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Old 2nd January 2006, 18:39   #1 (permalink)
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Boby speed modeling

This video has been posted in the WIp section, but it can also be concidered as a kind of tutorial, even if it doesn't include audio comments.



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Old 8th January 2006, 23:21   #2 (permalink)
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I am speechless! This video is great!

Happy New Year,
Michael
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Old 24th January 2006, 02:24   #3 (permalink)
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Quote:
Originally Posted by Thomas
This video has been posted in the WIp section, but it can also be concidered as a kind of tutorial, even if it doesn't include audio comments.
Thomas, this is very impressive. I've seen the other one you made in Amapi (toyot..something), which could obviously be done in Hex, too. The resulting topology looks nice, and the flow of the edge loops seem perfect. For less artistic people like me this surface by surface way of modeling is extremely difficult. I am wondering if you have your own BOX modeling method, which is easier for a lot of people, I assume. Any box modeling tutorial you have? Any tips, tricks of your own? I've seen a lot, but yours seem to have low polygon count.
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Old 24th January 2006, 02:38   #4 (permalink)
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I've been trying to model a human head. I've seen a lot of tutorials about it. So many methods. It's quite confusing. Lots of things to consider: edge loops flow, polygon count, where to start, etc. Most times you end up relying too much on adding unnecessary edges just to put details. But I'm learning.

Organic modeling is actually not the type of application I need. I'd rather model cell phones, speakers, furnitures, electronic stuff, etc. As in traditional media, being able to paint human heads and figures is a very big plus. As they say, if you could draw a human head/figure perfectly, you can pretty much do anything! I see the same thing in 3d modeling.
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Old 25th January 2006, 12:08   #5 (permalink)
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AlainK: I'll post soon a new set of videos, the same kind of this one, but a little bit slower, in full resolution.
It's also the same technic, but if you play it a slow speed, you will have everything.

But you are true.. organic modeling is very hard, because you need to take in concideration the model itself, it's topology, the flow of polygons, etc.. And true, when you master it, you can model most of other 3D models ;)

I won't post a boxmodeling tutorial for a head, because I don't like too much this technic, for face (even for bodies).. I can't control the flow of my polygons, which is really important for me.
But I use this technic for hands and feet.

Totyo is my other nickname. I'll try to put online again this video (made in box modeling for the body, with a beta of Amapi designer 7, a looong time ago
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Old 26th January 2006, 00:40   #6 (permalink)
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Thanks for the effort. I see that you prefer this method than starting from a box. I thought it's just an exhibition thing. I'm still a beginner, but I've learned a lot. I'll be there someday.
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Old 26th January 2006, 17:50   #7 (permalink)
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Not an exhibition, just another way to model
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Old 22nd March 2006, 02:13   #8 (permalink)
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Thomas, excellent modelling. I am new to Hexagon and I am wondering what tool you are using to extrude the edges? You move so fluidly! It also appears that you are using bridge to join polys? This is something to watch!
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Old 22nd March 2006, 09:25   #9 (permalink)
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CTRL+moving/scale or rotate the manipulator on an edge selection (edge which outline a polygon, not internal edges)
I didn't use the bridge in this video, but the target weld to fill the empty polygons. Now I use the bridge to do the same action
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Old 22nd March 2006, 13:08   #10 (permalink)
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Oh! That is cool! Thank you very much.
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Old 24th March 2006, 14:47   #11 (permalink)
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Thomas, I have a few questions about modeling in Hexagon.

When using a mirrored object, what is the best way to join the two objects when done with symmetry modelling?

Also, when cutting quads to change flow. I see you have a quad that is now two triangles that you somehow change back to a quad. I can't see what you are doing to achieve that. I have been deleting the unwanted line which just leaves a hole that has to be repaired. Maybe it is the time lapse but it appears you are doing something else.
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Old 24th March 2006, 15:10   #12 (permalink)
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Try backspace then you don't end up with a hole.

Backspace and delete react different in Hexagon.
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Old 25th March 2006, 11:16   #13 (permalink)
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Do a loop selection on the mirror seam, enter, for the scale axis of the mirror plan a 0 value, suppress half a symmetry, redo your symmetry (they will now be connected together, select both, and weld both.
It's in french, but perhaps the images will help you (or use the google translation, down the page) http://www.eovia3d.net/showthread.php?t=4561

Vagula has given the good answer for the second question
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Old 25th March 2006, 14:21   #14 (permalink)
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Thanks Vagula, that works perfectly!

Thomas, I not quite sure I follow this. I will digest and experiment as well as check out this link. Last night I did something that worked, but left me with two complete object! Don't remember what is was now.

I learn something everyday and I am really liking Hexagon more and more.
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Old 5th June 2006, 07:04   #15 (permalink)
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The video was impressive, but is it really a tutorial? Is there any sound?

All I saw was a really nice looking model quickly taking shape.

I'm totally lost.
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Old 5th June 2006, 15:35   #16 (permalink)
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wow yes. Great bit of info Thomas. What is the red drawing tool you are using to guess map topology?... looks like you are drawing it out for a second....

also when modeling this way how do you deal with overlapping geometry. I've noticed that when I go back to low res from modeling in smooth level 1...there seems to a bit of overlap in areas that I have to readjust when I decide to uv or the map will not be clean.
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Old 6th June 2006, 00:09   #17 (permalink)
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Altered ego: I said "a kind" of tutorial. Perhaps for you, it's not a tutorials, but for some users it is. When you know how to model, seeing other modeling can be a big help, watching how they build shapes!

Geqfreq: red drawing tool? the only two things which are red in Hexagon are the lasso tool for the selection, and Target weld tool. I don't see what you mean here..
One of the big problem with Subdivision surfaces is that it "erase" some messy polygons. That's why modeling with the smoothing always on can hide some geometry problems, like overlapping. This is a reason why I always adding/removing my smoothing to check the result.
In Hexagon 2, you can use the soften/relax tool (in the UV&paint tab) to erase rapidly these problems.
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Old 6th June 2006, 01:17   #18 (permalink)
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Don't mind me. I'm still looking for a good newbie tutorial that will help me get started.

Video tutorials just don't work.

And most of the other tutorials I've seen assume we already know how to use Hexagon.
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Old 7th June 2006, 04:06   #19 (permalink)
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Smile

Wow thank you so much for sharing!
I just started with the program but am learning quickly and watching this just boosted my progress ten fold!

Thanks again for the great video!
Do you have any that are real time?
This one is so fast it's hard to tell what you're doing sometimes?
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Old 9th June 2006, 12:04   #20 (permalink)
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The Nierd video modeling is not a full time, but 3x speed, at 24 fps. Then, you can slow down at real time with almost everything included.
Sub7th, please, post your work in the WIP section of the forum, and don't forget to add a wireshaded version, to see your mesh (with and without smoothing)
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