| Maxforums Tournament 4 - Round 3 - Jock |
Jock |
Simple modelling question for you. I tried editing the polys themselves in order to add more detail but kept getting results i wasnt after, so in the end i detached the polys in question, traced them, added any detail, then just deleted the old polys and put them back into place.
Is that an ok way to do it, or would you consider it long winded.
The examples very simple, but i'll use the same process quite a bit.
read 1375 times 11/7/2007 3:42:32 AM (last edit: 11/7/2007 3:42:32 AM)
|
mrgrotey |
ive done that once or twice myself for various things, but i cant really see why you needed to do it with that, isnt it just an inset face and extruded inwards but making it rounded on the inside? cant see too well what the actual details are
read 1367 times 11/7/2007 4:06:27 AM (last edit: 11/7/2007 4:06:27 AM)
|
Jock |
Yeah thats exactly it, though it was the rounded corners that proved troublesome. I was thinking i could select the vertex and change to bezier corner, like i would in 2d, but once in 3D it wouldnt let me. That led me to revert back to 2D, fillet corners then reproduce the polygon.
read 1363 times 11/7/2007 4:09:03 AM (last edit: 11/7/2007 4:09:03 AM)
|
ScotlandDave |
One way to do that would have been this. Select that polygon and inset it as Grotey said then extrude it in, then with the extruded polygons selected (sides and back - should be five polies), assign a unique smoothing-group, and again a different one to the actual facing polygon. Then apply a turbosmooth modifier with smooth by smoothing groups ticked on. So what you`ll get is a smoothed and rounded extrusion while the facing area should be flat. The thing with this is each individual flat polygon area needs to have it`s own smoothing-group otherwise it`ll get rounded off - so the best approach is maybe do an autosmooth with all polygons selected then go in and add specific smoothing groups to the areas you want to be rounded..
Sorry if that`s a bit long winded but it is a good method of controlling curves and corners without adding extra detail to the original model.. :)

Old Portfolio Madness
read 1355 times 11/7/2007 5:09:19 AM (last edit: 11/7/2007 5:09:19 AM)
|
Jock |
Cheers for that. Smoothing groups is one of the many things i need to learn so no better time than now to start. I'll give it a bash as soon as my boss looks the other way :)
read 1351 times 11/7/2007 5:26:14 AM (last edit: 11/7/2007 5:26:14 AM)
|
mrgrotey |
ScotlandDave: The prolem with that is that the whole model will be smoothed and subdivided (separated by smoothing groups or not) and the polycount will shoot way up,
What you can do which is similar is select the polys in the internal extrusion, give them a common (but unique to the rest of the model) smoothing group and apply a MESHsmooth modifier (not turbo smooth) then and UNtick the 'apply to whole mesh' box, this then localises the smooth to the previous selection, you will then need to tick the 'smoothing group' option as Dave said, this will produce the following
before:
after:
The modifier makes the faces into quads and tris all the way out to the corners which kinda looks a litttle messy but is perfectly ok if its a flat face (which this is) and the rest of the model is left low poly.
now the horizontal cuts i added were to stop the smooth modifier from making the rectangle into a long ellipse shape. they should really travel around the body of the box but i did it this way to give you a better example of how it works. If youve already done it your way thats fine but this is just another thing to know for the future
read 1349 times 11/7/2007 5:27:47 AM (last edit: 11/7/2007 5:36:41 AM)
|
Jock |
Excellent, cheers.
read 1336 times 11/7/2007 5:50:13 AM (last edit: 11/7/2007 5:50:13 AM)
|
markoid |
All looking real good Jock... and clean as mentioned
WEBSITE
read 1325 times 11/7/2007 6:23:44 AM (last edit: 11/7/2007 6:23:44 AM)
|
Jock |
One thing i was going to crack on with tonight was some of the smaller detail but ive got a quick questions before i do.
For texturing the green bits round about every polygon, i thought of a few ways to do it, but the one i was going to go for was too inset each polygon, then simply give theinset faces a different texture than the rest.
Does that sound like anb ok way to do it?
The other way was to inset then extrude, so that each perimeter was actually at a different level, then maybe make it glow.
read 1312 times 11/7/2007 7:16:19 AM (last edit: 11/7/2007 7:16:38 AM)
|
mrgrotey |
/me cruelly lol's at the skull :p
and yeah the insetting method sounds good to me, that will give you a really crisp line.
read 1308 times 11/7/2007 7:18:33 AM (last edit: 11/7/2007 7:19:09 AM)
|
Jock |
lol yeah fully expected a laugh at the attempted skull.
Once i finish all the other bits and bobs, i'll hopefully have time to revisit it.
read 1302 times 11/7/2007 7:23:10 AM (last edit: 11/7/2007 7:23:10 AM)
|
ScotlandDave |
Looking really good so far man..

Old Portfolio Madness
read 1296 times 11/7/2007 7:47:20 AM (last edit: 11/7/2007 7:47:20 AM)
|
Jock |
Before i go home and do the whole thing like this, just wondered what you thought of how the green lighting is?
In terms of the uniformity, i think i know how i'll fix that. So more just the overall look of it.
read 1284 times 11/7/2007 10:56:29 AM (last edit: 11/7/2007 10:56:29 AM)
|
Davious |
very nice model this, good job, I like the lighting , when you have done with that, you could do with a bit more work on your skull! it kinda stands out now.
 " Difficult, yes. Impossible , no..."
read 1256 times 11/7/2007 1:24:34 PM (last edit: 11/7/2007 1:24:34 PM)
|
Poopsmith |
grotey write some fecking tut's, seriously, every post of your i learn something new.
Model is looking awesome so far. Your progress is great.
read 1248 times 11/7/2007 1:39:58 PM (last edit: 11/7/2007 1:39:58 PM)
|