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Topic : "trying 3d modelling for the first time .." |
chalker member
Member # Joined: 23 Mar 2000 Posts: 137 Location: Nijmegen, Netherlands
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Posted: Fri Nov 10, 2000 3:19 pm |
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Ok I have tried some 3d , finally and this is what's it.. It's everything but anatomicly correct, but that's the way I like things.
Since all 3d programs look more like the cockpit of an f15 then a creative interface, I never touched 3d. I made this in nendo, it's a clutter free interface and I love it.. Just the modelling, no lights , textures etc..
grz KLEiN
[This message has been edited by chalker (edited November 13, 2000).] |
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Sowler junior member
Member # Joined: 16 Feb 2000 Posts: 27
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Posted: Fri Nov 10, 2000 4:11 pm |
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ive tried nendo a few times.. i think it kicks ass.. i suck at modeling in 3dsmax and nendo works well with max with the obj plugin.
keep it up man.. how bout a body???  |
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chalker member
Member # Joined: 23 Mar 2000 Posts: 137 Location: Nijmegen, Netherlands
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sear member
Member # Joined: 29 Sep 2000 Posts: 443 Location: switzerland
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Posted: Mon Nov 13, 2000 1:15 am |
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hey chalker,
that's really nice
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Worthy member
Member # Joined: 26 Jun 2000 Posts: 143
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Posted: Mon Nov 13, 2000 4:11 pm |
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Hey
Not bad at all. Try to work on defining some edge loops and less n-gons..it will help make a really super clean model that smooths well and is easy to animate for morph targets.
Since you are new to 3d modeling, you may not know what these mean. N-gons are polygons that are not 3 or 4 sided polygons. Edge loops are harder to define without pics..but I'll try.When modeling the moving organic form, it is critical that you give yourself the control curves that will let you best manipulate silhouette and contour. After animating your creation you find that a particular pattern works best, I call it an edge loop.
An edge loop closely mimics how real muscles work, and if built correctly, will give you control over contour and silhouette in any position. A useful by-product of using edge loops is an extremely efficient (rendering wise) model. It is also the best way to control the subdivision surface when smoothing an object. Think of edge loops as laying a series of rubber bands over an entire body, adding extra bands where you need more detail (e.g., around the mouth and eyes) and fewer where less detail is needed (e.g., the back of the head).
Anyways..uh..I worked for Nichimen for 4 years, and helped design Nendo (Josh Gans in the credits...)..so if you need any help with it..I might be a good one to ask
Thanks for the kind words about the software as well. I find it to be super easy to model in myself.
Useless facts of the day: Nendo means "clay" in Japanese. The original name of the Nendo program was "Pinocchio"
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Senior 3D Sculptor
Viewpoint Digital |
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chalker member
Member # Joined: 23 Mar 2000 Posts: 137 Location: Nijmegen, Netherlands
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Posted: Tue Nov 14, 2000 1:20 am |
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Thnx for the replies :
Worthy : Indeed, I read the article : http://www.nichimen.com/news/index.shtml?page=news/derived-surfaces-article/index
I even read it on vacation.. very interesting..
When modelling this peace I didn't think about edgeloops, but it sure is a great way to do morph targets. I am beginnin to understand how the smoothing filter works, so I am trying to adapt my modeling technique.
I am glad you replied, and hope to learn from you in the future. ..
grz _Cahlekr_ |
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