Upcoming Models #2

Post about creating and skinning models here
WellsMX524
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Re: Upcoming Models #2

Post by WellsMX524 »

Image

Better? Feels weird having to hit all those small curves and keep it low poly.
attacker5
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Re: Upcoming Models #2

Post by attacker5 »

Ok cool, now try to smooth out that low poly as much as you can, there should not be one vertex if it doesn't have a purpose.

The thing is, you have to visualize the shape before you start to model it. You need to see the wireframe and how the wireframe is going to work, before you start to actually do it. Remember the program isnt going to model something for you, it is simply a tool you use to make YOUR creation, do not follow the reference that precisely until you have a good grasp on what you are doing. The most important part is curves, as I have stated before.

Curvy shapes, no straight lines, and blocked out models.

If you can block your model out in very low poly, then come in and add more geometry to make it look smoother, but the worst thing, is lots of geometry that's just chilling there and it doesn't even flow.

This is by no means the best, but here is an example. Yes lots of geometry is used, but it was added in later, notice how every vertex has a purpose and none of them end up in a straight line, its curves everywhere.

Image
Image
Kording
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Re: Upcoming Models #2

Post by Kording »

Did you allready make a highpoly version of this model attacker ? I am wondering what kind of modeling technique you use. Low-->high or high-->low ? If you have modeled the low poly first I am curious to know how you made the high poly version because I see some triangles in there which will cause pinching when turbosmooth is applied.
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stitch115
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Re: Upcoming Models #2

Post by stitch115 »

Image

i need help :wink:
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Boblob801
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Re: Upcoming Models #2

Post by Boblob801 »

Out of curiosity, where did everyone get that funky looking GoPro??
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motochris192
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Re: Upcoming Models #2

Post by motochris192 »

Boblob801 wrote:Out of curiosity, where did everyone get that funky looking GoPro??
There's been multiple releases, i believe there's a helmet template with the gopro, similar to the yosh rs9 template 8)
Image
Boblob801
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Re: Upcoming Models #2

Post by Boblob801 »

motochris192 wrote:
Boblob801 wrote:Out of curiosity, where did everyone get that funky looking GoPro??
There's been multiple releases, i believe there's a helmet template with the gopro, similar to the yosh rs9 template 8)
Can't say I've seen it. I know there is a couple of releases for the GoPro 2 but I haven't seen in 3's.
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ExtremeManiac
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Re: Upcoming Models #2

Post by ExtremeManiac »

Actually in Benjis 500 release he released his Shoei with Roll offs and the GoPro Hero 3
stitch115
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Re: Upcoming Models #2

Post by stitch115 »

No coments about the helmet?
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Boblob801
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Re: Upcoming Models #2

Post by Boblob801 »

stitch115 wrote:No coments about the helmet?
Post a picture of it in blender. Its hard to see anything
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stitch115
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Re: Upcoming Models #2

Post by stitch115 »

Image
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Andy_Hack
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Re: Upcoming Models #2

Post by Andy_Hack »

looks like you just took P2sta's evs and put a 6D mouthpiece on it, without even deleting the existing one.
You better start from scratch with a sphere or a plane, whatever you like better.
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attacker5
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Re: Upcoming Models #2

Post by attacker5 »

Kording wrote:Did you allready make a highpoly version of this model attacker ? I am wondering what kind of modeling technique you use. Low-->high or high-->low ? If you have modeled the low poly first I am curious to know how you made the high poly version because I see some triangles in there which will cause pinching when turbosmooth is applied.
I model very very low poly, with all quads, then duplicate that, and turn it into a very high poly, turbo smoothed model. I go back to the first block model and put it inside the high and make it fit as best I can and start to add geometry where I feel needs smoothing and form, or where I want it to contour or "hug" the high poly better.

Then some final tweaking to both, and voila.

The biggest thing is starting low poly, like seriously low low low low low low poly!

Its very simple, less verts are easier to form into a shape that more verts, and I see everyone going mass out on the polys, and then having a mess of topology. Mason is the king of over polying stuff, even though he somehow managed, god knows how. Since he started going lower poly at the beginning of the model, his models are sick.

Think of it as using the pen tool in photoshop or illustrator. Less points give a better curve.
attacker5
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Re: Upcoming Models #2

Post by attacker5 »

Sorry for double, look at the flow in my and mason's honda. I really think this illustrates how low poly can still give curves, notice how every line you look at is curvy, everything flows, this is what is important I think. If the topology flows, the model WILL look good.

Image
yzmxer608
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Re: Upcoming Models #2

Post by yzmxer608 »

The part I don't understand is how you start a shape like that, do you just add vertices and make edges between them, or do you start out with a plane and start shaping that? Or a cube and do the same thing? I can make basic shape objects like track objects but I wouldn't know where to start on a shroud. Just making the front disc cover for the Yamaha took me forever, and I made every edge by hand because I didn't know how else to do it :lol:.

Oh, about that YZ model you have there...
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