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Your modelling technique


babywax

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So far, I have only modelled inanimate objects. I use 3dsmax 5.0, and I have made a couple of pretty near hilts.

Basicly I make a cyclinder and convert it to an editable mesh, then I screw with the vertices to get what I want. Extruding faces here and there. That's all I've been doing, I only use the weld and the extrude tools.

I have a feeling that there are easier ways for player modelling, I have an idea for a model that I would like to create so I think I would like to look into it. How do you model your characters? More specifically their face.

I've started a face by using boxes, it's coming along fairly well. But how do you model?

 

P.S.

Are there any interesting useful tools you think I should know about?

P.P.S

Specifically one that can split a face to add more vertices to it, I am in need of something that can do this! Lately I've been trying to use extrude face to do this, very cumbersome!

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No no no! There is an easier way my friend;) . To split faces select Edge then move down the rollout to Divide. With this tool you can add verts by dividing the edge. Turn, which is just below Divide will turn the edges to make sure they are at their smoothest and not inverted.

 

Texporter is a must for mapping

 

Im still trying to develop my "technique" but at the mo using about 4. Modeling with primitives, extrude, poly... Ok 3 then

 

If you haven't guessed I ve answered your post backwards :D

 

Good Luck, hope that helps

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I used to model all things like that. My current character model is a result of Editable mesh tools. Don't forget about the turn edge button! BUT, I recently modelled my saber hilt using Editable Poly tools making things move MUCH faster. Why? You can draw and erase lines on the geometry making it a quicker method to define areas of a model. I've seen people use edge extrude in editable mesh mode to build up a character (Joan of Ark tut), but this [i feel] is even slower the tweaking vertices. A similar method, patch modelling, is used a lot on making cars, trucks, planes, and bikes (anything with LOTS of curved surfaces). For a character though, editable mesh is the way to go IMHO.

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Yeah im using the Joan of Arc tut method on my Gollum model at the mo... Its pretty simple and I found I moved through the modelling pretty quickly so far.

 

Psynex could you post a link to an editable poly tut as I would like to have a go to cos I testing techniques to see which I favour.

 

Cheers bud :D

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Here's a link to one editable poly tutorial. It will give you a good idea of the tools involved, though the author is working in low-poly to produce a high poly finish. Just take the tools methods with you and forget about the meshsmooth modifier for game purposes. The important parts are using the cut tool to make shapes that you then extrude; you tweak any little things at the edges and vertex levels to get the shapes you're looking for.
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Use lathe in conjunction with poly editing and you can pump out a high quality mesh in no time. Depending on your saber design though, lathe might not always work, but it is a good tool to point at for most sabers.

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