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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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Old 26th May 2008, 20:14   #1 (permalink)
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-ash- - Model

I've been thinking about starting a thread in the sandbox for a while now. As I'm currently learning modo I though this would be a good time to start

In this thread I'll post tutorial progress and comments, experiments, and anything else that I can think of as I go along.
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Old 26th May 2008, 20:23   #2 (permalink)
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First up - wmd

I've done the basic tuts and I'm working my way through the wmd tutorial that comes with modo. I've found the loop slice tool to be a revelation. The ease with which you can slice up geometry is great.

Here's a pic of where I am up to so far:



I'm learning a lot about hard edge modeling with this tutorial.
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Old 26th May 2008, 20:55   #3 (permalink)
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More!

Wanted to mention this bit about the ammo belts. I did this the way the tut said but it didn't work out very well. Parts were too close together and I couldn't get the curve on the second one to match the first.

So I started again this time building each one a stage at a time.



This worked a lot better.

Each one of these is an instance - the tutorial sets everything back at the origin before instancing, then re-positioning back at the proper place. I found (using modo 302) that I didn't need to do this, instancing worked fine without moving the original item to the origin.

As I was doing the last one I thought, can I instance an instance? Well it seems you can. I instanced that last section from the last instance of the previous.
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Old 26th May 2008, 21:01   #4 (permalink)
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...and finally for today, I've just started on the wheels and tracks. By now I'm getting quite comfortable with the tools and this bit felt like a doddle. Shift clicking to run the tool again is getting to be second nature now. I also very much like the way things like the loop slice remembers the last settings.

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Old 28th May 2008, 12:21   #5 (permalink)
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Wow! Unbelievable. Been visiting this forum for years and this is the first time I've seen some modeling out of you. Can't even remember you doing something in Hexagon which I think is far easier than Modo.

Nice start, man.
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Old 5th June 2008, 20:19   #6 (permalink)
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Wow! Unbelievable. Been visiting this forum for years and this is the first time I've seen some modeling out of you. Can't even remember you doing something in Hexagon which I think is far easier than Modo.

Nice start, man.
Thanks for the kind words. But I must give credit to Andy Brown's tutorial. I'm just following along, though I'm starting to add some of my own details now.

I have done a wee bit of modeling - my best thing so far was the Sea Dragons in my picture: Look Ma, Dinner!
http://forums.polyloop.net/3d-work-p...a-hexagon.html

But that was 2 years ago
This year I really want to get better at the modeling.

Here's an update - more wheels and added the tracks. Did the tracks 2 time before I got the hang of duplicate on a curve

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Old 5th June 2008, 21:48   #7 (permalink)
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Amazing work, amazing software too. How did you find using this amazing software. Do you miss hex, would you ever go back, I don't think soooo
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Old 5th June 2008, 22:45   #8 (permalink)
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Amazing work, amazing software too. How did you find using this amazing software. Do you miss hex, would you ever go back, I don't think soooo
I really like modo. It just seems to fit with me, if you know what I mean - go back to Hex? Probably not

I do miss what Hex could have been though. DAZ just don't seem to be doing much with it. It's a shame
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Old 6th June 2008, 00:35   #9 (permalink)
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MODO here i come
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Old 6th June 2008, 18:33   #10 (permalink)
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MODO here i come
I'll believe it when i see it!
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Old 6th June 2008, 20:05   #11 (permalink)
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your so right, I want win lottery so all i worry is to make 3d
no more learning adobe softwares and running business
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Old 7th June 2008, 17:13   #12 (permalink)
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nice
but metal DOESN'T have all those smooth shapes =)
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Old 7th June 2008, 18:32   #13 (permalink)
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nice
but metal DOESN'T have all those smooth shapes =)
Sorry Duke. I'm not sure what you mean. Could you expand on your comment please?
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Old 8th June 2008, 13:40   #14 (permalink)
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I think he means these
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Old 8th June 2008, 14:31   #15 (permalink)
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I think he means these
Cheers - I see the curves. I suppose it would depend on how the item was made. Googling tank drive sprockets for pictures they all seem to be flat on the edge - Andy's design has the teeth coming out of the body of the wheel which makes it more curved. Perhaps the difference between machined parts and cast parts?
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Old 8th June 2008, 18:46   #16 (permalink)
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I don't think looking at your talk from a distance really makes a difference on it being curve like or straight.
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Old 8th June 2008, 18:53   #17 (permalink)
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I don't think looking at your talk from a distance really makes a difference on it being curve like or straight.
No, probably not
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Old 8th June 2008, 20:54   #18 (permalink)
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Ask a fallen enemy if he prefers smooth treads or sharp treads as you're running him over. I think he will answer the same either way...
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Old 8th June 2008, 21:29   #19 (permalink)
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jb that is so cute wow
can he run over me too
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Old 16th June 2008, 23:00   #20 (permalink)
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Got some more time to work with this tutorial at the weekend. Got to the point where Andy says - "Now I want you to make some gears and a shaft for this and...". Whoa! I'm on my own now .

Anyway spent most of the weekend working on the gun support and adding some details on the body.

Had a real problem mirroring the rivets. Did the left side but couldn't get the right hand side to mirror over without doing a weird scale. Eventually gave up and decided just to mirror the base items and instance again. Selected the first one and well, blow me, if it didn't go and perfectly mirror the lot, including all the instances .

So the secret was not to try and mirror them all at once. Perhaps it is something to do with having some of them instanced at an angle.




Here's another pic of the whole thing:
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