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| Workshop - Sandbox In this forum, you can create a thread related to all your tests you do in your creative days. It can include 3D modeling (digital and traditional), drawings, sketches, anatomy studies, photos tests, animation, rendering tests, shaders tests, traditional painting, etc. |
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| | #1 (permalink) |
| Always learning new stuff ![]() | Thomas - modeling - sculpting Some modo modeling ![]() A mix between a duck and a bird (I need to update these screen captures) ![]() ![]() ![]() ![]() A basis for a all road Mad Max style car. ![]() ![]()
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| | #3 (permalink) |
| Always learning new stuff ![]() | Here they are. As you can see, a lot of polygons ![]() ![]() ![]()
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| | #4 (permalink) | |
| Always learning ![]() | Quote:
funny.nice model thought, as always. One question though, is it necesary all that polygon for the wheels tracksion? because in you could probably have one segment across and for the top bevel. EDIT:but then again typology comes into play. So I take my question back.
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| | #7 (permalink) | |||
| Always learning new stuff ![]() | Quote:
For the topology, I had to collapse twice my smoothing, that's why their is so much polygons. I saw after that you can increase or decrease the smoothing level when applied with the + / - keys. I didn't understand your last sentance ![]() Quote:
Put your mouse over the viewport and hit the "O" (letter "o") key. At the bottom of this window (which will close when you put your mouse out of this window), you have at the bottom the window one option: trackball navigation. Uncheck it. You will have to do it for each new viewport you will open (later in 301 with the render tri, for the 4 mode views, in UVs edits, etc..) Quote:
I will do later a kind of "how to switch to modo when you are coming from Hexagon/Amapi/Carrara" and include a lot of useful tips. To be honest, I think I would take a lot less time in Hexagon to do these wheels but I don't know modo as I know "my" softwares too!
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| | #8 (permalink) | |
| Box modeling ![]() | Quote:
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| | #10 (permalink) |
| Box modeling ![]() | I just can't seem to get myself feel "at home" with modo's modeling workflow. And it seems that the modo people are not too receptive to any workflow suggestion. Friends come up to me how I could even model in apps as complicated as Blender and not be able to do the same thing in other apps such as modo, XSI, LW, etc. To me, the only thing that was confusing about Blender was the right-click instead of the conventional left-click plus perhaps memorizing all the shortcuts (which to me are really not that hard to, eg, s for scale, r for rotate, etc.) After that, things seemed simple. Going to edit mode is no different from being in the tweak mode. I prefer Hex, of course, but Blender seems lighter when you have an old PC. (I'm currently looking for a new one that I hope won't regret buying in the long run.)So the export/import process is what I'm looking at modo right now. No sense in leaving what you're comfortable in. ![]() |
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| | #11 (permalink) |
| Pixar want to hire me! ![]() | I think at first I'm getting modo 301 for everything it has but modeling. Kind of backwards, but I'm so comfortable with Hexagon, I'm having a hard time seeing a need to model elsewhere. It looks like we can get a pretty good modo-pow-wow going on here. |
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| | #12 (permalink) |
| NURBS Booleans are your friend ![]() | I found the switch from Hex to modo hard at first. Choosing Maya mouse controls helped a lot as it uses the alt-mouse buttons for all camera movement much like Hex. This is found in the System>Prefernces>Input remapping>Mouse Input Presets dropdown list. The modo tools, especially the action centers and falloffs, I find very easy and useful once you get the hang of it all. And to get back on topic .. I love the "duck"! A nice break from the sci fi ogres and waifs! (Not that there is anything wrong with sci fi ogres and waifs...... ) |
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| | #13 (permalink) | |
| Box modeling ![]() | Quote:
But that's just me and my humble opinions. ![]() | |
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| | #14 (permalink) |
| NURBS Booleans are your friend ![]() | Sketchy, I don't think they were going for a precision modeler! Luckily I don't need one. All I know is that when I want to move a vertex and have it follow the geometry around it, I can do it. If I want to weight an edge gradually along its length, I can do it. And so on. It works for me. In a perfect world I would like modo with nurbs support. It already has some spline patch support so who knows what the future will bring. Sorry if this all sounds like a promo but you know how things get when you find a program you like. Thomas, sorry to hijack your thread for a moment, I'll go now ![]() |
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| | #16 (permalink) |
| Always learning new stuff ![]() | Some Zbrush modeling (based on an advanced modeled mesh), done for the Polystream demo (you can watch it here, but in french) ![]()
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| | #17 (permalink) |
| Always learning new stuff ![]() | Some new work done yesterday and today. It's my first time I try to create something which isn't too rough, based on the default Zbrush 3.1 sphere. Not done yet: ears too big, some problems with the jaws, some volumes and proportions errors (eyes, etc..) but for a first try, i'm happy with that! ![]() ![]() ![]() ![]()
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| | #18 (permalink) |
| Doodlin' Dude ![]() | I like the bronze - is that a matcap? I tried Modo and moved on. Maybe I'm an idiot, but when there was apparently no basics (I couln't find a circle/elipse tool for instance)... just not to my taste. Recently acquired an older version of Cinema 4D. Too tied up with projects to have much time for it other than reading the manuals (c4d, shave and haircut, advanced render, etc.) but it looks like a useful tool to me. It seems to have more capable memory management than Carrara. Thomas - I'm enjoying your zBrush work. I have yet to try the HD. Last edited by Nate Owens : 12th November 2007 at 03:02. |
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| | #19 (permalink) |
| Always learning new stuff ![]() | Yes, it's a matcap I grabed on zbrush central. A very cool one, I love it! For modo, the first step in my opinion is very high. You have to spend more time than you think to master the basic. Even for me, it wasn't so easy... For C4D, I never have the opportunity to spend too much time on it (except C4D R6)...
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| | #20 (permalink) |
| Always learning new stuff ![]() | An update.. same mesh, but a lot of tweaking/edit: the "Tax inspector" ![]()
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