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3 Dimensional Chat / My Practice Thread

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JLMoondog
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Posted: 21st Mar 2009 01:49 Edited at: 23rd Mar 2009 19:42
I thought this would be a good idea. To create a thread to post my practice models(anyone else can post practice models as well). I really need it, it's been a while since I've actually modeled anything, and I feel out of practice...terribly!

So, I've started on a Battle-Cruiser, low poly, RTS class.


I'll be updating this first post with newer images of my practice models.

Hoozaa!

PW Productions
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Posted: 23rd Mar 2009 19:41
What did you make that model with? And can I post my practice models here, too, if it's OK with you?

Nothing is too hard as long as you can achieve it (*Note* This does not apply to programmers).
-www.pwproductions.webs.com- Visit the new forum!!
JLMoondog
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Posted: 23rd Mar 2009 19:42
Made with Truespace 7.6. Go for it, be cool just to have a practice thread for everyone. Any models, any type of critiques.

PW Productions
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Posted: 27th Mar 2009 04:04 Edited at: 27th Mar 2009 07:45
Cool, thanks. Is Truespace expensive and good? I've never heard of it. And one more thing: Did you use primitives in your model? Just wondering. That's what I do whenever I try to make a model really fast.

Here's my model... Sorry you have to download the JPEG instead of just clicking 'VIEW'... Technical issues...
I need help with my model. Should I continue working on it, what should I add/delete, or should I keep it the way it is? I have no clue what to do now that I kinda think I'm done.

Nothing is too hard as long as you can achieve it (*Note* This does not apply to programmers).
-www.pwproductions.webs.com- Visit the new forum!!

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JLMoondog
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Posted: 27th Mar 2009 09:35
Truespace is actually free. It has a small learning curve, but the interface is simple and creating an object is fast and easy. The program is powerful and underestimated in the 3d community.

As for your model, it looks like you used NURBS to create it. As of right now directX doesn't support NURBS. Though I've been reading up on some new graphics engines being developed that actually use NURBS models in real time without the slowdown(would drastically change the way we produce video games in the future).

The best way to model a low-poly object is to start off with a primitive; sphere, cube, plain, cylinder.

For example, here I've started a simple human character using a single cylinder primitive:

Here's the wire, as you can see it's basically a cylinder extruded about it's upper and lower faces, then the vertices of each loop of edges is adjusted to fit the form of a leg:


If you take the time to design your model, and break it down into its basic components, modeling is easy. Though honestly, a good knowledge of art is a plus.

Good luck in your endeavors.

Mr Tank
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Posted: 27th Mar 2009 22:35
The first model reminds me of WipEout, which is nice. The leg model seems pretty good too, although it needs more torso, arms and head and stuff.

JLMoondog
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Posted: 28th Mar 2009 00:23
PW Productions
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Posted: 29th Mar 2009 04:12
Quote: "it looks like you used NURBS to create it."

What's NURBS?

Nothing is too hard as long as you can achieve it (*Note* This does not apply to programmers).
-www.pwproductions.webs.com- Visit the new forum!!
JLMoondog
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Posted: 29th Mar 2009 06:37
Taken from Wikipedia:
Quote: "Development of NURBS (Non Uniform Rational Basis Spline) began in the 1950s by engineers who were in need of a mathematically precise representation of freeform surfaces like those used for ship hulls, aerospace exterior surfaces, and car bodies, which could be exactly reproduced whenever technically needed. Prior representations of this kind of surface only existed as a single physical model created by a designer."


PW Productions
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Posted: 5th Apr 2009 22:56
So... are NURBS good, then?

Nothing is too hard as long as you can achieve it (*Note* This does not apply to programmers).
-www.pwproductions.webs.com- Visit the new forum!!
JLMoondog
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Posted: 5th Apr 2009 23:50
NURBS are good. If you have a program that has NURBS I would learn them. They'll be very helpful in the future of game development.

Sid Sinister
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Posted: 6th Apr 2009 00:18
NURBS/Sub-D are cool, but don't forget it all gets subdivided like normal when putting it into the game engine anyway. Also, you wouldn't want to use them in all situations. They have a purpose, just as the normal way does.

This is a very insightful thread: http://boards.polycount.net/showthread.php?t=56014

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Degrees: Computer Animation-
JLMoondog
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Posted: 7th Apr 2009 08:43
Actually the engine I read about didn't convert the NURBS into a subdivided poly mesh. It's like the FLASH of real time 3d.

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