[?] Modelling Methods
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azreal64
- Posts: 188
- Joined: 2008-02-10 20:21
[?] Modelling Methods
Well I'm pretty new to modeling. Been watching some tutorials and doing small stuff like a sign post sorta thing and a fragmentation grenade. And as I get the hang of 3ds Max more, I am thinking about taking on larger projects, like some statics or a small vehicle/assault rifle. But I'm curious as to what are the preferred methods for doing such things. Statics should be pretty uniform, ie. polygonal modeling +box. But I've seen a tutorial where the guy modeled an F-14 using splines, and the Glock tutorial that uses 2d planes. Any modelers out there have any 2 cents to throw in on the subject?
Retired Forgotten Hope 2 Developer
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ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: [Question] Modelling Methods
I started by modifying primitives (sphere cut in half, vertices shifted, mirrored then welded = helmet.) This method was time consuming and yielded less than stellar results. Now I model beginning with a single plane, extruding and inserting vertices -- fast and accurate. Splines are great for antennas and cables, but I don't know where to start in making an F14 with 'em.
-REad..
-REad..
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Tonnie
- Retired PR Developer
- Posts: 2014
- Joined: 2007-07-31 14:59
Re: [Question] Modelling Methods
How the hell do you make a F-14 with splines lol... Well again i am diffrent in the way that o model.I model in boxes with edges and hit up the vertices lol i have tried teaching ppl to model like i do but ppl have diffrent way in witch they like to model and they might find easier then another way anyway good luck with it mate if you have any question feel free to ask 
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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martov
- Posts: 238
- Joined: 2008-10-07 19:18
Re: [Question] Modelling Methods
if its a complex shape (like a vehicle) you may want to make the basic shape with splines (using a picture as reference) extrude it, and then work with half of the vehicle (you will later mirror the other side)
here, take this tutorials, they are very straightfoward and talk about polygon modeling. they are very good.
The Area :: Tutorials
I did this model
https://www.realitymod.com/forum/f66-pr ... g-wip.html
using mostly the stuff of the tutorials "Polygon Modeling" from 1 to 10
if you want to build a static, or simple stuff, start from a primitive, and extrude/inset/chanfer/slice/connect your way to victory.
here, take this tutorials, they are very straightfoward and talk about polygon modeling. they are very good.
The Area :: Tutorials
I did this model
https://www.realitymod.com/forum/f66-pr ... g-wip.html
using mostly the stuff of the tutorials "Polygon Modeling" from 1 to 10
if you want to build a static, or simple stuff, start from a primitive, and extrude/inset/chanfer/slice/connect your way to victory.
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smee
- Posts: 516
- Joined: 2007-11-15 10:43
Re: [Question] Modelling Methods
in the end it don't matter how you start the modelling, from splines or poly they all end up having to be converted to a mesh. The thing you have to do is keep an eye on polys and tri's watch out to creating rogue vertex's/planes/edges that arn't connected.
just so you know a static is something that not controlled, weapons are a lot more complex being player controlled. Import a present model to get an idea of how previous models have been put together.
just so you know a static is something that not controlled, weapons are a lot more complex being player controlled. Import a present model to get an idea of how previous models have been put together.
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Tim270
- PR:BF2 Developer
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- Joined: 2009-02-28 20:05
Re: [Question] Modelling Methods
I would just start with poly modeling, but like smee said, just keep going with it and you will pick up more as you go.


