Fantastic video thank you, just a rude question, Do you perhaps also have a tutorial on how to make a 45° building with a sloping roof, modeled from box and/or spline, I'm still having a lot of trouble with this
Very helpful for a beginner, thank you! Since I want to learn how to make sword mods for games, I now need to figure out how to make the point of the blade's triangular polys into quad polys.
Miles Beler What game are you exporting into? I've never had an issue with triangles in any game engine ive worked with, its been a bit since ive used 3dsmax, but you can just grab the very tip vertex and chamfer it, that'll make it a quad, as well as the surrounding triangles that lead into it.
This was very useful, Thank you. A little more explaination could have been spent on the smoothing tools etc but I understand this wasn't inherently for us so cheers anyway!
Does all in the modeling have to be connected?? I mean, if the sharp has to be connected with the handle, etc, or this is something for organic modeling?
Its much more important for dynamic meshes, that is to say, things that you rig up with a skeleton/bones. But even then its not strictly mandatory either. You can easily see seams between different models, which is definitely fine for a sword, after all, a real sword has different pieces for the blade, hilt, crossguard, and pommel. So they all have very defined edges. If you were making a characters nose, you wouldn't want it to be separate, because that sharp seam would look really bad, and it'd make rigging really hard. (unless you're doing something highly stylized, but I assume you're reaching for further realism in your work.) Contrary to what I was initially taught though, it's okay to have different meshes for different parts of a model, even dynamic meshes. You just have to be smart with where your seams are. For a character with clothes, I might model the legs, boots, arms, torso, and head separately. When I have my seams in the right spots, you can't tell its a different model, if you're modeling for video games, this is can be pretty standard practice if you're going to have customization options as well. Really there isn't any "right way" to do everything, always try to have clean topology of course, don't have inverted normals or Ngons or anything, but aside from that, whatever makes your end product work, is what works.
Thank you so much for this! I always struggle when creating a blade, so watching you do it really helped me
Glad I could help!
Fantastic video thank you, just a rude question,
Do you perhaps also have a tutorial on how to make a 45° building with a sloping roof, modeled from box and/or spline, I'm still having a lot of trouble with this
This video was great! thank you so much and you kept it interesting and not boring in narration. :)
Very helpful for a beginner, thank you! Since I want to learn how to make sword mods for games, I now need to figure out how to make the point of the blade's triangular polys into quad polys.
Miles Beler What game are you exporting into? I've never had an issue with triangles in any game engine ive worked with, its been a bit since ive used 3dsmax, but you can just grab the very tip vertex and chamfer it, that'll make it a quad, as well as the surrounding triangles that lead into it.
I guess it's quite randomly asking but does anyone know a good place to watch new movies online ?
@Reuben Henry flixportal xD
@Remy Hendrix thank you, I signed up and it seems to work :) I appreciate it !
@Reuben Henry glad I could help :)
This was very useful, Thank you. A little more explaination could have been spent on the smoothing tools etc but I understand this wasn't inherently for us so cheers anyway!
Dude thancks now I can show this to my brother he's gona be happy!!!
Im glad to hear it :) I hope you and your brother are doing well.
Absolutely loved the tutorial thank you :)
2019 and still useful
You are my hero thank you
what did he do at 1:33 to get that align selection menu?
Alt+A
Awesome man, thank you so much. I am newbie :)
Glad I could help, if you have any other ideas for tutorials id love to hear them.
Nebulaoblivion
how about.. armor?
Does all in the modeling have to be connected?? I mean, if the sharp has to be connected with the handle, etc, or this is something for organic modeling?
Its much more important for dynamic meshes, that is to say, things that you rig up with a skeleton/bones. But even then its not strictly mandatory either. You can easily see seams between different models, which is definitely fine for a sword, after all, a real sword has different pieces for the blade, hilt, crossguard, and pommel. So they all have very defined edges. If you were making a characters nose, you wouldn't want it to be separate, because that sharp seam would look really bad, and it'd make rigging really hard. (unless you're doing something highly stylized, but I assume you're reaching for further realism in your work.)
Contrary to what I was initially taught though, it's okay to have different meshes for different parts of a model, even dynamic meshes. You just have to be smart with where your seams are. For a character with clothes, I might model the legs, boots, arms, torso, and head separately. When I have my seams in the right spots, you can't tell its a different model, if you're modeling for video games, this is can be pretty standard practice if you're going to have customization options as well.
Really there isn't any "right way" to do everything, always try to have clean topology of course, don't have inverted normals or Ngons or anything, but aside from that, whatever makes your end product work, is what works.
Okeey that's really useful, I'll keep in mind for my new modelings. Thaks you so much :)
Thanks. Good tutorial!
Awesome!
Do you happen to still have the .max file of that sword?
Probably, if I actually saved it. I dont have a windows computer anymore, and consequentially, no 3ds max. So I cant track it down.
Nebulaoblivion Ah alright
AYeeeee
can i have a downl0ad link of that sword
Or somethin.