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3 Dimensional Chat / 'Sculpting' models?

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Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 12th Mar 2011 12:48 Edited at: 12th Mar 2011 12:57
Hello everybody!

I've been modelling for quite a few years now but I kinda feel my techniques and applications are getting outdated. I'm using Milkshape (which I know is ancient, been using that for a decade!) and I've been experimenting a bit with AC3D but I only know the oldskool 'poly by poly' method, which is very good, gives you lot's of control but it is way to time consuming.

Now I follow development of several indie project and I see more and more videos of how models are being "sculpted" like old fashion clay models.

I know 3D Studio Max can do this, but this is a ridiculously expensive application so I was wondering if there are alternatives to that.

So, the questions are:
- You know alternative apps to 3D Studio Max that can 'sculpt'?
- What do you use (I like to know, even if you don't 'sculpt')?

Thanks a lot!

Regards Sph!nx
http://www.mental-image.net
kamac
13
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Joined: 30th Nov 2010
Location: Poland
Posted: 12th Mar 2011 13:05
If it's what you mean... sculptris, free & very powerful

mgarand
16
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 12th Mar 2011 13:19
blender is a great program, and free!

Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 12th Mar 2011 13:44 Edited at: 12th Mar 2011 13:44
(A fellow Dutchman!)

Hey thanks guys, That was quick! I will definitely take a look at sculptris. I've tried Blender once before but it looked a bit daunting to me. Perhaps it's time to take another look.

Regards Sph!nx
http://www.mental-image.net
mgarand
16
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 12th Mar 2011 14:35
ook nederlands?

it will take time to master, like every other application

Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 12th Mar 2011 15:48 Edited at: 12th Mar 2011 15:49
Yup, I'm Dutch as well. If you ever wish to discuss game design or have a general chat, just send me a PM! Should put it in my profile I guess.

Still doing some code work on my engine and editor but when our concepts are done, I'll dive into modelling again. If you happen to know of a few good introductory tutorials for Blender, I would appreciate that greatly!

Regards Sph!nx
http://www.mental-image.net
mgarand
16
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Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 12th Mar 2011 16:58
well i use 3ds max, so if you ever try the trial or find 4000 on the street, i can help you

Softwizz
15
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Joined: 14th May 2009
Location: U.K.
Posted: 13th Mar 2011 02:29
I have not gone into 'sculpting' because it looks like it would produce a model with a zillion pollys, and that wont be any good for DBPro or FPSCreator.

I have just decided to learn Blender (2.49b)and it isnt all that bad, I also use Wings3D.

The blender website has enough tutorials and stuff on it to learn.
Try and get the pdf version of the blender wiki to learn from.

Kravenwolf
15
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 13th Mar 2011 03:32
Quote: "I have not gone into 'sculpting' because it looks like it would produce a model with a zillion pollys, and that wont be any good for DBPro or FPSCreator."


Actually, it would be excellent for DBPro/FPS Creator. The purpose of using a sculpting application in game design is to add a zillion polys to your sculpt; and then transfer all of that detail onto your game model via normal map, to add in a lot of extra detail without adding any extra polygons


Kravenwolf

Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 13th Mar 2011 13:28
Thanks guys! Blender does sound promising. Well, when I've done some more code work, I'll give Blender a try.

Yes, Kravenwolf is right. The polies are being reduced again after that normal map has been made.

Regards Sph!nx
http://www.mental-image.net
Softwizz
15
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Joined: 14th May 2009
Location: U.K.
Posted: 13th Mar 2011 18:10 Edited at: 13th Mar 2011 18:11
Quote: "Yes, Kravenwolf is right. The polies are being reduced again after that normal map has been made"


Isnt it amazing how you can forget the most obvious things.

NVM I am just starting with modeling as I am more a programmer.

Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 14th Mar 2011 12:01
Ey, don't worry. Even the most seasoned veterans can sometimes miss the obvious. We have a good Dutch saying: "Door de bomen het bos niet meer zien" ("Can't see the forest through the trees any more").

Regards Sph!nx
http://www.mental-image.net
Ed at Thoughtwire Software
13
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Joined: 14th Feb 2011
Location: Next to a keyboard
Posted: 15th Mar 2011 12:30
You can get a 3 year student license for free for 3ds max from autodesk if it helps heres a link
http://students.autodesk.com/?nd=download_center

www.thoughtwire.co.uk
3D Modeller and Animator
Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 18th Mar 2011 23:13 Edited at: 18th Mar 2011 23:14
Hey thanks for that! I will take a look at the other suggestions first, cause in the end a real license for 3D Studio Max is quite expensive, but it is a way to get a wider experience in different tools.

Regards Sph!nx
http://www.mental-image.net
Poloflece
14
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Joined: 14th May 2010
Location: Australia
Posted: 20th Mar 2011 08:05
@softwizz

you can also sculpt in scultris without adding many polygons at all, while still getting your model into a much better shape.


I've tried out the program and it seems to be very useful

Poloflece


Rust Pack WIP here http://forum.thegamecreators.com/?m=forum_view&t=178788&b=24
SH4773R
14
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Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 20th Mar 2011 10:53
Sculptris is loads of fun, I made my avatar with it.

__________________________________________

My software never has bugs. It just develops random features.
Travis Gatlin
15
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Joined: 14th May 2009
Location: Oxford, Alabama
Posted: 26th Apr 2011 02:09
I Prefer the Poly-by-Poly method myself, except of landscape design, i find it quite fast if you really know what to do. i made a full AK47 model in a little over 30 minutes, texture and all too, never sculped on it once!

Quik
16
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 26th Apr 2011 13:05 Edited at: 26th Apr 2011 13:13
I usually make my models using box technique, i start with a box and work my way from there

it all comes down to what the model should look like too, for example details in guns i might use a cylinder to use or maybe even a spline?

but say the base of the gun -> box modelling
a character -> box modelling


thats the general idea anyway, it all comes down to what the object iam modelling should look like and therefore i choose what i find being the most efficient way of doing it

edit: but back to the topic: what needs to be scuplted? i find that models such as guns dont need any sculpting, since all normal details can be modelled in say 3ds max using a normal subdiv technique. A character on the other hand might need sculpting, not speaking of how much more easy it is to make details by sculpting a character, a gun would be more difficult.

I would also say that debree should be sculpted and a weapon like.. a baseball bat? sculpting in the wood details there would be more efficient imo.


[Q]uik, Quiker than most
enderleit
17
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Joined: 30th May 2007
Location: Denmark
Posted: 26th Apr 2011 17:59 Edited at: 26th Apr 2011 18:00
I also like blender... It's looks very complicated at first, but after a little practice it is actually the easiest modeller I've ever used...

And also, once you know some of the most common shortcuts, your workflow becomes really fast...

Travis Gatlin
15
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Joined: 14th May 2009
Location: Oxford, Alabama
Posted: 2nd May 2011 01:51
I agree! it becomes very efficient when you know the shortcuts, i've amazed my Friends, Family, and Teachers at the speed i make some of the most complex models.

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