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Miggy goes 3D
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 05, 2011 11:29 pm    Post subject:  Miggy goes 3D Reply with quote  Mark this post and the followings unread

I've had 3DS Max for years but I only ever used it for file conversion & rendering random stuff I find. Well after messing around with FumeFX for awhile I thought it was about time to try my hand at making my own 3D model.

It's basically just a bunch of cylinders & boxes with some textures I found with google, but I see it as a stepping stone to bigger things! If anyone wants to use it feel free & if someone really likes it I'll have a go at making the damage frame & build up, got to practice doing that eventually anyway #Tongue



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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Dec 06, 2011 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd say that's a good start indeed

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Tue Dec 06, 2011 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

yep good luck in the 3d world miggy Very Happy, i hope i can catch up .

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Dec 06, 2011 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

reminds me of one of my first Barracks. Your definitly on the right track. Razz



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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Dec 06, 2011 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice for first try! But try to avoid using grey colour shades too much. It looks less realistic because pure grey rarely exist in real life. I mean it should reflect a sky (bluish-grey) or apply a sun light (yellowish-grey)

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Dec 06, 2011 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

looking nice =)

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just a simple logo by bricks @ raminator, on Flickr

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Dec 06, 2011 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really nice. Not the D-Day stuff much (needs some more...D-Day spirit #Tongue ) but really really good start. I mean it.

My first attempt was an utter fail xD

Things that are nagging me:

-The top small remap cylinders have a different color than the one of the flag
-the flag will most likely require animations. That's why I hate those things #Tongue
-The door looks a tad awkward, but I suppose that darkening it a bit won't hurt.
-The boxes in front look as if they had something underneath them. Dunno, looks strange.
-the base looks a tad too clean. #Tongue

BTW, did you learn UVW unwrap? Just out of curiosity.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 06, 2011 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Both the flag & vents use the same material but I guess the size & position of the flag mean that it's getting less light.

I find animation easier then the modeling TBH so the flag shouldn't be a problem #Tongue

All the textures where just randomly grabbed from google & then applied with a UVW map. Unwrapping a model & making a custom texture for it is next on my to learn list tho.

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Tue Dec 06, 2011 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

the best thing about max is that it can use .psd (photoshop save files) files as texture
and even better thing is that after you unwrap the model then use the viewport canvas tool in max. its basically miniature version of photoshop which can have multiple layers and you can even export/save the texture as a photoshop file!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Dec 06, 2011 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

depends on which version of Max Mig has. Viewport Canvas in Max10 is shoddy, while Max11 viewport Canvas tool is awsome. The only thing I liked about Max10 ViewportCanvas was the ability to render a viewport image, send it to photoshop, edit it, then send it back to Max. It automatically updated the object with the new edited texture.

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Mav.EricK
a.k.a SuperMario649


Joined: 15 Oct 2011
Location: Your grave.

PostPosted: Tue Dec 06, 2011 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Shoots a load of envying eyes at your first try*
Am not that good sort of a guy in 3ds, but even your first try is better than my million tries.

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Modelling an infantry unit for TS/Ra2/Yr with 3dsmax (Tutorial):
http://www.ppmsite.com/forum/viewtopic.php?p=458275#458275
=======================
Donut Arnold's great templates for TS and Ra2
http://www.ppmsite.com/forum/download.php?id=43817

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