I need little help with some 3-D modeling. First of all, I'm using the program GMax and have no clue how to use it. I want to make a little guy for a game, but I don't want to use cylinders, any suggestions?
If you must touch the dragon, just be wary. It'll bite your hand off.
Go to 3D Buzz.com, they have a shit load of VTM's on how to use 3D Studio Max, & being that I've used GMax, I know that they are basicly both the same thing as far as interface & such. The big difference is a lack of features & so on. GMax is a very Lite version of 3DS Max, so that it can be free. Hope that helps.
3D Modeling is allot more then that... it just happens to be that so many lazy people do that, people lose sight of what real 3D art is. Look at movies like Shrek, all the Pixar movies, & better yet... most of the special effects in movies you see now. All that is very well made 3D art. Think again, before you suggest that 3D art is a waste of time, because it is far from it.. very far from.
...It is CLASSED as an art but I like to think people that animate using a pen and paper have more talent. It takes alot more time to perfect a walk or a movement in 2d than it does in 3d. Now, dont say that this isnt true because the 3dimensional character needs to be rigged, skinned etc etc, because that is the preparation that comes before hand, like a 2d character needs to be line-tested, inbetweened and have turn-arounds produced. Mistakes are alot easier to correct in 3d, as is perspective. With 3d the computer does atleast 20% of the hard work for you.
It just depends on which you devote more of your time to. There are some amazing 3d modellers out there, and just the fact that they draw in 3d doesnt mean that they have less talent than joe blocks doing it the good old fashioned way
Stuckboy
JC Denton: "I know your UNATCO killphrase: Laputan Machine."
Gunther Hermann: "I - am - not - a - machi --"
JC Denton: "Sticks and stones..."
I'd say the best method of modelling a character is patch modelling. This is a method by which you create splines which define the contours of your character's features, then project a surface over them. This produces most realistic results, and is easiest to modify.
For something simple though, you'd be best off with the box modelling technique i think. Basically you make a roundabout 5x4x4 box, and mold it into the general shape of a face by manipulating the pixels. Use a reference to help you get the right proportions. When it comes to making eye sockets, bevel the face where the eyes should be inward. To create a reallistic face is difficult, especially at hi-poly levels. Try to model in a low poly, it will make things easy for you. Make the torso, arms, legs, hands etc in the same way and weld the pixels together to form a body.
Never ever ever ever ever... use meshsmooth then hit convert to editable mesh. In the long run, it screws you out. Model, rig and animate at low poly, then add a meshsmooth as a finishing effect.
Stuckboy
JC Denton: "I know your UNATCO killphrase: Laputan Machine."
Gunther Hermann: "I - am - not - a - machi --"
JC Denton: "Sticks and stones..."