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Author Topic: Share Your Modelling Tips:  (Read 10380 times)

3D Joe Wiltshire

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Re: Share Your Modelling Tips:
« Reply #15 on: March 25, 2009, 05:31:28 pm »

A tip I have, though many probably already know it, is to render 2 passes for a final image:
A render with the normal setup for the scene and an ambient occlusion render (new with .97d)
Then combine the 2 images in a picture editing program (paint.net is free).
Place the AO render in the top layer, and make it more transparent.

This technique can be used to create a more realistic image, with better light shadow details.
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baxter

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Re: Share Your Modelling Tips:
« Reply #16 on: March 25, 2009, 06:52:41 pm »

I find an easy way to start off modeling an organic model(certain ones at least) is with a simple cylinder, and scale the different parts to line up with the bodyand use seperate(or possibly just extrusions from the base cylinder) to make the limbs using the same method

Example of a model using this technique with a single cylinder and the limbs as extrusions -

and one using several cylinders, one for each limb(attached below)
« Last Edit: March 25, 2009, 06:55:53 pm by baxter »
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Kubajzz

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Re: Share Your Modelling Tips:
« Reply #17 on: March 26, 2009, 07:31:12 am »

There's a little feature most of people don't know about (it's not even in the manual...):

If your mesh consists of several separate shapes and you want to split them (the "Un-join solids" command), go to point edit mode, don't select anything and press "l" (normally used for loop cut). Each of the parts will become a separate mesh.

I wrote an "Un-join solids" ASL plugin a while ago (when I didn't know this feature exists)... And when I was about to post it I found this topic... ::)
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baxter

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Re: Share Your Modelling Tips:
« Reply #18 on: March 26, 2009, 02:33:57 pm »

I just remembered something else

if you want to extrude a spline along a path, when in the extrusion setting box before you extrude, select "path" and press ok then select the path you want it to extrude along
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$imon

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Re: Share Your Modelling Tips:
« Reply #19 on: March 29, 2009, 08:49:04 pm »

If you want to use a texture with UV coordinates on a mesh, don't do it on a mesh that is converted to subdivided, this will distort the mesh. Instead try to create the look you want without subdividing it and then put the texture on it.
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xalener

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Re: Share Your Modelling Tips:
« Reply #20 on: March 30, 2009, 12:14:51 am »

I find an easy way to start off modeling an organic model(certain ones at least) is with a simple cylinder, and scale the different parts to line up with the bodyand use seperate(or possibly just extrusions from the base cylinder) to make the limbs using the same method

Example of a model using this technique with a single cylinder and the limbs as extrusions -

and one using several cylinders, one for each limb(attached below)

Hey... That guy looks familiar...

"I'm from Buenos Ares and I say KILL EM ALL!!!"

lol, but yeah.

Having trouble making your texture fit your model? Why don't you just make your model fit your texture?

Start out with a firm grasp of your concept, and paint the texture BEFORE you model, then cut it out in the 3d program and fold it up like origami. It really helps when working with low poly models. See what I made earlier today using this method.
Warning: May be disturing for those who are weak, stupid and naive.
http://www.majhost.com/cgi-bin/gallery.cgi?f=199644
« Last Edit: March 30, 2009, 12:21:11 am by xalener »
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dwsel

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Re: Share Your Modelling Tips:
« Reply #21 on: March 30, 2009, 11:13:54 pm »

Hi! I've been using Anim8tor from time to time.
I'd like to share some links to great tutorials from CGarchitect about lighting indoor scene and rendering it only with raytracer (faking GI). They're quite old but not all of you might know them. Even if they're 3dsmax scanline related many ideas and techniques can be applied to ART too.

http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial1.asp
http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial2.asp
http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial3.asp
http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial8.asp
http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial9.asp
http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial10.asp
http://www.cgarchitect.com/resources/tutorials/smoke3d/tutorial19.asp
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Pincho

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Re: Share Your Modelling Tips:
« Reply #22 on: April 01, 2009, 11:12:22 am »

This might be well known, but I didn't find out until today.....

When creating a point to point outline around a reference image the first point can be
placed by using the left mouse button AND SHIFT key together:

Before I knew this I would have extruded a path to get a mesh instead.
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ENSONIQ5

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Re: Share Your Modelling Tips:
« Reply #23 on: April 06, 2009, 11:45:30 am »

In another topic on this forum I posted this

http://www.anim8or.com/smf/index.php?topic=2128.msg15728#msg15728

which provides an Anim8or based simulation of the classic lens flare effect.  The example shown is a very quick proof-of-concept, and the downloadable .an8 file shows how the effect is rigged.
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|| UK WAZZAK ||

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Re: Share Your Modelling Tips:
« Reply #24 on: June 30, 2009, 01:38:55 pm »

Using bump maps and environment maps give better results than baisc materials. For example instead of creating a tyre with high poly treads use a tyre bump map on a lond thin plane and use the bend modifier on a 360 degree angle.:)
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