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2017/03/30 20:46:37
Subject: 3D modeling test
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Thrall Wizard of Tzeentch
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So, they arent detailed, they are kind of gak, but I made them. this is the first thing ive made using 3D modeling software in years so tell me what you think.
https://www.mediafire.com/folder/cq1asuicavb64os,bjd88ygr9ijle36/shared
this is the "first draft" of a tank for the table top game in developing Automatically Appended Next Post: http://www.mediafire.com/file/8gliwhx152zscfa/Tank_Draft_1_%28complete.stl
realized that since I put it into parts for building purposes it would be hard to understand, so I put it all together properly in this file
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This message was edited 2 times. Last update was at 2017/03/30 21:09:09
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2017/03/31 00:36:40
Subject: 3D modeling test
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Decrepit Dakkanaut
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How about sharing a JPG picture (screencap) of your design, rather than forcing us to process a STL?
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2017/03/31 01:11:23
Subject: 3D modeling test
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Thrall Wizard of Tzeentch
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JohnHwangDD wrote:How about sharing a JPG picture (screencap) of your design, rather than forcing us to process a STL?
Ah sorry I didn't think about people computers not being able to process it, mine comes built in with an STL viewer
so here is the image
https://www.dakkadakka.com/gallery/867795-Tank.html
and here's what I've improved on since then
https://www.dakkadakka.com/gallery/867794-Tank%20and%20New%20Treads.html
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2017/03/31 01:56:34
Subject: 3D modeling test
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Decrepit Dakkanaut
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I believe that designers should make it easy for people to access stuff. Embedding a bog standard JPG of the design is preferable to linking to that same JPG, preferable to linking to a STL.
The design is fine, but there's a mismatch between the bulbous tracks and the angular body. The basic design has been done far better like this:
Note how the body and turret(s) match the tracks to make a coherent whole.
It's not obvious what it's for, why it looks the way that it does. What are the design parameters within the universe that produced that tank?
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2017/03/31 02:00:14
Subject: 3D modeling test
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Thrall Wizard of Tzeentch
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JohnHwangDD wrote:I believe that designers should make it easy for people to access stuff. Embedding a bog standard JPG of the design is preferable to linking to that same JPG, preferable to linking to a STL.
The design is fine, but there's a mismatch between the bulbous tracks and the angular body. The basic design has been done far better like this:
Note how the body and turret(s) match the tracks to make a coherent whole.
It's not obvious what it's for, why it looks the way that it does. What are the design parameters within the universe that produced that tank?
well that was a first attempt. that only took about 45 minutes, so by tomorrow I should have a better version (and the mismatch was created because of skill and technology problems
Automatically Appended Next Post:
oh, and the design sprouted from this
so that's also kinda why
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This message was edited 2 times. Last update was at 2017/03/31 02:50:04
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2017/03/31 04:14:45
Subject: 3D modeling test
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Decrepit Dakkanaut
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FYIW, it's pretty obvious that the tank that I showed is also based on the same RL tank that you referenced.
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2017/03/31 04:41:43
Subject: 3D modeling test
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Thrall Wizard of Tzeentch
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JohnHwangDD wrote:FYIW, it's pretty obvious that the tank that I showed is also based on the same RL tank that you referenced.
I can see that, but that's why I had the difference in tracks and body, I was trying to emulate the boxy inside and circular outside. that was just my first attempt.
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2017/03/31 04:42:58
Subject: 3D modeling test
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Decrepit Dakkanaut
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OK, fair enough.
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2017/03/31 04:57:54
Subject: 3D modeling test
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Thrall Wizard of Tzeentch
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although, give me a few minutes, I might have a second draft ready to show you Automatically Appended Next Post: the only part that's actually complete is the indented bit on the treads, I'm really happy with how that turned out, especially the door.
https://www.dakkadakka.com/gallery/867800-Tank%20Draft%202.html
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This message was edited 1 time. Last update was at 2017/03/31 05:23:18
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2017/03/31 05:46:35
Subject: 3D modeling test
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Krazed Killa Kan
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What are you using to model these? It would help in regards to recommending useful techniques to accomplish what you want.
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2017/03/31 05:51:55
Subject: 3D modeling test
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Thrall Wizard of Tzeentch
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Vertrucio wrote:What are you using to model these? It would help in regards to recommending useful techniques to accomplish what you want.
I'm using Wings3D because of the simple UI and how easy it is to control, considering I'm just getting back into it
And the models are supposed to have a bit of a cartoonish look (like the treads do) it was decided that it would make it easier on me and my design team (of two people)
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This message was edited 1 time. Last update was at 2017/03/31 05:53:18
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2017/03/31 06:02:15
Subject: 3D modeling test
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Krazed Killa Kan
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For hard surface modeling, don't subdivide until you're close to final or looking to test how something might look near final. Then the smoothing should primarily be small areas to slightly round corners.
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2017/03/31 06:12:12
Subject: 3D modeling test
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Thrall Wizard of Tzeentch
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Thanks, this is the first time Ive 3D modelled in years and I was never very good before XD
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2017/03/31 16:42:58
Subject: 3D modeling test
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Longtime Dakkanaut
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I compliment you on your willingness to learn - and on what you've been able to achieve so far. It might not look impressive, but it's better than I ever managed to do when I thought I might try to teach myself 3d modelling (I gave up in disgust at my lack of ability) and as a first stab, you should feel proud with yourself. Keep working on it and learning and pushing yourself and you'll improve in no time.
The only query I have is more of the forum than of you. Is "Game Design" the right place for digital models? If it was a traditionally-sculpted piece, it would go in P&M. I'm just curious.
R.
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2017/03/31 17:48:31
Subject: 3D modeling test
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Decrepit Dakkanaut
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If the models are feeding a new game that he's designing, and he's actively soliciting feedback, then "Game Design" is fine by me!
ETA - Dark Severance has been showing models for ages, and those models ultimately featured in the Code Zero KS
https://www.kickstarter.com/projects/295466104/code-zero-anazi-dynasty/description
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This message was edited 1 time. Last update was at 2017/03/31 17:51:04
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2017/03/31 20:10:55
Subject: 3D modeling test
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Thrall Wizard of Tzeentch
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that's the point they are going to be the tanks in Interspace Assault (eventually) I'm making them mainly so I can have proxies that look closely like what I'm going for and so I can draft them out before the final project.
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2017/04/02 09:39:12
Subject: Re:3D modeling test
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Douglas Bader
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Honestly? You've got a lot of work to do. The detail is lacking, and it looks like you've got some uneven shapes where you've tried to model a hard angular surface but awkwardly aligned the vertices by hand. And, on a conceptual level, nothing on your tank works. The turret can't move and has no connection to the hull, the gun can't change elevation, the tracks don't function, etc. It looks like most of what you've done is take some very rough shapes and group them into a vaguely tank-shaped object, without any of the underlying structure or intent that a finished model needs. That might be ok for a quick proxy model so you're playtesting with more than just cardboard tokens, but it's nowhere near ready for inclusion in a finished game. Going forward there are three things you need to keep in mind:
1) Start from a solid concept. Sketch it out on paper, iterate through different design options, and make sure everything looks like it functions properly. Know exactly what you're trying to build before you even open your 3d modeling software. Don't start by making something and thinking "I can improve on this later".
2) Your first efforts are going to be trash. Nobody (myself included) produces anything of any value without investing a lot of hours into learning how to do 3d modeling right. Don't consider anything you're doing right now a finished product, because it isn't going to be. In fact, don't even bother trying to build a tank at all. Start by working through tutorials, learning how the various tools work, etc.
3) Modeling for printing is not the same as modeling for digital art. For example, that door? You have zero chance of successfully printing the handle, hinges, etc, especially at 10mm scale (which it looks like your game is going to use). And did you make all of your meshes watertight? Don't think that you can make something cool and then decide to print it, you need to be designing your models from the beginning to be suitable for printing.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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2017/04/02 10:08:56
Subject: Re:3D modeling test
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Thrall Wizard of Tzeentch
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Peregrine wrote:Honestly? You've got a lot of work to do. The detail is lacking, and it looks like you've got some uneven shapes where you've tried to model a hard angular surface but awkwardly aligned the vertices by hand. And, on a conceptual level, nothing on your tank works. The turret can't move and has no connection to the hull, the gun can't change elevation, the tracks don't function, etc. It looks like most of what you've done is take some very rough shapes and group them into a vaguely tank-shaped object, without any of the underlying structure or intent that a finished model needs. That might be ok for a quick proxy model so you're playtesting with more than just cardboard tokens, but it's nowhere near ready for inclusion in a finished game. Going forward there are three things you need to keep in mind:
1) Start from a solid concept. Sketch it out on paper, iterate through different design options, and make sure everything looks like it functions properly. Know exactly what you're trying to build before you even open your 3d modeling software. Don't start by making something and thinking "I can improve on this later".
2) Your first efforts are going to be trash. Nobody (myself included) produces anything of any value without investing a lot of hours into learning how to do 3d modeling right. Don't consider anything you're doing right now a finished product, because it isn't going to be. In fact, don't even bother trying to build a tank at all. Start by working through tutorials, learning how the various tools work, etc.
3) Modeling for printing is not the same as modeling for digital art. For example, that door? You have zero chance of successfully printing the handle, hinges, etc, especially at 10mm scale (which it looks like your game is going to use). And did you make all of your meshes watertight? Don't think that you can make something cool and then decide to print it, you need to be designing your models from the beginning to be suitable for printing.
This is just to start practicing, that was my first model ever and it's not even going to be that close to the final design(it matches no weapons on any of the HIA tanks)I know I have tons of work to do and This is all just for proxies, I'm going to hire a sculptor to do the actual one and my models will at best only be sent in. For references but I'll probably just send him/her the stuff my concept artist did.
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2017/04/03 20:26:25
Subject: Re:3D modeling test
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Thrall Wizard of Tzeentch
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making a test model again, turned out a bit better, although its still really bad XD
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This message was edited 1 time. Last update was at 2017/04/03 20:27:53
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