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Thread: Quick-Crit 2011

  1. #271

    Re: Quick-Crit 2011

    think of what, there's nothing to say anything about in the images.

    i guess it's a neat idea if you pull it off properly, but i've got my doubts really.

  2. #272
    Senior Member MXC's Avatar
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    Re: Quick-Crit 2011

    I made a model.

  3. #273
    Bring it Nero's Avatar
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    Re: Quick-Crit 2011

    Don't be discouraged from no posts... its just how this place roles. lol.
    I take it that its a high poly? Pretty neat man. Whats it part of?

  4. #274
    Senior Member MXC's Avatar
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    Re: Quick-Crit 2011

    Quote Originally Posted by Nero View Post
    Don't be discouraged from no posts... its just how this place roles. lol.
    I take it that its a high poly? Pretty neat man. Whats it part of?
    Thanks!

    One of my college classes right now is basically an introduction to 3dsmax course. The second to last assignment is this sort of screw-widget thing that we have to create from a reference image that only shows two similar perspectives. The reason it looks so high poly is because we have to use either a mesh smooth or turbosmooth modifier on everything(absolutely despise those tools) before we present them. I can't begin to tell you how many times I've had to use the cut tool on that thing.

    I'm somehow on top of that class right now. I honestly have no idea how I'm as ahead as I am in there.

  5. #275
    Senior Member Hunter's Avatar
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    Re: Quick-Crit 2011

    Quote Originally Posted by MXC View Post
    Thanks!

    One of my college classes right now is basically an introduction to 3dsmax course. The second to last assignment is this sort of screw-widget thing that we have to create from a reference image that only shows two similar perspectives. The reason it looks so high poly is because we have to use either a mesh smooth or turbosmooth modifier on everything(absolutely despise those tools) before we present them. I can't begin to tell you how many times I've had to use the cut tool on that thing.

    I'm somehow on top of that class right now. I honestly have no idea how I'm as ahead as I am in there.
    Make sure the college teach you properly, from my experience of UK Schools that teach 3ds max they teach it wrong. Very wrong :/

  6. #276

    Re: Quick-Crit 2011

    protip:

    if you want to learn this shit, ask someone who knows.
    protip: not a teacher.

  7. #277
    Senior Member MXC's Avatar
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    Re: Quick-Crit 2011

    Tweaked it a little more. Still can't stand Turbosmooth.

  8. #278

    Re: Quick-Crit 2011

    don't like it?

    don't use it ^_^
    tbh, it's for more advances users only really, if they're 'teaching' you to use it in an indroductory class, they're total fuckwits.

    it takes a good understanding of how it works, proper geometry and modelling workflow to be able to predict the outcome of it properly.
    Last edited by neuro; November 3rd, 2011 at 10:05 AM.

  9. #279
    InnerHoaers mech's Avatar
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    Re: Quick-Crit 2011

    Use sub-division, and try to have your mesh one flush piece rather than sticking that axle through the solid as a different piece. It's an excellent way to learn techniques by merging them together as apposed to keeping them separate.

  10. #280
    Has no custom user title UnevenElefant5's Avatar
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    Re: Quick-Crit 2011

    Yeah so it's my first time attempting a head. What am I doing right/wrong?
    Click image for larger version. 

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    Click image for larger version. 

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    Click image for larger version. 

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    And a 360 degree rotation:
    http://www.youtube.com/watch?v=QXYz6lNbrJI

    I know the back of the neck/head is pretty flat, but there's something else bothering me about this face. I know something's wrong, I just can't figure it out.

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