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  1. #1

    Default Re: Rehab Modelling!

    Cool, thanks for those tips Bwian! We'll try that for sure!

    And your undead then? Maybe I was expressing in a wierd way, but with
    Also, we haven't got any skellies, except for one model, and if you want, we would gladly use yours with all creds to you of course!
    I meant if you would like to help us a bit by giving us your undeads with full credit given back :)

  2. #2
    German Enthusiast Member Alexanderofmacedon's Avatar
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    Default Re: Rehab Modelling!

    If you decided to make a proper mod out of this, it would be absolutely amazing my friend. Great screens. Keep up the good work.


  3. #3
    Member Member Pantsalot's Avatar
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    Thumbs up Re: Rehab Modelling!

    This should be with the warhammer:total war mod
    as they're in the middle of making skeletons & orcs
    Last edited by Pantsalot; 04-30-2006 at 17:48.

  4. #4
    Back in style Member Lentonius's Avatar
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    Default Re: Rehab Modelling!

    those look amazing

    Hey Bwain, ive been using max for over a year and i am now completely comfortable with aspects of moddling RTW models, but im not sure how to improve my moddeling skills so that i can create elements on my own instead of importing them from another model. Was there any tutorial sites you went to in particular to build up your skills?

    Many thanks
    Lentonius
    Hey, Im back

  5. #5

    Default Re: Rehab Modelling!

    Pantsalot...er...why should this be in the warhammer mod? I'm not a part of their mod team, and I am doing this purely for my own personal pleasure.

    Zap is asking...but I don't know what I will do on that score. I will discuss that via PM.

    Lentonius...as far as modelling tutorials go, I am not sure what to suggest. I have been modelling on a variaty of packages for quite a few years. 'people' modelling is not really my strong suit, and is something I have been working on. I really cut my teeth on spacecraft, cars, planes and tanks for other sims. Also, I am not a Max user y inclination, so my techniques don't really 'fit' the Max way of working. I learnt to model on Lightwave, and STILL rate that a far better tool. But...Max is the 'standard' so I have to use it. The best advice I can offer is practice...practice...practice! Look at as many other models as you can find, preferably in wire-mesh view, and see how polgons can be used effeciantly, and where the texture is the better choice for an effect. Steer WELL clear of any tutorial that starts meshsmoothing a lot....and anything that is intended purely for render. Stick with low-polgon mesh modelling tutorials.

    The best thing I ever did was to invest in a really good Max book. The manual is a daunting and dusty creation, and didn't focus on what I wanted to do. For a game like this you are only scratching the urface of Max's toolset, so look for something that focuses JUST on what you need to learn.Then...get practicing! You will produce a lot of rubbish....but you will get better as you get the 'eye' for polygons!
    Careless Orc Costs Lives!

  6. #6
    Back in style Member Lentonius's Avatar
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    Default Re: Rehab Modelling!

    Thanks, i will buy a nice book from amazon now...

    One thing, how do you view something in wire mesh view?
    Hey, Im back

  7. #7

    Default Re: Rehab Modelling!

    What I did to get a feel for RTW models was to import lots of the stock RTW models into Max. Then you switch the viewport to 'wireframe' and you can see how hte mesh was built up. You can see the symmetry, and also how many polygons are used. Also of interest, is the way the mesh is divided up at the joints. This is important if you want the models to bend nicely and not distort.

    I was more used to mechanical joints which required seperate pieces rather than single continuous meshes....so it took a while to get this right. When making human units for RTW, I still tend to use arms and legs from stock models as a starting point and reference!
    Careless Orc Costs Lives!

  8. #8
    Member Member Pantsalot's Avatar
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    Default Re: Rehab Modelling!

    Quote Originally Posted by Bwian
    Pantsalot...er...why should this be in the warhammer mod?
    well because u got orcs that can easily be edited into normal warhammer orcs
    & those skeletons as well that r a part of warhammer

  9. #9

    Default Re: Rehab Modelling!

    Holy blazes, I wish I could do something even a fragment as great in best health as you do for rehab, Bwian. By the way, what are you going to do with all that stuff? Make a mod of your own, or put it into the Repository, like your first skelletons (which I dearly love, by the way). I´m hoping for the latter, of course , not the least because of the bigger chance to be ever able to use them...

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