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3 Dimensional Chat / Would anyone like a simple/realistic wooden barrel tuorial?

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Ellatica
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Posted: 18th Jul 2007 19:17 Edited at: 18th Jul 2007 19:22
The pic is below. just let me know if you would like to know how if you dont already or are looking for a new concept. polys 5456

-For 3ds max but concepts could be used in any 3d modeller

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Duplex
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Posted: 18th Jul 2007 19:42
Texturing it aswell? If so, then sure.

[url=www.x-games.mdhost.info]X-Games[/url]
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Ellatica
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Posted: 18th Jul 2007 19:48
the only thing is im not the best texture but ill try
anyone else?

Manic
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Posted: 18th Jul 2007 20:46
*sigh* what is it with people around here asking if people mind if they do something altruistic? Just do it, you don't need our permission or backing.

I don't have a sig, live with it.
Ellatica
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Posted: 18th Jul 2007 20:59 Edited at: 18th Jul 2007 20:59
sorry i just thought of it as simple and if many people know how to make then whats the point? ill post soon By the end of today or early tomorrow

Brain111
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Posted: 18th Jul 2007 21:59
I see where youre coming from, it seemed like a reasonable question to me. But yeah I'd like to see how to make that, especially if it told how to make those textures.

Anarchy Burger - hold the Government!
Ellatica
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Posted: 18th Jul 2007 22:32 Edited at: 18th Jul 2007 22:33
Barrel Tutorial
Part One
Bear in mind this is the first tutorial i have ever made.

Step One:
Start 3ds max/Start new scene

Step Two:
Make a Box with
Length=10.0
Width=2.0
Height=100.0

Segments
length=3
width=1
height=10

(A Plank In The Barrel)

Just a quick setup I will write part 2 now should be done in like 15 min.
refer to the attached pic.

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Ellatica
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Posted: 18th Jul 2007 22:53
Barrel Tutorial
Part 2

Step Four:
Go to the tools section
pick arrays
y incrementel=10.5
array count=1D - 20
preview mode is optional
click ok
refer to pic



step five:
right click the first box(closest to you) and choose covert to: -->editable mesh

next part comin in 15min

Ellatica
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Posted: 18th Jul 2007 23:22
step six:
attach all the boxes


step seven:
got to modifiers if your not there and choose bend
bend 359.0 for Y
refer to this pic

im going to take a break but ill be comin back in like an hour or two tell me what you think!

Seppuku Arts
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Posted: 19th Jul 2007 00:45
Unfortunately, not everybody is a Max user, nevertheless it's a nice tutorial - simple tuts are great for beginners, hence some of mine are like that, heck I try to orientate them to beginners are much as I can by putting myself in their shoes.

What I would say, if you're making a tutorial, use 'transferable' techniques - then it applies to more people - if it's for 3DSMax beginners then great, but you're offering this to the game making community, so I'd say you might aim for a general type tut.

Though the techniques you're using are transferable, even Anim8or has a bend modifier - so really, all you'd need to do is add notes to what you're doing and why, and refer to possibilities in other apps.

Nice contribution.

Hakuna Matata
Ellatica
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Posted: 19th Jul 2007 01:00
thanks all try adding notes to the first ones so they can completely understand whats happening. which ones need really explaining since the only one i can think of is array. is there anything else?

fik
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Posted: 19th Jul 2007 02:03
I know this is a basic tutorial and its nice to see, but isn't this a bit complicted as it is aimed at beginners.Model will have a lot of faces almost on top of one another. Not good for a game engine. I dont't have max but hasn't a high end modeler like that got a tube or at least a cylinder (Even Anim8or which i use has a cylinder primitive)to use to start with? would give a lot less polys and no faces on top of one another.
Just suggestions to help you and a beginer.
Ellatica
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Posted: 19th Jul 2007 16:52
thanks for the comment. i see where you are coming from with that but i must also say this tutorial is a little more intermediate. i know i did an awful jub of showing it but when i said simple i meant that there wasnt a great amount of steps need to make it as it takes 15min or less to make.

another thing is yes this is high poly but im doing a thing as this could be in a cutscene and after this i would do a tutorial the one you would have in a game which will be fairly low poly.

im sorry im very unorganized but its my first tutorial and i am just geting use to writing one. if you would like to comment more on how i should structure this or anything else feel free to do so.
-ellatica

Ellatica
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Posted: 19th Jul 2007 20:35
i cant do the next part of the tutorial right now since i have to go to the doctor so ill finish it when i come back.

tyrano man
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Posted: 19th Jul 2007 21:34
Quote: "polys 5456"

way too much for a barrel.

Deathead
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Posted: 20th Jul 2007 12:40
Nice Tut but i use blender.

vorconan
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Posted: 20th Jul 2007 13:54
Its a good tutorial but next time don't use so many height segments for the boxes, its raising the poly count loads.


indi
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Posted: 20th Jul 2007 14:07
Didn't you pirate stuff a while back and get caught for it>? yes.

Deathead
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Posted: 20th Jul 2007 15:49
Indi yes he did.

Ellatica
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Posted: 20th Jul 2007 16:08
ya and iam tryin to turn that thing around. trying to give something to the community

Deathead
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Posted: 20th Jul 2007 17:46
Well that is nice of you.

Ellatica
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Posted: 21st Jul 2007 16:21
Barrel Tutorial
Part 3
Step 8:
Right now you have the wooden planks around in a circle floating in mid air so we will put some rings around them.

go to the create tab and click tube which is like a cylinder but the tops are cut off. now, create a tube and fit it around the wooden planks( boxes )
i would give you the exact measurements but all you need to do is just fit it nicely once you have made 1 perfectly colne it to the top and clone it to the middle for better proportioning. once you are done then group them.
here is what it should like.


step 9:
Now that thats over its time to make it really make it look like a barrel. 1. go to the modifiers tab and
2. select FFD(cyl) from the list. now you should have a orange cage around you barrel-to-be.
3.open FFD(cyl) list
4. choose the control points in the FFD(cyl)
5.slect all the 2 middle points
6. scale x,y,z to as big as you want your barrel to be wich doesnt really need to be scaled as much.
this step is probably confusing to most of you so here is a picture of what to do.

make a cylinder and fit it the top for a, well top. same for bottom.
as for texturing goes all you really need is a wood texture and a rusty metal pic and your set to go. if you need to the you can can uvw map and mess around with it untill it look good. have a good day.
please comment
in the end bout 4700 polys with out tops.

Ellatica
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Posted: 22nd Jul 2007 02:08
has anyone done/like my tutorial ? i just thought i would feedback by now.

Raven
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Posted: 22nd Jul 2007 10:00 Edited at: 22nd Jul 2007 15:49
Quote: "The pic is below. just let me know if you would like to know how if you dont already or are looking for a new concept. polys 5456 "


for a barrel?! with that polycount i expect a beer to flow from it out of some port in my computer so i can get drunk to appreciate why they're killing game performance.

Quote: "has anyone done/like my tutorial ? i just thought i would feedback by now."


aye, and i warn you know this is gonna be damn harsh.
firstly i hate 3D tutorials, because quite frankly they're bullcrap. you can't give someone a step-by-step guide to how to develop something! they're not learning anything, they will NEVER learn anything. it doesn't get them to become a better modeler, understand what they're doing also it teaches them YOUR own bad habits.. modelers should get those for themselves.

only techniques should be taught, never a step-through how to make a particular model. people need to figure it out else they'll never learn, this is the same with programming or anything creative. simply because there is no definitive way to do something.

that aside your tutorial is fairly piss-poor on the scale of tutorials i've had the misfortune to end up reading.
first of all how you're going about things is completely stupid, you're not creating for high-poly here and even if you were this is a senseless waste of the power that 3D Studio Max provides to do something that way.

What is better is an array of object for the planks (IF you need to do them individually) and effect that given plank.
I mean seriously, did you learn how to model last week and feel you need to show off or something what you can do?

The end result from what you've done isn't really that impressive. In-fact the best method you'll find for creating barrels is to START with a cylinder (closed) rather than manually creating it in that fashion.

Next up is how to do the number of divisions down the Y axis, you should really be utilising the slice tool, sub-division or extrude tools to get this. Then you can move on to using a mesh cage (if necessary) to create it's roundness.

What's possible more shocking about this is you only cover the mesh.. what the hell has happened to mapping? even IF it is just a high poly model for rendering, it should still need to be mapped in order to use a shader(material) on it.

Seriously, get better at modeling yourself until you even consider trying to teach others. While i won't approve of you releasing tutorials, atleast if you show you have skill and knowledge then i may have some respect for your talent.
Right now i have none, and this tutorial hasn't helped what so ever.

Barrel Creation Tutorial

Ellatica
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Posted: 22nd Jul 2007 15:12
im sorry i didnt know the tutorial was so badly done. a week ago i told my freind how to do one he liked it so i thought mabey i should share it with the tgc community, after all i made a huge mistake 1-2 months back and im tryin to just give something back. thanks for the critisizm i guess.i just didnt think is was that bad.

Seppuku Arts
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Posted: 22nd Jul 2007 18:40
Quote: "aye, and i warn you know this is gonna be damn harsh.
firstly i hate 3D tutorials, because quite frankly they're bullcrap. you can't give someone a step-by-step guide to how to develop something! they're not learning anything, they will NEVER learn anything. it doesn't get them to become a better modeler, understand what they're doing also it teaches them YOUR own bad habits.. modelers should get those for themselves.

only techniques should be taught, never a step-through how to make a particular model. people need to figure it out else they'll never learn, this is the same with programming or anything creative. simply because there is no definitive way to do something."


What about the application of techniques? Isn't a way to use those techniques helpful to the modeller? I tried the 'technique' way, it was slow to learn and I kept getting faces wrong, I knew about edgeloops and how to model, but I just couldn't get it right, then I followed a head tutorial, it improved me and then I could visualise how to model heads right. With other tutorials, they not only help you practice ways you can model, but if you know a technique or want to learn a technique, these style tutorials can help demonstrate what they can be used for.

I wouldn't be so quick to shoot this one down - it's not as bad as you're making it out, I mean its shows how to use the deformer tools and other max ones, the good thing with these sort of tutorials, though the model won't be of any use (except for rendering, if there's a need of UVMapping, looks like in his personal screenshot he had some for of UVMapping sussed), they can pick up something from the techniques specific to the program...And well newbies need to start somewhere. Look at the anim8or starter tutorial, the first tutorial I ever followed - it helped me understand deforming, extrusion and subdivision, the model had no use value what-so-ever, but it helped.



So I'll leave on this note:
Ellatica, your tutorial isn't crap, though it doesn't demonstrate the perfect routes for a modeller or a game modeller, but for beginners, there is use for them as they'll get results.

Hakuna Matata
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Posted: 22nd Jul 2007 19:05
The issue that Raven is trying to highlight is that there is absolutely no theory behind this tutorial, it's just hand guiding the user as to which buttons they should press. He doesn't explain what these things the user is clicking do so he might as well have just provided the final model download as you learn next to noting. Not to mention 4.7k polys is excessive for something so simple in a game, you'd expect a fairly good player model of vehicle to have a poly count like that.

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