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3 Dimensional Chat / Proper modeling of this object?

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Sid Sinister
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Posted: 22nd Aug 2008 04:21
Hey guys, I have a question concerning the model I am trying to make. I know the proper way to do things is to never have a face with more than 4 sides (you can mix 3 & 4 sides in a model right?), but I'm having trouble making a proper cut so things turn out okay at the end. Can anyone point out some suggestions, specifically about the underside of the model where you see a 5 sided polygon? Thanks



"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
bond1
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Posted: 22nd Aug 2008 04:29 Edited at: 22nd Aug 2008 04:30
Is it for games? My advice would be, don't worry too much about those things, especially if it's in a non-deforming area. Worry about getting the shape right first of all. Besides, you can always connect a few verts and turn that 5 sided poly into a tri/quad once you're done. And if this IS for games, then it really doesn't matter at all...as long as it doesn't get all kinky when animated like in a jointed area.

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"bond1 - You see this name, you think dirty."
Osiris
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Posted: 22nd Aug 2008 04:59
Also make sure if you are using an engine that it dosent care. Unreal freaks out if you do.

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
Sid Sinister
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Posted: 22nd Aug 2008 05:31
If I do what?

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Sid Sinister
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Posted: 22nd Aug 2008 07:30
Sorry for the double post, but I fixed it finally. I started using how turbosmooth would smooth it and started fixing areas that came out really weird. It looks a lot better!



"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Sid Sinister
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Posted: 22nd Aug 2008 09:33
Triple post! Yay!

Okay, is this proper modeling or not...



As you can see I have started the arm from within the shoulder. I'm not sure if this is something that should be done for either game models or just regular models in general. I want to be able to use it for both, and I'll probably animate it too so... I did it because I'm trying to get the effect of shadow in there for a socket. Should I just do this with a texture then?

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Osiris
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Posted: 22nd Aug 2008 09:55
Well the texture will take care of shadows there. However You should never use turbo smooth until your model is done, because it gives you way too much to work with, I suggest starting as a lower poly and then at the end mesh smooth it if you still want. Also mesh smoothing something makes it such a tedious process to rig a model you might as well not even try to rig it.

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
Sid Sinister
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Posted: 22nd Aug 2008 18:41
Oh I know about the turbosmooth part, I just apply it once in a while to see how things look. I also used it to help fix the odd polygon problems I was having earlier.

Rigging as in giving it bones for animation?

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
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Sid Sinister
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Posted: 23rd Aug 2008 03:07
Double post again, sorry (this board doesn't move as fast as the DBP board )

I'm looking at this hand and I don't like the way the edges are laid out, however it's the only one that turbosmooths nicely and it's the only way that smooths right and looks halfway decent. Anyone see any changes I can make?



"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Seppuku Arts
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Posted: 24th Aug 2008 02:17
Quote: "I know the proper way to do things is to never have a face with more than 4 sides (you can mix 3 & 4 sides in a model right?)"


It can be quite difficult to keep that up, making a model 100% quad is difficult and I've seen even proffesional modellers use a triangle or n-gons (polygon with more than 4 edges) here and there (I like look at their meshes, proves helpful)

As long as you try your best to avoid sloppy geometry and make edits on bits that make the mesh look sloppy.


As for 'proper' modelling, I see nothing wrong with your geometry. But you're doing a robot right? It don't need to made so much in an organic way - as robots are segmented you can use different meshs for different parts of the robot instead of trying to model the whole thing in one. Just keep stuff the same mesh when they're the same part.

Anyway, good stuff and keep at it!

You sir have the moral ambivalence of a mutated shrimp!

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