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when making 3d models
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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Aug 27, 2010 3:33 pm    Post subject:  when making 3d models
Subject description: what is your process?
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When making buildings using a 3d model program, what method do some of you use? The house I posted a pic of is primarily a block with pieces extruded or what not. I have done ones where I make a cube (or some shape) then add pieces for trim, then flat box as windows and such.

When doing the cube style its easier to apply textures. The textures are even. When doing my first method it takes some manipulating of the textures and such

I am looking for ways to make the buildings look better. The method doesn't have to be the easiest, looking for ways to make quality buildings.

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Deformat
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Joined: 17 Sep 2007

PostPosted: Fri Aug 27, 2010 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use 3dsmax, I *rarely* use the extrude line thing, I usually use primitives, alter them as much as my ass can, texture them (UVW unwrap) and probably end up with something.

I know, not very professional, but sometimes it simply excuses me a lot of time from doing my own shapes and so on.

Dunno, for me its easier to alter than to do something totally new XD

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Fri Aug 27, 2010 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I create, modify and extrude primitives as I need. Just depends what I'm creating.

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Fri Aug 27, 2010 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ideal workflow is Zbrush zspheres since I am mostly doing organics or characters, plus with UV master, it generates a decent map, may have to seams tweak to get it right. once that's done, Polypaint base textures export to maya or PS for final rendering.

Other than that,low poly stuff I'd just box model, unless i can block in mesh in ZBrush. but watch out since UV map needs to get retweaked for texturing and final renders.

or I port it to zbrush, for uv's and maybe polypainting, depends whats critical at that point.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Fri Aug 27, 2010 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like to look at an object I'm trying to make and decide what the basic shape of it is. With buildings, I start from the bottom up and make the foundation, followed by the base of buildings. I know alot of people like to make their models a single continuous mesh, but I prefer to make a bunch of seperate objects and then 'weld' them together at the end. Since I make my models for Generals, there's less faces if you have a prism going through a face than if you make the the prism's bottom points have edges to the polygon's outer points and that face that was a single face is now divided. If you're making higher poly things, than I guess try to make it out of a single mesh.

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Ickus
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PostPosted: Fri Aug 27, 2010 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can, say i'd work on half of a model using orthographic sketches and mirror it's geometry. unless its asymmetrical design. #Tongue

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Aug 28, 2010 3:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I think everyone has thier own method of modeling, you just have to find one that works for you. As for your texturing, What method do you use? Maybe explaining your process a little more will enable us to help you a bit more.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Aug 28, 2010 9:33 am    Post subject: 3d Reply with quote  Mark this post and the followings unread

I have a few buildings both kinds blocks and box, then extrude or bevel and so forth. A couple of the block buildings look like some ting from TS/FS.

This is a building I made in block format. Each window, divider and what not are their each own piece....Its plain....I just applied textures to it and it looks so blah. btw.....its not done, it was a basic building just trying to get something started so I can have ideas for more.

I have no skills with textures. I can make you some really nice looking buildings using a box then extrude, bevel, and what not, but I fail at the textures. I understand about the uv map and all, but I can not for the life of me get it to look any where I want it to be.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Aug 31, 2010 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Once I got some texture picked out, I use the built in function of 3ds max, for something like that building above, I go to unwrap UVW, select face, and then select Box in the map parameters.

At this point I go to edit function under parameters and edit with normal mapping > Box mapping.

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GameMaster0000
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Joined: 23 Mar 2006
Location: Thailand

PostPosted: Tue Aug 31, 2010 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have question on rendering.

When render do you turn on anti-aliasing or not?

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Aug 31, 2010 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes leave AntiAliasing on, Render using Catmull Rom. and in the settings make sure "Dont anti-alias against background" has a check mark or x in the box. This with proper lighting should give you pretty good renders.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Sep 01, 2010 9:51 am    Post subject: 3d Reply with quote  Mark this post and the followings unread

Cranium wrote:
yes leave AntiAliasing on, Render using Catmull Rom. and in the settings make sure "Dont anti-alias against background" has a check mark or x in the box. This with proper lighting should give you pretty good renders.


Ok, look at the tab, the catmull-rom is selected and the AntiAliasing is selected, but you say about the background, is there another tab I should be looking for? Could you explain it please.

Are you refering to under the material (2nd pic) not having that checked?

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Sep 01, 2010 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Sep 02, 2010 4:08 am    Post subject: 3d Reply with quote  Mark this post and the followings unread

thanks Cranium


Updated house pic, I still have to change 2 of the textures and fix the windows and add the stairs, but this is coming along as I want to to.

Plus a second house I have been working on

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[TiberianPast]
Disk Thrower


Joined: 21 Jun 2009
Location: Finland

PostPosted: Thu Sep 02, 2010 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

nice buildings. I like

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Sep 02, 2010 12:13 pm    Post subject: 3d Reply with quote  Mark this post and the followings unread

I have a few more civ houses I want to do, I'll share them once every thing is complete on them, maybe 9 houses total, a few will have different textures and angles

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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