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Go to the bottom of this page Modeling and texturing hints and tips
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Chrissloe
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Modeling and texturing hints and tips Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Ok, this is the thread for all you guys who has questions about modeling and texturing. It is not a tutorial, just a place to ask if you have any problems.

Here are two good modeling tutorials:

Making a sword in blender part one

Making swords in blender part two


part one is about modeling, part two is about uv-mapping

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This post has been edited 1 time(s), it was last edited by Chrissloe: 16.09.2006 13:07.

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RE: Modeling and texturing hints and tips Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Good job starting the thread Chriss Good job!
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Here's some places with varried tutorials for 3dSMax, Blender, and Maya.

http://www.tutorialized.com/tutorials/3DS-MAX/Modeling/1

http://www.blender.org/cms/Modeling.245.0.html

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

http://www.tutorialized.com/tutorials/Maya/Modeling/1

http://www.3dmd.net/MAYAtutorials.htm

http://www.thehobbitguy.com/tutorials/po...ling/index.html

And here's some places to go for inspiration Yes

http://forums.cgsociety.org/

http://www.computerarts.co.uk/3dworld

Hope that helps some people out. Good luck!

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Nice, thanks Heywood Good job!

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Pinned, some usefull information here Good job!
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quote:
Originally posted by Chrissloe
Nice, thanks Heywood Good job!


No prob. You're quite welcome. Always like to help out.

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Thanks guys, you're a life saver. :)

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Chrissloe
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no problem arbiter, we need more modelers so... I dunno

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I hope an armor tutorial will show up in here soon. lol.

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quote:
Originally posted by Chrissloe
no problem arbiter, we need more modelers so... I dunno


Is that an invitation? :D Wink

Some rigging tutorial.
RIGGING

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This post has been edited 1 time(s), it was last edited by Arbiter: 16.09.2006 17:16.

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lothar100
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can anyone put the ebony armor in.obj form fo me??? that way I can mess around with it...

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quote:
Originally posted by lothar100
I hope an armor tutorial will show up in here soon. lol.


If you mean rigging then I wrote one a little while back.

Heywood's Rigging Tutorial

If you mean modeling...modeling armor is no different than any other type of modeling with the one exception that you need to anticipate where it will bend. Just start off with a body of an existing Obliv character and model around that for the general shape. And where the mesh will need to bend...like the neck, shoulders, elbows, etc. make sure that there is enough information in the mesh. Rule of thumb being that there needs to be at least 3 edgeloops at any joint on the body for it to retain its shape when bent. When in doubt, check one of Beth's models for reference. I thought about writing a modeling tut for armor....maybe I should...only thing is it would be one hell of a long tut heh.

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well I dont have a body of an oblivion character... Confused

were do I get one of those...



edit: oh yeah, and can someone explain what rigging is...?
my guess is that rigging is getting the armor to move with the body that its on... am I correct?

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This post has been edited 2 time(s), it was last edited by lothar100: 16.09.2006 17:37.

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Yea rigging is the painting of the vertex weights in relation to the skeleton. Everything you need to do this (inlcuding the ready to go characters by CuteUnit) are liked to in my rigging tut. Oh and Lothar check your PM's, I sent ya the ebony set in .obj format Cool

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ty heywood.

edit: lol I dont know how to use rapid share! I caould never figure it out...


do you mind using: http://www.webfile.ws/ ?

edit2: "Lasciate ogni speranza, voi ch'intrate." = "Abandon all hope, you who enter here."

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This post has been edited 3 time(s), it was last edited by lothar100: 16.09.2006 18:22.

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Chrissloe
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hehe, I never though about looking at one of oblivions existing models for reference, guess I might end up making an armour set after i've finished the longsword then :D

...looks like this thread has come allong very nicely

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This post has been edited 1 time(s), it was last edited by Chrissloe: 16.09.2006 19:17.

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quote:
Originally posted by lothar100
ty heywood.

edit: lol I dont know how to use rapid share! I caould never figure it out...


You stoner. :D
Just follow the instructions, it's not that hard. Wink

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http://www.youtube.com/watch?v=dth8kJ7HK...related&search=
Fire in the hole backfires
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http://www.webfile.ws/d/11525

Just in case you didn't get rapidshare to work heh.

edit: Hey, you translated my sig! You diserve this....



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This post has been edited 2 time(s), it was last edited by Heywood: 16.09.2006 22:10.

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quote:
http://www.youtube.com/watch?v=dth8kJ7HK...related&search=
Fire in the hole backfires


seen it! not even gonna watch, leme just guess first gear? I bet it is. haha I'm a youtube fanatic, its so much more fun compared to tv.



mmm, fishy stick. google is awsome, you also spelled it wrong, LOL!

edit: oh yeah, and I want the ebony so I can easly alter it by moving thing or adding to it, but then I know it can fit on the character.

edit3: [remove edit2, oops my bad]

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This post has been edited 3 time(s), it was last edited by lothar100: 18.09.2006 13:12.

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Chrissloe
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Heywood, when you are making armour, how do you start?
When I model swords and stuff I usually start with a sirkle, is that a good start for an armour model as well?

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heres how you make a desision between 2 textures: http://www.youtube.com/watch?v=k0meRCdnTkA

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Yes

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Yes

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quote:
Originally posted by Chrissloe
Heywood, when you are making armour, how do you start?
When I model swords and stuff I usually start with a sirkle, is that a good start for an armour model as well?


It depends on what you are trying to model. For the ruby gauntlets I just made I started with a cylinder since thats the closest primative shape to the shape of an arm. Basically start with the shape you will have to edit the least to get started. Most of the time I model poly by poly since it gives me greater control over the edge loops in the mesh. I just make a cube and delete all sides eccept for one and then start extruding edges into the shape I need. That method takes some practice however, since you are creating the shape completely from scratch.

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Please don't spam, people find this thread usefull, and then bam some person is nodding at them. I don't know about you but I would feel pretty uncomfortable.
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quote:
Originally posted by Heywood
It depends on what you are trying to model. For the ruby gauntlets I just made I started with a cylinder since thats the closest primative shape to the shape of an arm. Basically start with the shape you will have to edit the least to get started. Most of the time I model poly by poly since it gives me greater control over the edge loops in the mesh. I just make a cube and delete all sides eccept for one and then start extruding edges into the shape I need. That method takes some practice however, since you are creating the shape completely from scratch.


Doesn't that make your poly count huge? I mean, you need LOTS of polys to form things that way in Blender.

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This post has been edited 1 time(s), it was last edited by Arbiter: 20.09.2006 21:39.

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quote:
Originally posted by Arbiter
Doesn't that make your poly count huge? I mean, you need LOTS of polys to form things that way in Blender.


Thats why I said it takes practice and a lot of mesh editing. You need to get a feel for it and know where you need more polys and where you can do without them. A good majority of the models I've made for Elsweyr have been made this way, so its not impossible to keep poly count down.

edit: I don't use Blender...never will. So I can't say how poly by poly would work out in that package.

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Thanks Heywood, i'll try after i've textured my rapierish sword :D

oh and sorry about the spamming...

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This post has been edited 1 time(s), it was last edited by Chrissloe: 20.09.2006 21:59.

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Damn, i've been trying to figure out what an edgeloop is, anyone think they could clear that out for me?

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An edge loop is exactly what it sounds like...a loop of edges and faces that go around the model in specific ways to aid in deformation when rigged. Here's one pic that shows edge loops as they would apear on a face.

http://www.bunk.cistron.nl/plaatjes/poly_regions.jpg

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Heywood, do you have any tips as to how to make pauldrons?

I'm really stuck at making some Bash

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I could if you could show me what you're trying to model.

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Shure, here is a picture of what i'm trying to do. It is a concept by arbiter:

Pauldrons by arbiter

...but without the feathers of course Wink

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Ok. What I would do would be to take a cylinder...delete both ends...then delete half of the cylinder leaving you with only a semicircle arch. then scale it down so that its a strip fitting around the shoulder for the back of the pauldren. After I was happy with the shape of that arch then I would select the edges facing the rest of the arm and extrude them down along the arm to form the base shape of the pauldren. Then its just a matter of messing with verts to create the shape of the pauldren and extruding the border edges down and inward to give it volume. You could duplicate the main pauldren and resize / reshape it a bit for the part on the bicep area. For the straps you could just place a cube where it should start and extrude a face out and keep extruding to create the shape of the straps. Hope that helps a bit. If you want you can PM me with progress shots and I'll help ya along with crits.

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thanks heywood, i'll try and see how it goes :D

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Noon likes my feathers. :lmao:

Good luck with that. Good job!

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Registration Date: 14.08.2006
Posts: 200
Location: Norway, ?lesund

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hehe, well I like them for the Harpy Feahter armour...but this is not the Harpy feather armour Tongue

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"Focus on the solution, not the problem"
10.10.2006 12:15 Chrissloe is offline Send an Email to Chrissloe Search for Posts by Chrissloe Add Chrissloe to your Buddy List View the MSN Profile for Chrissloe
Maggon
Guardian


Registration Date: 31.03.2006
Posts: 54
Location: Denmark/Copenhagen

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All meshes is created low poly right ? I mean you dont use High poly mehses for games right ? or atleast Oblivion Tongue
11.10.2006 06:32 Maggon is offline Send an Email to Maggon Search for Posts by Maggon Add Maggon to your Buddy List View the MSN Profile for Maggon
FLESH
Archduke


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Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland

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quote:
Originally posted by Maggon
All meshes is created low poly right ? I mean you dont use High poly mehses for games right ? or atleast Oblivion Tongue


We tent to keep to Beth's limits, but it's usually under that because they just went crazy with Oblivion.
11.10.2006 09:04 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Visual Dev. » Modeling and texturing hints and tips