3D Modeling Tutorial Resource

Discussion in 'Art and Animation' started by IronFox, May 17, 2012.

  1. IronFox Sarcasm Mostly Restrained

    Ok, I didn't see anything like this posted, but i figured that someone might find it useful.

    In general, this would be for links to those great 3d modeling tutorials out there that people here have found. It doesn't matter weather the tutorial is easy to find, on very specific subject matter, or anything else. If you thought it was good, post it here and I'll add it to this post. I'll add more tutorials as I find them.

    All I ask is that you link to the site so the people who made it can get their due.

    Resource List

    Modeling A Human Head In 3DS Max

    It says that it is for 3DS, but it can work for blender, or likely any 3d modeling program.

    Mesh Topology Collection

    A brilliant set of tutorials that go over good topology for human bodies. Could probably be extended to non-humans with a little creativity.

    The Blueprints

    While not a tutorial per say, this site does have a collection of reference images and is really helpful to that end.
  2. IronFox Sarcasm Mostly Restrained

    Kinda sadface that nobody wants to contribute. I've found another one anyway.

    Building a Skybox.

    Just what it sounds like.
  3. St_Evil Crusade of the Paper HAT!

  4. IronFox Sarcasm Mostly Restrained

    Found another good site.

    Polycount Wiki

    Just like the name says, its a wiki. Loads of useful information on it.
  5. zbrush forums have a huge amount of information on modeling and textures.
    http://www.3dtotal.com/index_tutorial_detailed.php?roPos=1&catDisplay=1&id=1398

    free textures

    http://www.cgtextures.com/

    tutorials up the wazhoo

    3dtotal.com


    if i can remember more i will post them.

    that's the jean d'arc modeling method (http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp)
    i prefer box modeling it's faster once you get the hang of it and easier to learn.
    (http://www.3dtotal.com/index_tutorial_detailed.php?roPos=1&catDisplay=1&id=1398)
  6. IronFox Sarcasm Mostly Restrained

    I like the face-by-face stuff more because you have better control over the your mesh. Now that's not to say that you can't command a mesh well while box modeling, but its a pain to go through and put in good topology. At least in my rather limited experience.

    CG Cookie is another site that has quite a few tutorials for various computer graphics programs.
  7. maybe but i don't like the face by face cause you increase the mesh polygon count faster then box modeling from experience and you also may corner yourself and having problem with the topology like having a a lot of points with 5 vertices .
    for topology isn't much of an issue with box modeling unless you go crazy with division from the start.
  8. either way you should redo the topology once you get the textures and the minute details done.
    redoing a topology can be pretty fast on zbrush-3dcoat-or the 3ds plug-in that elude the name right now.
  9. What? For organic stuff, getting topology that will deform in a manner similar to real anatomy is very tricky, regardless of what modeling techniques one is using. For hard surface stuff, topology isn't an issue regardless of what techniques one is using.
  10. IronFox Sarcasm Mostly Restrained

    Most of what i do is organic, and that's why i prefer face by face. I start out by outlining the important lines then i fill in the gaps, correcting topology as i go. its slow going but i find that starting with at least decent topology makes it easier then basically re-doing the mesh after i finish with the box modeling.
  11. topology is always an issue, you need to get a good topology to be able to 'read it' to create an uv map and digital sculpting because section with lower topology will have a lower resolution on detail when you had details and anything that's not a quad in most sculpting software will give trouble and cause scar detail when sculpting.

    either way, when you get your finished creating your model including textures it's a good procedures to redo the topology to clean it up and have a proper mesh.

    from ironfox.
    redoing the mesh after it's finish isn't a problem 3ds max has a plug-in that will help in speeding up the creation of a new mesh by 'vacuum mold' primitives to an area on the mesh.
    z-brush is build to re-mesh models fast.

    either may both methods have their advantages and disadvantages, i prefer box modeling overall because i go to zbrush after to add details and remesh it. ( having a large tablet help too)
    once i re-meshed, i bring the z-brushed model ( with a large amount of optimization to drop from 2+mil poly to a 50k-500k poly) and project it to the the new low poly version to get the textures.
  12. IronFox Sarcasm Mostly Restrained

    I use blender, but that is beside the point seeing as how i have a shrinkwrap modifier that can do the same thing. My point, is that often i don't feel like going through anymore effort on my mesh after I've finished it off. Retopologizing it is EXACTLY that. If i need to do so to create a game model, that's one thing (and is, in fact, a whole separate project in my mind) but i don't like to waste my time building a model that is not good for anything but looking pretty in the shape that its currently in and won't deform right.

    So my base model needs to have good topology. That means that I'm willing to take the longer route and do it right the first time. doing a model right the first time, and box modeling it then retopologizing it take roughly the same about of time if you are doing a good job of it. I'd prefer the route that leaves me with a fantastic high poly model that is usable for animation that i could drop the polys on later (if required), rather then a high poly statue and a low poly animation model.

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