Starting my studies and practice

3d

(Thechosenone) #1

I have watched some tutorials over at CGCookie and learned some of the basics needed for modeling so now i want to continue working on my modeling skills.So....how do you do it? :smile: i hear people doing "studies" of specific objects to get better.
Here i decided to make a knight helmet,seams simple enough and looks interesting for something to start with.

Are those what studies are and how you get better at modeling?
Watching and recreating objects around? or And i was thinking i could try to find and download a few good models here and try to recreate them.

Here is what ive done so far.It looks good i guess i found a image online and decided to make it in 3D.

Its not perfect as i had multiple reference images of few different helmets so they are mixed a bit and its my first try at a knight helmet.

And while modeling it i found i a few questions im curious about.
Mostly having your mesh or object divided into chunks.to me it seams a little bit of a cheesy way to do things sometimes,as when you separate it you dont have to worry about the intersecting part and how the topology will be there as they arent actually one part.As i was struggling to make the back helmet look like its made of multiple metal plates and at start i was struggling to do it from a single mesh,extruding the lines to add thickness to it.But i found quickly that,that way its harder to make all the polygons similar size and have a nice flow.So i just broke them into chunks and did them separately not needing to think on the points they intersect.

So i want to know when is modeling like that okay and needed and when is it not okay? Cause it seams that its a lot easier to just brake your mesh up so you have less issues with the topology.

And if you have any good tips or tricks that could possibly help me on my journey dont be afraid to say :blush:


(Distance880) #2

Looks like a great start to me!


(Thechosenone) #3

Thanks! :smiley: and here is how things are going so far:

I just used a matcap to get it to look this way.But now i dont know how to make those small bumps and dents on the surface of the helm that the texture of the matcap did.Should i just use a textured brush and sculpt them lightly on their or should i just paint the specular map with the brush in order to get that effect? @-@ somebody please help.


(Johnson Martin) #4

I would use a normal map. Sculpting them would add a tremendous amount of unneeded vertices. You could sculpt then bake to a normal map. But I think making a normal map in Photoshop or Gimp would be easier.

And in regards to your first question, I often do "studies" or "exercises" of almost random things to improve my skills. It's a common practice for 3d modelers, as it mimics what you might experience at a studio.


(Thechosenone) #5

Yeah thats what i thought.To just bake it to a low poly retopo.
And how do you mean easier? in what way?
I know you just bake the normal map from the high poly model,like there isnt anything complicated,im just a bit unsure if its gonna fit and look perfectly as the high poly as i dont have much experience with it.


(Dark Minaz) #6

With simpler he means that creating those dents and little scratches can be done rather simple in 3d paint tools (substance, 3d coat, ddo) or in photoshop. Sometimes sculpting all those details can take way more time than simply doing them in 2d.

To the modeling question, i tend to just pick whatever i feel like doing and then keep working on it until i think it's in a decent spot. Mixing things up from hardsurface to organic can help to learn quite a lot. Sometimes even redoing an older model can help you improve, since you see where you made mistakes.


(Thechosenone) #7

Ohhhhh....okay,guess i will have to check them out.Since i heard substance painter being mentioned a lot of times and i guess it would be good to know how to use more than 1 software for 3d.


(Dark Minaz) #8

totally perfect timing since version 2.0 just came out 1 day ago.
It is my personal fav since you can just paint it and hit export for sketchfab (it uploads it mostly correct)

But little dents or like that matcap material are in there too, so you can just add that material and upload it. (or spend some more time and do it slightly better and more focused by hand)
If you want you can check out my models, pretty much all of them are made with substance (at least the newer ones)