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View Full Version : Modelling Tom's 3dsMAX Tutorial Thread (Image Heavy)


Z-trooper
2009-03-13, 21:32
Created on request.

Hope you find it useful.

http://tom3d.dk/Tutorials/Render_tutorial.png

Geometry:


http://tom3d.dk/Tutorials/tritut_01.jpg
http://tom3d.dk/Tutorials/tritut_02.jpg
http://tom3d.dk/Tutorials/tritut_03.jpg
http://tom3d.dk/Tutorials/tritut_04.jpg
http://tom3d.dk/Tutorials/tritut_05.jpg
http://tom3d.dk/Tutorials/tritut_06.jpg
http://tom3d.dk/Tutorials/tritut_07.jpg


Optimization


http://tom3d.dk/Tutorials/sphere.jpg
http://tom3d.dk/Tutorials/cylinder.jpg


Cloth / Organic modeling and sculpting within max


http://tom3d.dk/Tutorials/cloth_organic_01.jpg
http://tom3d.dk/Tutorials/cloth_organic_02.jpg
http://tom3d.dk/Tutorials/cloth_organic_03.jpg
http://tom3d.dk/Tutorials/cloth_organic_04.jpg



People often use the boolean tool, but to my great joy some of you have discovered the issues with using this and here is one way of doing it yourself. This only works on orthogonal intersections though. There are other techniques for other scenarios but I can't be bothered to teach them all right now.

http://tom3d.dk/Tutorials/orthogonal_01.jpg
http://tom3d.dk/Tutorials/orthogonal_02.jpg
http://tom3d.dk/Tutorials/orthogonal_03.jpg
http://tom3d.dk/Tutorials/orthogonal_04.jpg
http://tom3d.dk/Tutorials/orthogonal_05.jpg
http://tom3d.dk/Tutorials/orthogonal_06.jpg
http://tom3d.dk/Tutorials/orthogonal_07.jpg



When using floating geometry, I like using this extra "lip" to make it appear to be connected to the underlying model.

As you can see in my example several different effects can easily be created.

http://tom3d.dk/Tutorials/floatingGeoLip.jpg


Will add stuff from time to time...

Swe_Olsson
2009-03-13, 21:40
erm, i see absolutely nothing ?

Scot
2009-03-13, 21:41
I see a really big picture
http://tom3d.dk/Tutorials/Render_tutorial.png

Z-trooper
2009-03-13, 21:42
Yes indeed there is a picture, image based tutorials are just more handy :) you can save them to your hdd rather than a forum link ;)

Hans Martin Slayer
2009-03-13, 22:09
i see female hoplites.. :-P

good work, i'm sure this will be helpful for modellers.

DeltaFart
2009-03-14, 00:12
Ok heres a comparision
default:
http://i641.photobucket.com/albums/uu140/DeltaFart/ks23a-3.jpg
With Matrox's render method, skylight only
http://i641.photobucket.com/albums/uu140/DeltaFart/ks23b-4.jpg
Z-Trooper's Method
http://i641.photobucket.com/albums/uu140/DeltaFart/ks23a-4.jpg

Tim270
2009-03-14, 01:03
Thanks for this ;)

Tomato-Rifle
2009-03-14, 02:51
http://i271.photobucket.com/albums/jj128/Tomato310/nicerender.jpg

Thanks!

Z-trooper
2009-06-24, 19:59
Geometry:


http://tom3d.dk/Tutorials/tritut_01.jpg
http://tom3d.dk/Tutorials/tritut_02.jpg
http://tom3d.dk/Tutorials/tritut_03.jpg
http://tom3d.dk/Tutorials/tritut_04.jpg
http://tom3d.dk/Tutorials/tritut_05.jpg
http://tom3d.dk/Tutorials/tritut_06.jpg
http://tom3d.dk/Tutorials/tritut_07.jpg


Optimization


http://tom3d.dk/Tutorials/sphere.jpg
http://tom3d.dk/Tutorials/cylinder.jpg


Will add stuff from time to time...

Tonnie
2009-06-24, 20:06
ahh yes guilty as charged

IronTaxi
2009-06-24, 20:17
haha...yeah...that was a hard lesson to learn..

Rhino
2009-06-24, 20:49
I always use to make everything I did in tris, only recently have I moved onto polys but ye, when making non flat surfaces I always go back to doing tris where possible :)

Tim270
2009-06-24, 23:06
Thank you for the tips :)

I was wondering If I could get some feedback in modeling with tris, Also (to my understanding) most game engines convert your mesh into triangles, but does this matter on flat surfaces where it needs no definition? Could I also get some feedback on this test scene (http://www.easternfront.org/uploads/Tasty/Test1.jpg) if someone has a min or two, where am I using tris that I dont need to bother doing, where is the connecting wrong etc.

Z-trooper
2009-06-25, 00:28
here you are: http://img512.imageshack.us/img512/161/feedback.jpg

you can remove those verticies I have marked as they aren't much needed, as well as the edges connected to them. Other than that it looks pretty solid for a destroyed/ruined wall/corner :)

Tim270
2009-06-25, 09:54
Cheers, Time to attempt getting some meshes into the editor.

Z-trooper
2009-07-29, 22:58
Small update on the topic of optimization. Nothing big and fancy, just figured that I would put it up when I needed to explain it in pictures anyway :P

Z-trooper
2009-09-12, 20:17
Yet another mini tut, this time on the subject of organic and cloth modeling / sculpting WITHIN max (no zbrush or mudbox needed)


http://tom3d.dk/Tutorials/cloth_organic_01.jpg
http://tom3d.dk/Tutorials/cloth_organic_02.jpg
http://tom3d.dk/Tutorials/cloth_organic_03.jpg
http://tom3d.dk/Tutorials/cloth_organic_04.jpg


Expect another tut soon.

Z-trooper
2009-11-10, 20:24
New micro tut/technique.

People often use the boolean tool, but to my great joy some of you have discovered the issues with using this and here is one way of doing it yourself. This only works on orthogonal intersections though. There are other techniques for other scenarios but I can't be bothered to teach them all right now.


http://tom3d.dk/Tutorials/orthogonal_01.jpg
http://tom3d.dk/Tutorials/orthogonal_02.jpg
http://tom3d.dk/Tutorials/orthogonal_03.jpg
http://tom3d.dk/Tutorials/orthogonal_04.jpg
http://tom3d.dk/Tutorials/orthogonal_05.jpg
http://tom3d.dk/Tutorials/orthogonal_06.jpg
http://tom3d.dk/Tutorials/orthogonal_07.jpg


I have some proper tutorials in the works I will see about finishing them up in the near future.

Wilkinson
2009-11-10, 22:07
Lawl. Z-Troop your tuts are beast like :)

Z-trooper
2011-03-31, 10:02
Another micro tip.


When using floating geometry, I like using this extra "lip" to make it appear to be connected to the underlying model.

As you can see in my example several different effects can easily be created.

http://tom3d.dk/Tutorials/floatingGeoLip.jpg

lucky.BOY
2014-04-17, 19:49
Pics are gone, and a strange login prompt pops up? I was looking for that image on optimizing cylinders and spheres and its gone :,-(

Raphavenger
2014-10-12, 16:39
me too...

anantdeathhawk
2016-02-15, 14:41
When you model a vehicle for PR, what should be the dimensions of the grid?
should it be realistic like in meters?

Rhino
2016-02-15, 15:01
you should model it in a realistic size with metric meters yes :)

anantdeathhawk
2016-02-15, 16:45
Thanks, started working on a vehicle today.:grin:
I'll showcase it when it's half done(i mean just the rendered greyish model).

Rhino
2016-02-15, 16:55
Sounds good, although you may want to make a WIP topic in the community modding forums and show your progress so you can get some feedback on it. Nothing worse than finishing a model then find out you have done something wrong which will not make it work on the BF2 engine without a lot of rework.

anantdeathhawk
2016-02-15, 17:55
will do, as i have concerns regarding its movable elements.Before posting,i would only be doing the basic static elements like undetailed body,etc. :)