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Old 2nd September 2007, 21:38   #1 (permalink)
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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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Old 2nd September 2007, 21:55   #2 (permalink)
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cool!
Watch out Filou!

Hey Thomas can you post a wire of that big wheels -later-?
modeling time?...im just curious
Damn, I can´t take the DAZ Modo sale...not this year
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Old 2nd September 2007, 23:30   #3 (permalink)
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Here they are. As you can see, a lot of polygons



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Old 3rd September 2007, 01:48   #4 (permalink)
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A mix between a duck and a bird (I need to update these screen captures)
You forgot whale, because of the blow-hole on top of the head. 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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Old 3rd September 2007, 04:57   #5 (permalink)
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Thomas, what version of Modo are you using? I just got 103, and I'm probably going to get 301. In 103 I don't care for the camera navigation too much. Hexagon's is better I think.
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Old 3rd September 2007, 07:22   #6 (permalink)
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I didn't even install 103. I downloaded the 203 thirty-day trial, which goes with 10x and 20x manuals and tutorials. The workflow is really alien to me, to say the least. But I'll get there. I had to.

Btw, impressive models done in Modo, Thomas.
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Old 3rd September 2007, 08:55   #7 (permalink)
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Quote:
Originally Posted by mon_stdnt View Post
You forgot whale, because of the blow-hole on top of the head. funny.
nice model thought, as always.

One question though, is it necessary 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.
It miss some parts for the bird, and it will have a big plucks (not sure of the english name)

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

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Thomas, what version of Modo are you using? I just got 103, and I'm probably going to get 301. In 103 I don't care for the camera navigation too much. Hexagon's is better I think.
I use 203. For the camera navigation, it's not easy when you are accustomed to Hexagon/Amapi/Carrara, because of this trackball style.
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..)

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I didn't even install 103. I downloaded the 203 thirty-day trial, which goes with 10x and 20x manuals and tutorials. The workflow is really alien to me, to say the least. But I'll get there. I had to.
Btw, impressive models done in Modo, Thomas.
The workflow is not so smooth in modo (I saw that luxology don't use a cap on the first "m" of modo) and the first step is a little big for us, Amapi/Hexagon/Carrara users (and even me with 3DSMax), but when you reach this first step, it become a lot better. Well, I'm still looking for some stuff/features and trying to understand others.
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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Old 3rd September 2007, 22:53   #8 (permalink)
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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.
That would be nice, Thomas. Thanks. I for one will be looking forward to it. See how you do it the modo way. This is just some sort of a brief orientation for me on modo's modeling aspect. I'm really only after the renderer and maybe some advanced stuff in 301. Who knows.
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Old 4th September 2007, 00:50   #9 (permalink)
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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.
that would be great. I'll probably be going that route soon too.
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Old 4th September 2007, 01:51   #10 (permalink)
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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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Old 4th September 2007, 02:33   #11 (permalink)
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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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Old 4th September 2007, 20:10   #12 (permalink)
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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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Old 5th September 2007, 00:20   #13 (permalink)
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The modo tools, especially the action centers and falloffs, I find very easy and useful once you get the hang of it all.
I'm sure the modo dev team put a lot of effort designing the modeling workflow. Bravo to their efforts. However, I'm still trying to figure out what exactly were they aiming for. Is it about precision modeling? The fact that people choose poly/subd over NURBS is because of the uninhibited freedom it offers. Freedom to drag verts, edges and faces from point a to b without any restrictions. The exact same reason why people are going for sculpting tools. There's nothing precise about subd modeling. It is used mainly for presentation and visualization anyway. A slight curve deviation is hardly noticeable. If I have to do it the preicise way, I'd use Rhino or Moi instead.

But that's just me and my humble opinions.
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Old 5th September 2007, 00:34   #14 (permalink)
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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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Old 5th September 2007, 00:40   #15 (permalink)
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Sailor-ed, I'm not giving up. I knew there are a lot of gems in there that I'd have to discover. It's interesting.

Sorry to hijack your thread, too, Thomas. I'm also leaving now.
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Old 4th October 2007, 23:56   #16 (permalink)
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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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Old 9th November 2007, 14:11   #17 (permalink)
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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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Old 12th November 2007, 02:43   #18 (permalink)
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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.

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Old 12th November 2007, 09:20   #19 (permalink)
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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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Old 13th November 2007, 00:25   #20 (permalink)
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An update.. same mesh, but a lot of tweaking/edit: the "Tax inspector"

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