Sigil Developer Tracker
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The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here.
Please remember that these developer posts
are taken out of context, so beware of any silky venom being spewed forth.
Color Key:
Green - Sigil Games Online Employee
Pink - Sony Online Entertainment
Gray - Microsoft Game Studios Employee
Orange - Community Member
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Quote:
Originally Posted by RasherVile
in reference to the potd this post is referring to ....
Where are all the ladies??? Please tell me there are some ladies working with you guys.
I don't see any in the picture (or any other picture, post, movie, etc.). Or are they all working while you guys build cardboard forts and stuff? :P
-Rasher
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ladies-shmadies..there are no women that work at Sigil...that would be ridiculous [women, blech!]
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Find all posts by hannahb_3d.
Find all posts in "Whos the guy with walled off cube?".
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[QUOTE=Nostalgix]Did you mean chamfer ? Or is it called bevel in some 3D modelling apps ?!
when i said Bevel....i wasn't really speaking specifically of a 3D tool...i meant it as a technique to be applied to objects...
in Maya (sorry, don't have enough MAX knowledge), under the modeling tool set you can use "Edit Polygons....Bevel"...but i typically don't use that tool (mainly because i didn't learn using it, and old habits die hard and i can sometimes add extra edges you don't want)....i instead either A) choose which face i need beveled and extrude that face out and then slightly scale it down, then all edges of that face are now beveled, essentially no longer a 90degree angle...or B) if i just need one particular edge to look softer/beveled, i just add a new edge parallel to the existing edge (the one that needs softening)...then i select the edge(s) and offset one or both of them
i attatched a screenshot of a cube...1. basic cube no changes 2. cube where i extruded the top face up and then scaled it in 3. added a new edge below the existing edge and then slightly offset them from one another
i hope this isn't too confusing... and i hope it helps a bit
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Find all posts by hannahb_3d.
Find all posts in "Fanart: Vanguard Concept Art Models".
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Quote: Originally Posted by Profett Cool render, I'm looking forward to seeing what you do with the dark elf model. I'm trying to learnd modeling myself atm, any suggestions for just starting out?
i remember when i first began modeling...a couple of things really helped me out
1. choose a simple object to start, don't overwhelm yourself with some super organic object....pick somthing like your computer speaker, or a stapler....and really look at the object before you even open Maya (or whatever)....look at the way it was assembled by the manufacturer...the seams, the screws, the edges where pieces fit together....and approach the modelling that way...however it was assembled by the manufacturer is the best way for you to model it
2. BEVEL, BEVEL, BEVEL.....in the real world there are no pefect edges...if there were, everything would cut you when you touched it....look at your monitor, the all the edges have a slight roundness to them...so when you model something always add that extra bevel to all you edges....it will make a huge difference in the "realness" of an object....just test it out, make a basic cube, and next to it make another cube with small, slight bevels...it way make the difference between an 'okay model' and a really 'nice model'
Profett, i hope this helps a bit....good luck & happy modeling!
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Find all posts by hannahb_3d.
Find all posts in "Fanart: Vanguard Concept Art Models".
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