3d Modeling [Work In Progress... forever]

Started by tirpider, June 08, 2013, 04:11:08 PM

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June 08, 2013, 04:11:08 PM Last Edit: June 11, 2013, 11:34:14 PM by tirpider
I'd like this to be a thread for showing off your current modeling works in progress.

No restrictions regarding software used or what the model will be used for.
(as long as it stays within the boundaries of the site rules.. No vulgar or pornographic things)

The model doesn't need to be finished and you can even post pics of small detailed areas instead of the entire thing.

Everyone will have a different way of wrestling things into shape, and we can all benefit by showing off and asking how.

So, to be clear on what's expected here:

  • Pictures of your modeling efforts. Wireframe, full renders, shaded, textured or not, whatever is needed to highlight what you want to show us.
  • Content can be Star Wars related or not.
  • No naked people or vulgar things.
  • Show your own work.  If you are modifying someone else's work, make that known.
  • Incremental posting is fine, but if you are going to have many updates a day, then the project may deserve it's own [wip] thread.
    (this is to remind me not to spam post everytime I move a vert.)

Stuff that would be nice to know in general, but isn't required:

  • What software are you using?
  • Are you using a specific technique of following a tutorial?

For would-be critics, feel free to point out flaws, but know that these are works in progress, so there will be unfinished work.  You don't have to pander to every little thing, but try to be nice and respect that through (any) art, we are all trying to better ourselves and the world.

Have Fun!





I'll kick things off with my current (and be gentle cause it's my first) model:

Duros Head [work in progress]

Using Sculptris (free, yay!)

[spoiler][/spoiler]

280,000+ triangles.  I will retopo in XSI when it gets better.

Quote from: tirpider on June 08, 2013, 04:11:08 PM
Duros Head [work in progress]

Using Sculptris (free, yay!)

[spoiler][/spoiler]

280,000+ triangles.  I will retopo in XSI when it gets better.
Many triangles.

I saw this head featured fleetingly in your profile picture... it's looking pretty darn impressive so far!

I'm re-familiarising myself with skecth-up because frankly texturing second-hand models is often frustratingly limiting.

Quote from: UNIT 33 on June 08, 2013, 04:36:25 PM
Many triangles.

I saw this head featured fleetingly in your profile picture... it's looking pretty darn impressive so far!

I'm re-familiarising myself with skecth-up because frankly texturing second-hand models is often frustratingly limiting.

Thanks :) I'm no artist, and make no claims to knowing anything about it. That said, I'm trying to rough out the 'spirit' of the guy's head, then I'll work on details.

I'm not sure how to handle the tri-count yet.  Atangeo has a demo that can do poly reduction, Sculptris can reduce and export to obj, and XSI has a shrinkwrap function that may work for shrinking a manifold around it so I could retopo that way.  Many ways to get over the big numbers.

Sculptris has a paint mode, for painting directly on the model. It might be good for bumpmapping.. if I ever figure out how to use a bumpmap. I don't like the way it does the UV's though and will redo them in another program.

Every user made model I've run across has had weird UV's.  After playing with them in the modeling programs, I understand why.  Lots of confusing buttons that do confusing things all rooted in confusing concepts that seem to have nothing to do with ..what was I talking about?

Very nice Tirpider! I would love to see that eventually made into a Cad Bane model. He is an awesome character from the now cancelled Clone Wars show. And he looks really cool!

For those who don't know who Cade Bane is, shame on you! And here is the wookieepedia page. :D http://starwars.wikia.com/wiki/Cad_Bane

I like the idea of an actual Duros shaped Cad Bane.
They did a good job with the outfitting and character development, then totally dropped the ball on what a duros looks like. Artistic license, I suppose.. as if mine is any closer.

I threw an hour at him since he was open:
[spoiler][/spoiler]
Only 19,000 triangles for now. The program lets you add or remove them at will.

I had to do something about those eyes. I may have messed it up, but can always go back to a previous file version.   Trying to wrestle his unibrow over his eyes and get the area around them right.  I'll try again later.

Quote from: UNIT 33 on June 08, 2013, 04:36:25 PM
I'm re-familiarising myself with skecth-up because frankly texturing second-hand models is often frustratingly limiting.
No kidding..
I am starting to use less and less of GS, I've made a few models using only XSI, and they almost look better.
Not to mention I don't have to completely redo the UV mapping. (It's close, but just enough off to make me hate technology)
--
Ima add some pictures via edit later.

June 08, 2013, 07:19:44 PM #6 Last Edit: June 08, 2013, 07:28:25 PM by tirpider
I've watched videos on UVing, but none of them look easy.

I found a plugin for the roadkill uv program, but it looks just as daunting as the one in XSI.

Tirpider, I don't suppose you would know where a good tutorial on how to make your first model with Sculptris is?

June 08, 2013, 09:36:38 PM #8 Last Edit: June 08, 2013, 11:05:16 PM by tirpider
I haven't really seen many begining to end work throughs for sculptris.

The 3 videos at the bottom of the Sculptris homepage (link) go through the basics of controlling it and are what got me started.

Their forum (link) has a lot of useful info about using it and dealing other software (usually blender or zbrush.)

They have a short video thread. In that video thread there is a groovy vid of a guy making a car (sped up and set to music with no narration.) But it shows that you can make a basic shape with quads in another program (he uses Wings3D,) export it as obj, and import that into sculptris if you prefer quads to triangles.

I imagine it could import any obj file, but I would be careful applying symmetrical edits to pre-made files. (I don't know if it destroys half to do it or fails if the obj isn't already symetrical.)


I just started treating it like a lump of clay.  Inflate and Smooth are my main tools, and I always work with the detail slider all the way off till I want to add polygons for detail work.

I don't like (meaning 'don't know how to use') the paint part of it.  Once you start painting you can't go back to sculpting.   Same with UVing. If you sculpt on a UVed object, those UV's will be destroyed, so count on having to unwrap whatever you make.

After goofing around with it (and starting over a lot) I hit the manual which is hidden in it's install directory.

There are other sculpting programs, but this one seems the most accessible to me (a novice.)  It seems like a great tool for making static, organic shapes.  If something really needs hard 90 degree angles or needs to animate, this might not work out as well as a subdivision program like XSI because of all the triangle madness.

-edit:
This guy seems good. Haven't finished watching it yet.

June 09, 2013, 07:49:10 AM #9 Last Edit: June 09, 2013, 09:09:21 AM by UNIT 33
[WIP] The Vulcannon
I modelled this today in attempt to re-create one of my favourite fictional guns.


It's currently untextured and stuck in Sketchup since I lent my PC to someone... Anyone fancy porting it to .msh when it's done?

Well, I just try those famous Sculpting software, and here is my first... snail:
[spoiler][/spoiler]
Look's fun, but not sure about practice purpose: the models comes, in realy oversized condition, and need to be super decreased.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

@Unit 33
Groovy gun.  I'm a sucker for revolvers.

@Sereja
Nice. :) Looks like it's ready for a glass menagerie.

Getting from sculptris to SWBF is pretty involved.  You have to reduce the triangle count as much as you can in sculptris, then export to obj, and reduce it more in XSI.  The triangles will be a mess so a lot of time will need to be spent adding and removing edges to make a manageable wireframe.  I haven't done it yet.  There has to be an easier way.

Is the 500 polycount limit for SWBF props accurate or can you push it a bit?

You can push it.
As long as there are no weird problems with the model (multiple transparencies or other material effects.)
I've read on GT where folks have a couple thousand with little or no problems.

If stuff starts randomly going invisible in-game, then you pushed it to far.

Well here's the finished sketchup model. If anyone fancies porting it to .msh, I would like to paint it's UVs and make it a fully functional gun...

https://dl.dropboxusercontent.com/u/38022982/Skins/vulcannon.skp