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| 3d Modelling Challenge #1 | |
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| Tweet Topic Started: Oct 21 2005, 04:36 AM (3,276 Views) | |
| Vector | Oct 22 2005, 03:56 PM Post #26 |
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Resident Actionscript Guru ♂
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Try this... I just googled it up quickly. http://www.softpedia.com/progDownload/D-St...load-15976.html 3D Max 7 30 day Trial I think it is. |
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| Cave_King | Oct 22 2005, 04:06 PM Post #27 |
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F!
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Yeah, I too thought I should use google. Its the same one I'm downloading. |
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| Vector | Oct 22 2005, 04:43 PM Post #28 |
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Resident Actionscript Guru ♂
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update --------
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| elephant | Oct 22 2005, 05:03 PM Post #29 |
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the brackenwood piglet
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Vector, that is awesome.
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| Cave_King | Oct 22 2005, 05:28 PM Post #30 |
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F!
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Math, I would like to see yours animated with working cogs. What did you both start with? Squares(Math)?? circle(Vec)??... |
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| Vector | Oct 22 2005, 05:37 PM Post #31 |
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Resident Actionscript Guru ♂
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I started with "tubes" which are basically cylinders with a hole in them, and then the centre bit is a cylinder. I made the tubes editable meshes, and then I extruded and bevelled different faces to get the panelled effect.
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| Yembles | Oct 22 2005, 06:24 PM Post #32 |
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I kick global arse!
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Sorry Zippo. We don't discuss warez on this forum. Mathulus: That's looking pretty good. I agree with the Cave King, I'm not certain how it opens. Are you planning on doing any surrounding detail to show its environment? Vector: This is looking really great. I can tell you're pushing yourself. The animation was very well done. That one wire on his own is looking a wee bit lonely though. A word re: Mesh vs. Poly... I personally prefer to work with editable polys, the toolset is far greater than that of the editable mesh. It gives you far more control. The difference between the two is that editable polygons are very happy to have polygons with more than three sides. Editable meshes FORCE three sided polys, so you get invisible edges in your mesh splitting 4+ sided polys. These can get in the way when cutting/tesselating etc. |
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| Cave_King | Oct 22 2005, 06:36 PM Post #33 |
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F!
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Holy crap I have been reffered to as The Cave King...
I can tell how it will open I would just like to see it move baby... move baby! They are like big sliding doors and the cogs help it to move and the pipes up front keep it in place correct me if I'am wrong Math. |
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| Mathulus | Oct 22 2005, 08:46 PM Post #34 |
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Brackenwood Lightweight
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@ Vec: That's looking greate. I like the ramp. How did you make the cable? @ Caveking: You are corect. Actuallay i have no idea how to animate in studio max 3d. I started with a box. More boxes, cylinders and spheres were added later. @ Yembles: I might add some surounding detail. Can you tell me how to animate in studio max 3d?
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| Kalle | Oct 22 2005, 09:08 PM Post #35 |
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Nemus
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Jayy! This is very nice! You got the competition runnin quite fast! I like everyone's entries. |
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| Yembles | Oct 22 2005, 10:16 PM Post #36 |
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I kick global arse!
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Mathulus: I've had another look over your wireframes. I see you've been chamfering your edges, which is good. There's no such thing as a sharp edge in real life unless it's been specifically designed for it. Even the tiniest chamfer will make an object look nicer and let the light bounce off it better. As for animation, if you've done any Flash animation then it shouldn't be too difficult for you to grasp. At the bottom of your screen you'll see a timeline and timeline controls (play, stop, foreward, back etc). Right clicking on those controls will bring up a dialogue letting you change the framerate and the number of frames in the timeline (among other things). Pressing the big key button under the timeline will set a keyframe for whatever is selected. This keyframe holds its position, rotation and scale data. If there is a change in the object's position between two keyframes (ie, on frame one a sphere is at (0,0,0) and at frame 20 it lies at (1,2,3)) then the computer will animate the sphere to move between those two points in the inbetween keyframes, as the crow flies. Just like tweening in flash. If you don't want to keep pressing the key button then you can push the 'auto key' button. That will keyframe any change you make as you're making it. Beware. If you use the auto key button, make sure you turn it off when you stop using it. You could find your animation going crazy because you started moving stuff around that you didn't want animated. That's happened to me more often than I care to recall. There you go. That's a little primer on animation for you. It's only very basic, but it'll get you going. Play around and see what you can do. BTW, just to push my Mesh vs Poly comment before: ![]() This diagram shows two boxes and two spheres. The box and sphere on the left are editable polys. The box and sphere on the right are editable meshes. They all started off with Max's default number of segments. I then selected all the faces and used the 'tesselate' tool. This connects all the edges together, creating another layer of detail. As you can see the editable polys look fine. They're happy to be using quads and they tesselate with no trouble at all. The editable meshes, on the other hand, look a bit weird. The box in particular doesn't seem too pleased to be tesselated. You can see one or two quads, but don't be fooled. They still have the invisible 'tri lines'. It's a bit of a mess. The sphere doesn't look too bad but, again, it still has the invisible tri lines bisecting the quads which could get in the way if you want to do any detailed modelling. |
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| Vector | Oct 22 2005, 11:43 PM Post #37 |
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Resident Actionscript Guru ♂
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PIPES!![]() And thanks Jem for the suggestion... Barrels and Crates coming up Still hanging for crits @ Mathulus, I made the cables by using "shapes" rather than objects. Shapes are made up of points and curves... it's like having 2D in a 3D space I guess. I used the "Line" tool to make cables, but if you click + drag the line tool, it first sets a control point (like bezier curves in flash) to make curved lines. it's cool, muck around a bit and you'll get the hang of it.
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| mr.nurbs | Oct 23 2005, 12:06 AM Post #38 |
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Brackenwood greeter
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Damn Vector that looks like a sci-fi torture gate vortex or something... Like you throw the person in there and it kills them by breaking down their bodies in a dna like fashion.... Very fancy!
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| ZippoLock | Oct 23 2005, 02:23 AM Post #39 |
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Unregistered
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ok well ive started making the stand for the "magical crystalball/orb. im making an evil wizard tower with a magic ball on a stand in the middle... well here is some of the stand i whipped up: http://www.locklegion.com/lockstorage/zippolock/3dcomp.jpg This program is pretty hard when you first use it... so i cant realy make anything fancy yet :s but after seing vectors one... i feel like giving up. |
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| Divine_Walrus | Oct 23 2005, 02:33 AM Post #40 |
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Got a question about the forum? PM me! :)
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Zippo, that sounds cool, but the challenge is to model a door
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| Vector | Oct 23 2005, 09:09 AM Post #41 |
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Resident Actionscript Guru ♂
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man, I spent most of the day making this... Go to my photobucket album and see how many steps i've taken! Album It's just a matter of taking one step at a time. You'll get used to the software eventually
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| Mathulus | Oct 23 2005, 11:27 AM Post #42 |
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Brackenwood Lightweight
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How does one change the point where an object rotates around? |
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| boundless | Oct 23 2005, 11:37 AM Post #43 |
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stuck in the third dimension
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Or maybe you place the person on it and every other inner circle spins in a different direction so it really splits you up
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| Yembles | Oct 23 2005, 11:43 AM Post #44 |
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I kick global arse!
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Select the item you want to focus on and push 'z'. This will zoom into the item and reset the 'rotational pivot point' of the viewport so that it'll rotate around the item, not the entire scene. When you're done, just select everything and push 'z' to reset it to the scene, or just select the next item to focus on. EDIT: Whoops. Misread your question. To change an object's pivot point go to the hierarchies tab (next to the modify tab) and click 'affect pivot only'. This will allow you to move the pivot point as you would a normal object. |
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| Vector | Oct 23 2005, 02:10 PM Post #45 |
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Resident Actionscript Guru ♂
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Added some cables on the back of the door to explain the movement
Click Me, I'm 1.9 MB! |
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| mr.nurbs | Oct 23 2005, 02:40 PM Post #46 |
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Brackenwood greeter
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Holy F*%K Vector that's fantastic! I like how each piece moves in a sequence like that....Very original
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| Vector | Oct 23 2005, 10:59 PM Post #47 |
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Resident Actionscript Guru ♂
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why thankyou
How very flattering
/update/
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| mr.nurbs | Oct 24 2005, 12:25 AM Post #48 |
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Brackenwood greeter
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Ok....Looking good... but you know what i'd do now? Start filling in the outside of the door because someone could just sneak underneath one of them bars to get in silly.!
:lol:
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| Vector | Oct 24 2005, 12:32 AM Post #49 |
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Resident Actionscript Guru ♂
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I've been wondering what to do about that bit... I like the look of the suspension wiress, but you're right, It does kinda defeat the purpose of having a door there, eh... I dunno.. I'll sleep on it. Why aren't you making something nurbsie?
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| Bussman | Oct 24 2005, 12:36 AM Post #50 |
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FLASH GENIUS (I wish...)
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woah vec thats awesome!! And i was sort of looking at the part around the door as like a mirror! Wow i was thinking that was tight how good it looked (with the 'mirror' at the bottom) LOL |
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