'Project Overview'

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"Making of The Post Apocalyptic Hunter" by Dennis Hoppe


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Chapter 2 - The modeling - some basics

I know there are dozens of ways to model and there´s no right and no wrong way. There´s only YOUR way.
When you start with your 3D-Software, don´t listen TOO much to people who tell you "this is the perfect way to model!". (by the way: Sometimes those people have never published an image themselves.. keep an eye on that ;-) )
Try everything and then decide which way you want to go.
In 3DMax, the most popular modeling-technique is probably box-modeling. That means, you start from a box, (sub)divide it, extrude, move and tweak vertexes, polys, edges and so on until you get the shape you wanted. You can compare this technique to someone who models with clay.
There are at least 10 other ways to model, I´m mainly using two of them. Box-modeling and the "poly-by-poly"-Method.
While I use Box-modeling for mechanical objects like robots, cars and stuff like that, I use the poly-by-poly-method for organic models, for faces etc.

If you look carefuly at the "hunter", you will hopefully agree that it looks quite detailed (if not, I don´t like you). But please (!) don´t look too close! Because then you will realize that everything consists of quite basic shapes and that it´s not a miracle at all to create a robot that looks detailed and a bit complicated - all you need is patience, patience and a little bit of patience. And at least some hundred MB of Ram ;-) And a very tolerant girlfriend.......... or a boyfriend. If you´re a girl. well..... uhm next question:

Fig. 1

Question one (from the emails): What modeling-techniques did you use for this model?

I used Box-modeling for the basic shapes. The head, the chest, the arms, the legs, the feet.
I always start with boxes. NEVER ever start with a sphere unless you want a sphere! NEVER try to model a head from a sphere. I know it sounds a lot better than a box, but believe me, it´s the wrong way(OH YES! There might not be "the right way", but there are certainly a lot of WRONG ones ;-) ).You get those pole-caps and they´re made of triangular-faces which will eventually destroy your model.
Rather take a box, divide it into something like 4x4x2 polys, then use the "spherify"-modifier in MAX or something similar in your 3D-Software.
You will still end up with a sphere but with square-polys, no tri-faces. OK? ;-)
If you want to know how to box-model the basic shape of a head, check out this site: http://www.second-reality.ch
It´s Arild Wiro´s site and there´s more than just one excellent tutorial on it. Sad enough he´s not updating it any more... :-(
Wiro, if you ever come across this tut, come on, update your website :-)


Fig. 2 & 3

As I said earlier: There´s no "right" way to model, there´s only YOUR way.
Let me explain to you MY way. Then please decide if it makes sense to you or not.
This is the way I model:
I start with a box, divide it into something like 4x4x4 depending on the shape I want to have, then model the basic shape. As soon as I´m satisfied I make a copy (clone) of it, so I can go back to my basic shape whenever I want. I add a "mesh-smooth" modifier to the basic-model with an iteration of 1. Then I model all the details and afterwards add another mesh-smooth with iterations 1 or 2 at render-time.
That gives me very clear meshes, very regular polys, clear edge-loops and an excellent edge-flow. I do get unnecessary polys though sometimes.

It´s time for some pictures, isn´t it? I´m getting tired of writing, so I´ll just start Max and make some screen-shots (Fig. 1-4).
These are low-poly (unsmoothed) shots of the basic parts of my robot.

Fig. 4

Ok, so you´ve seen my robot naked ;-)

Question two: How did you make those inlays and "detached" parts of his armor?

SEE PIC 5 for explanation

They are not detached. They´re modeled into the armor. I´ll explain how I did those parts on a simple model:

Step 1: Create your basic shape (here a simple box)
Step 2. select some polys (here: red) :PIC6
Step 3: Extrude them inwards by 1, then extrude them outwards again by 1.
Step 4: Smooth your model ;o) Voil·! PIC7

And that´s it! Be creative! Chamfer, bevel, extrude! Add different materials to your selection.
Of course, some of those parts of my model are a bit more complicated, but they were all modelled in the same way. Extrude inwards, extrude outwards. Some of them were not extruded, some have been beveled. I also chamfer a lot of edges to add definition to my shapes.

Question three: How did you create all those cables?
Well that´s easy to answer. The cables are all renderable splines. In Max you can create a spline and then tick those 3 beautiful boxes as seen in PIC8 (below):

Chose renderable, display render-mesh and generate mapping-coordinates. Now add any texture you want and you got a beautiful cable! Easy, isn´t it? The best thing is: They can easily be animated afterwards as well ;-)

 

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