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better modeling techniques?

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Post by Guest Sat Feb 21, 2009 11:02 pm

Good day mga ka CGP buttrock
Ano ba ang mas advantage na modeling techniques? polygon, patch, nurbs, spline or mesh modeling? i'm into polygon modeling right now and bihira lang magtry ng ibang methods sa max and napuna ko na merong mga downloaded models na kahit napakarami ng face counts e napakagaan nya lalo na ung mga cars. and pag merge ko is hindi naman ganun ka smooth ung model when i do test render pero pag inapplyan ko na ng mesh smooth oks na. gusto ko sanang malaman kung anong method ba ang ginamit dun? patch modeling? or spline modeling? nurbs?

sa polygon kasi madalas segmented ung curvature e and nagiging smooth lang kung dagdagan ng iterations ung smooth value nya or by using chamfer then damihan ung fillet segments (which defeat the purpose of minimizing poly counts, and papaano kung lower versions ng max, walang options ng pag-add ng segments sa chamfer)... or malamang mali ung method ko. paano ba ma-achieve ung smoothness ng curves sa max using polygon modeling? by converting the model to mesh? then apply mesh smooth? then add iterations value? bumibigat kasi ung file... i'm sure merong mas proper way to do it. thanks a lot in advance. thumbsup

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Post by reyknow Sat Feb 21, 2009 11:13 pm

nung nagsimula ko mag 3d, una kong ginagamit nurbs. tapos may mga nakkita din ako tutorials ng car modeling na nurbs din ang gamit. pero ngyn i prefer polygons. dahilan kasi pag gamit mo nurbs, pag nagfinalize kasi ako gnun din nmn nagcoconvert to polygons ko rin ung mga nurbs. tapos mashado mataas polycount, unlike pag polygons control mo kung saan may vertex at saan may points etc.

kung nagkakaroon ka problem sa smoothing, kung max gamit. mo try mo ung smooth groups. pag maya nmn try mo ung pag harden o soften ng normals ng edges. pag zb nmn crease mo ung edges na dapat sharp.

nde lahat nadadaan sa mesh smooth. nung noob ko sa max/maya ganun din problema ko. hanapin mo lng ung "smooth groups", inismooth nyan ung normals ng surface kaya nde ka na magaadd ng polygons pero mukang nag mesh smooth p rin itsura. tska tamang paglalagay lng ng points yan.
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Post by Guest Sat Feb 21, 2009 11:26 pm

reyknow wrote:hanapin mo lng ung "smooth groups", inismooth nyan ung normals ng surface kaya nde ka na magaadd ng polygons pero mukang nag mesh smooth p rin itsura. tska tamang paglalagay lng ng points yan.

thanks for the reply bro thumbsup yup you are right pwedeng pwede nga ang smooth group pero if you will notice ginagawa lang nyang smooth ung face normals pero ung corners hindi na... example... box with chamfered edges and applied smooth groups, kitang-kita ang mga kanto sa corners ng box. any way to fix it? (i dont like to do chamfered box bro kasi mawawala ung purpose ng pagsolve sa segments kaya pinili ko ang box then chamfered) or kelangan talagang e-reconstruct ung vertices and edges para maging quads ang faces?

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Post by reyknow Sun Feb 22, 2009 12:02 am

hmm malaking dilemma yan ah hehe. pag ganyan kasi ginagawa ko chamfer (sa maya bevel). kung nde tlga pwde chamfer, kung ako, bka manual edit na yan.
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Post by Guest Sun Feb 22, 2009 12:27 am

reyknow wrote:hmm malaking dilemma yan ah hehe. pag ganyan kasi ginagawa ko chamfer (sa maya bevel). kung nde tlga pwde chamfer, kung ako, bka manual edit na yan.

manual edit na nga lang for now... Arrow thanks

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Post by rockgem Sun Feb 22, 2009 1:35 am

you can also play around with meshsmooth modifier by adjusting its vertex weights. increasing the vertex weights means sharper corners. even an iteration 1 can have surprisingly good results if used with vertex weights and you don't have to add more edges to your topology.

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Post by [rearnakedlight] Sun Feb 22, 2009 7:01 am

bro..theres a lot of way in modelling.. i'm into poly modelling...suggest ko lang for now... try to stick with poly modelling... it's the best (in my opinion) ... when you already convert your object to editable poly..try to experiment on polygon properties and subdivision surfaces... smoothing groups and nurms were ok. goodluck
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Post by Guest Sun Feb 22, 2009 7:18 am

@rockgem & rearnakedlight

thanks mga bro... oo nga mas preferred ko din poly modelling. just looking for a better way of achieving a smooth surfaces even in a very close view with less count of polygons.

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Post by dpyxl Sun Feb 22, 2009 7:25 am

waiting din ako, alam ko lang basic polygon modeling.. edit vertex, chamfer, connect, weld, some meshsmooth, last will be turbosmooth as in basic poly modelling, to prevent high poly count , i use proxy or polycruncher (once lang)..

any takers? care to share..

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Post by render master Tue Feb 24, 2009 12:35 am

have you seen this one.... it will helps you a lot in modelling
>>>ILLUSION CATALYST<<<
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Post by Butz_Arki Tue Feb 24, 2009 12:48 am

THAnks for sharing!!
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Post by render master Tue Feb 24, 2009 3:08 am

for me it depends on what has to be model... for simple things i used polys, in organics i used nurbs and sometimes combination of both. if you inspect the 3d max modifier list, it have a lot to offer in terms of modelling, just give some time to read our 3dmax help files about it.... and kung talagang wala na, dyan na papasok ang SOS, heheheheh.
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Post by rockgem Tue Feb 24, 2009 3:50 am

polyboost also comes to mind for a good plugin when it comes to polygonal modeling.

Polyboost

Polyboost Tutorials

I haven't used this extensively but for some of the tools that I was able to experiment with, it is quite useful and definitely speeds up your modeling workflow.

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Post by artedesenyo Tue Feb 24, 2009 9:47 pm

solid modeling ako dati sa autocad tapos nag max poly modeling na
pero di kaya ng poly ang organic modeling mahirap masyado saka sa terrain.
surface nurbs naman pag ganito na.
skecth up solid modelling din.

para sa kin kung saan ka nasanay, kung saan ka nadadalian, yun ang gamitin mo, para sa kin 3d poly lang muna.
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Post by 3dpjumong2007 Thu Feb 26, 2009 6:16 am

nice thread bro im also into max modelling na padahan dhan , kahit papano kailangan malaman ko ang difference between cad and max modelling , kaya ko imodel kahit ano sa cad even character and organics ,kaya nahihirapan talaga ako sa transition ngayon kailangan ko pa speed up ang max modelling ko hahay bakit ngayon kasi ng mamax he he he ito tuloy naninigas daliri , he he ..helpful to bro tnks sa mga max monsters ! 2thumbsup
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Post by Guest Thu Feb 26, 2009 7:47 am

thanks for all the replies mga bro and sir onel for the plugin info... definitely kung saan ka talaga sanay mas oks. hanggang ngayon hindi ko pa rin malaman kung ano ung advantages ng quad modeling sa 3 sides e hehehe or cguro pag character modeling na advantage ang quads for rigging purposes kaya until now hindi ko alam.

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Post by torvicz Thu Feb 26, 2009 9:47 am

I'll go for poly modelling simply because it's the easiest.

they say mesh renders faster than poly because mesh has only 3 sides compare to poly which has 4. mostly poly muna and then convert nila sa mesh kung characters ang i-momodel mo....

Halos na try ko na lahat ng method ng max, from spline, nurbs, etc...peo poly modeling ang sa plagay kong pinakamadali. at ung nurbs ang tagal nyang magrender! naku wag mo na i-try yan! pwede pa ung spline modeling but then again you'll convert it din into poly later on....

and remember, if you want it smooth there's no other way but to add faces..

hope this helps, and good thread dude keits...

ganito ung mga thread na gusto ko e...ung may mapupulot di yung away lang ang kalalabasan..hehehe O.T. nako.... peace man
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Post by Guest Thu Feb 26, 2009 9:56 am

torvicz wrote:I'll go for poly modelling simply because it's the easiest.

they say mesh renders faster than poly because mesh has only 3 sides compare to poly which has 4. mostly poly muna and then convert nila sa mesh kung characters ang i-momodel mo....

Halos na try ko na lahat ng method ng max, from spline, nurbs, etc...peo poly modeling ang sa plagay kong pinakamadali. at ung nurbs ang tagal nyang magrender! naku wag mo na i-try yan! pwede pa ung spline modeling but then again you'll convert it din into poly later on....

hope this helps, and good thread dude keits...

ganito ung mga thread na gusto ko e...ung may mapupulot di yung away lang ang kalalabasan..hehehe O.T. nako.... peace man

oo nga bro... poly modeling is the easiest lalo na kung galing ka sa CAD modeling. napakadaling mag-adjust from CAD to max kung eto ung gagamiting mong method. compare to mesh never noticed it before na mas mabilis sya because of 3 sides only ang mesh... ang napansin ko lang bumibilis ang rendering ng mesh kung mag-add ka ng mesh smooth modifier on top of the stack palagi, and about sa poly modeling naman bro pwede ring e-triangulate. yup, mostly poly then convert to mesh ang method pero ang hindi okay ay nadadagdgan ung poly counts pag ung poly converted to mesh then after na may nakalimutan kang edit convert ulit to poly (kasi naka collapse na ung stack hehehe).

OT: pamatay ung punch line lol peace man

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Post by torvicz Thu Feb 26, 2009 11:03 pm

kietsmark wrote:
torvicz wrote:I'll go for poly modelling simply because it's the easiest.

they say mesh renders faster than poly because mesh has only 3 sides compare to poly which has 4. mostly poly muna and then convert nila sa mesh kung characters ang i-momodel mo....

Halos na try ko na lahat ng method ng max, from spline, nurbs, etc...peo poly modeling ang sa plagay kong pinakamadali. at ung nurbs ang tagal nyang magrender! naku wag mo na i-try yan! pwede pa ung spline modeling but then again you'll convert it din into poly later on....

hope this helps, and good thread dude keits...


ganito ung mga thread na gusto ko e...ung may mapupulot di yung away lang ang kalalabasan..hehehe O.T. nako.... peace man


oo nga bro... poly modeling is the easiest lalo na kung galing ka sa CAD modeling. napakadaling mag-adjust from CAD to max kung eto ung gagamiting mong method. compare to mesh never noticed it before na mas mabilis sya because of 3 sides only ang mesh... ang napansin ko lang bumibilis ang rendering ng mesh kung mag-add ka ng mesh smooth modifier on top of the stack palagi, and about sa poly modeling naman bro pwede ring e-triangulate. yup, mostly poly then convert to mesh ang method pero ang hindi okay ay nadadagdgan ung poly counts pag ung poly converted to mesh then after na may nakalimutan kang edit convert ulit to poly (kasi naka collapse na ung stack hehehe).

OT: pamatay ung punch line lol peace man


hahaha, loko ka dude keits!
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Post by jeremy_torjack Fri Mar 20, 2009 1:11 am

patience and eat a lot pasta pizza hehehe
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Post by tutik Fri Mar 20, 2009 1:33 am

better modelling techniques outside max? depending on the type of genre, you can explore:
- rhino (organic arch'l), modelling software of choice by star architects like hadid, libeskind, foster, etc. although importing the model to max is very tricky, when properly done won't cause ridiculous rendertimes.
- zbrush /mudbox (characters, draperies, organic massings), the technique here is like sculpting using your digital pen. allows you to export low-res mesh plus hi-res maps. the hi-res maps will allow you to bake them into low-res mesh that when rendered in max (in a swift) fools you that the low-res mesh is looking like a high-res mesh. it's a modelling-texturing workflow in itself.
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Post by callow_arki28 Fri Mar 20, 2009 9:34 am

sir tanung kom lang po anu po ba difference ng nurbs, mesh at poly sa 3dmodelling sa max? medyo baguhan pa lang po ako kasi sa max e... thanks
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Post by rockgem Sat Mar 21, 2009 9:06 am

found this over at cgtalk.com and i thought it would be nice to share it here. it explains a lot about good topology.

Subdivision Topology: Artifacts by The Guerrilla CG Project

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