12/14/2011 4:31:49 PM)
show user profile  stevey2shoes
also i thought i had to have dense polys only for detailed parts, or is the whole thing supposed to be dense?

read 1966 times
12/14/2011 4:32:55 PM (last edit: 12/14/2011 4:32:55 PM)
show user profile  Mr_Stabby
>>wait is it real or your work?
neither, i think.. otherwise Spielberg has a whole lot to explain

looking at your modifier stack - symmetry should always come first, you can get some nasty topological issues trying to symmetry an already smoothed mesh and turbosmooth cant treat the middle seam right since it cant see it. as a rule of big toe unless some external manipulation is required always put the least complex algorithms first.

As for the topology in general - it doesn't really flow like a humanoid should, in fact it doesn't flow at all. what is a flow? difficult to explain without breaking my fingers, check out mdb101's face tut, hes real good at uttering it out over the course of few videos :p

read 1956 times
12/14/2011 4:52:56 PM (last edit: 12/14/2011 4:52:56 PM)
show user profile  mrgrotey
>>"great but if I start doing that at some point, there will be one with 5 edges, "

Not true in the slightest. That's what good modelling is all about.

Also I hope you're not importing the turbosmoothed model into mudbox...? import the low res mesh and subdivide it in mudbox.

read 1951 times
12/14/2011 4:57:01 PM (last edit: 12/14/2011 4:57:01 PM)
show user profile  stevey2shoes
but my symmetry is first
read 1950 times
12/14/2011 4:57:31 PM (last edit: 12/14/2011 4:57:31 PM)
show user profile  mrgrotey
the order of the stack starts at the bottom

bottom = first
top = last

and by 'first' he just means before the turbosmooth mod

read 1946 times
12/14/2011 5:18:42 PM (last edit: 12/14/2011 5:19:25 PM)
show user profile  stevey2shoes
How do you get your heads round this stuff?
So far the start of a list is at the end and the end of a list is at the start, and in order to make a organic/smooth object I'm not allowed to smooth the object first? but mb/max logic dictates I have to make it rougher?????
I'm wondering if it will be easier to start from a mudbox cube and then subdivide until it crashes under the strain.
If I'm not getting this at such an early stage (and it is me and not your guys explaining it) then what am I going to do when I need to add detail to the face?, either subdivide the whole thing until it is millions of polys all over, or feel like an idiot trying to connect say a 5 edged neck into a 70 edged head. and wonder why it wont work
Both the turtle videos and MDBs videos are hard work for me (and for me only, no one else) the only progress I'm getting is from leaving it alone and walking away.
read 1939 times
12/14/2011 5:48:05 PM (last edit: 12/14/2011 5:48:05 PM)
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