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3 Dimensional Chat / the process of modelling?

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mike5424
15
Years of Service
User Offline
Joined: 30th Mar 2009
Location:
Posted: 14th Oct 2009 17:01
just wondering, what process do you guys go through to do you're models?

i have 3 different ones
here are mine:

1.
a) use blender to make basic model
b) import into zbrush to add detail
c) back to blender to uv map
d) photoshop
e) blender to render XD

2.
a) make model in zbrush
b) use a zbrush texture or open photoshop and make one
c) blender to render XD

3.
a) use blender for model
b) photoshop texture or no texture
c) render in blender XD.

---
Mike5424
Pincho Paxton
21
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 14th Oct 2009 19:45
1/ Anim8or to make model export as Obj
2/ sometimes into ZBrush 3
3/ Lithunwrap to add UV Map
4/ Add Materials, and Render in Anim8or. Save renders of Front/ side / Top / bottom
5/ DB Classic.. sometimes I use my texture making programs. which can be for buildings, or metal panelling.
6/ Photoshop. Use renders as starting points for baked lighting. layer with colours.
7/ Anim8or again.. now export as 3DS.
8/ Final touches as Photoshop can load 3DS, and I can fix some seams.

tatts
18
Years of Service
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Joined: 13th Jan 2006
Location: Ontario,Canada
Posted: 14th Oct 2009 23:02
I usually went from Truespace to gimp for textures. However lately I have been glued to Blender for it's UV mapper and Paint tools. Turns out Blender has some very nice tools for painting textures.
nackidno
17
Years of Service
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Joined: 3rd Feb 2007
Location: Där solen aldrig skiner
Posted: 15th Oct 2009 00:18
A) Make sketch
B) Model in Blender
C) Make Texture using Jasc PSP
D) UV Map model
E) Render

I rarely save my work for some reason. Which is onfortunate..

sprite
18
Years of Service
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Joined: 22nd Apr 2006
Location:
Posted: 15th Oct 2009 02:16 Edited at: 15th Oct 2009 02:21
A. Drawing mainly a basic drawing.
B. Silo 2 to base mesh.
C. Zbrush 3 to do detailed mesh and make uv map. Silo 2 own UV mapper is not great.
D. Gimp to make textures. One day I'll get photoshop
E. xNormal to make normal maps ect.
F. Silo 2. Check texture ect.
G. TrueSapce or milkshape to rig.
H. Test in dbpro.

xNormal is a free app that bakes maps for you. Very useful for when high detail model is too high for normal 3d programs to handle. Some mult billion poly meshes can overload even 3d max.

http://www.antonkozlov.com/Tutorials/xNormal.html Video on xnormal useage.

I'll add something later on.
Duke E
15
Years of Service
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Joined: 10th Mar 2009
Location:
Posted: 15th Oct 2009 15:19
Nice to see peoples work path...
I sort of go for all free software, even though i have other UV mappers i found Blenders to be superior when you get past the learning curve speed-bump.

1. Model & animate in Blender
2. UV in Blender, UV face layout -> Gimp
3. Gimp .dds texture -> Paint.Net (Gimps dds exporter wont compress and mipmap correctly)
4. Paint.Net (mipmapped & compressed) .dds texture -> Blender
5. Blender .x export -> DBPro
Madscientist
15
Years of Service
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 16th Oct 2009 01:23
I have basically the same order.

1. Blender Model
2. Texture
3. UV Map in Blender
4. Animate
5. .X export

If it hasn't exploded yet, I haven't touched it.
SJHooks
15
Years of Service
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Joined: 13th Aug 2009
Location: Where you least expect me...
Posted: 16th Oct 2009 02:32
Hmm... I have it pretty much the same, but I do the UV Mapping before the texturing... I suppose it really depends what you are modeling that determines your cycle of UV Mapping, and then Texturing...
Azunaki
15
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Joined: 11th Feb 2009
Location:
Posted: 16th Oct 2009 04:31
1. model in cinema 4D/3ds max(if im practicing) and export as .3ds
2. now that zbrush is working deepening one what type of model import to zbrush(usually organic)
3. uv map if im practicing my texturing but i usually don't texture my models.

thats my basic modeling process. but varies based on whether im working on an organic model(humanoid) or a vehicle.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Herakles
15
Years of Service
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Joined: 6th Mar 2009
Location: Lost in my own head
Posted: 16th Oct 2009 05:48
This is subject to constant change, as I become more and more skilled and I find the limitations in the programs I use.

1: model in trueSpace
2: UV in Blender
3: texture in GIMP
4: rigging/animating in trueSpace (if necessary)
5: .X export into DBPro and convert it to a .DBO

I used to UV map in trueSpace, but it kept crashing on me so I switched to Blender's UV mapper.

I'm working on Swordfight again! Come tell me what you think!
http://forum.thegamecreators.com/?m=forum_view&t=158681&b=19
Daniel wright 2311
User Banned
Posted: 16th Oct 2009 05:58
Autodesk 3ds Max 2009 64-bit
MilkShape 3D 1.8.4
UVMapper Professional
GIMP 2
DarkShader
iClone v3.2 PRO

and thats about it.

DSW
BowserYo
16
Years of Service
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Joined: 4th Jan 2008
Location:
Posted: 30th Oct 2009 02:19
1. Get reference/concept image.
2. Model in 3ds max.
3. Texture.
4. Edit steps 1 & 2.

ßõw§€r¥¤
Asteric
16
Years of Service
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Joined: 1st Jan 2008
Location: Geordie Land
Posted: 30th Oct 2009 02:24
1.Collect Multiple reference Pictures
2.Set up references with 3ds max scene
3.Draft out the Low Poly
4.Uv Map
5.High Poly
6.Export as .obj
7.Detail paint in Mudbox, or zbrush
8.Import
9.Retopologise(if needed)
10.High poly AO bake
11.Texture in Photoshop
12.Apply texture and make render
13.Export to needed format


Thats about it.

Venge
18
Years of Service
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Joined: 13th Sep 2006
Location: Iowa
Posted: 30th Oct 2009 05:59 Edited at: 30th Oct 2009 06:07
0. Dream
1. Model in Maya
2. UVMap in Maya
3. Learn to texture
4. Texture
5. Render in Maya

Sometimes the details are fuzzy after I wake up. Like so:

The rest I just make up to fit with it.

I will live forever or die trying.

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