yeah thanks guys i got that bit sorta … :unsure: lol
ne ways could you give me ne tips on modeling that sorta shape ive tryed doing poly modeling from abox but cant seem to get the shapes right? is there any other way one of you guys would do it? if so please do tell
I 've seen this guys work before over on DA, I may even have a few of his pieces in my Favs folder… yeah he is really good…
Seems like there are two issues here…
you are asking about the render styles, and I think DDD answered that pretty much… not sure how familar you are with your 3dmax program, but to get that level of even lighting and smooth shadowing you are going to have to practice your Radiosity and HDRI rendering skills… no way around that…
Also you are going to have to brush up on your texturing technique…
im sure its prety simple but ive just got 3ds max back and cant remember much
you are trying to figure out how to model “organic” to get those niffty clean flowing edges you see…
ne ways could you give me ne tips on modeling that sorta shape ive tryed doing poly modeling from abox but cant seem to get the shapes right?
This is another Monster entirerly… takes a bit of time to get the hang of organic modeling… some people spend years perfecting techniques, and learning the different styles, be it spline modeling or just plain old poly extentions… so you will have to practice this as well.
Box modeling is a good first approach, but to get all those niffty smooth corners and edges you need to know how to use your tools fairly well…
again it’s all about the practice…
I am sure DDD or Soulty could whip up an wire image for you…
but you are still going to have to do it yourself… and that after all is the fun part Right…?
Desire… Post the image you made lets see how far you got with it, and we will all figure out how to get you going…
gp
im gonna work on the box make it into some cool shape if i can lol. i need to work serisouly hard on my hrdi textureing thingys but it seems i ither do them to bright or kinda dull like this one.
a bit more work and some more handy hints from you guys to set me on the right tracks i say i might be able to do it in 5 years or so
oh yeah i decided to go with the line tool and the loth modifyer seems to get the smoothest outcome from what ive tryed so far ne ways.
well, basically…the method you are looking for is called poly modelling google that.
essentially you use an edit mesh/edit poly modifier. push and pul verticies, faces and edges to create a low poly mesh (outline) shape. then add detail by dividing and sub-dividing the mesh and pushing and pulling the newly created faces/poitns etc.
yea I agree on the skydome (i said that already). I use LW and I am sure on e a few those that there is some hdri. But you can pull o some good results without.
ok… lets see without getting to heavey this is a quick organic tute just to give you a basic idea…
open your program make four points in an overhead view
next you need to duplicate these points and manipulating the polygons created to what ever position you choose… what ever this command is in 3dmax you need to know… duplicate the points and manipulate the positons
once you have the design you need… transform this rough object into a subpatch, subdivision patch, bi-cubic patch, meta form, meta nerb, or whatevr 3d max calls it and you have your organic
It’s been quite a while since I used LW, but I made this to show what a render looks like without any light rendering just using the default plastic texture. I will work on it as my memory jogs.