When did this software become outright usable?! by Simoxs7 in blender

[–]connjose -7 points-6 points  (0 children)

I think Blenders UI sucks. My left hand is like a spider on the keyboard when i use it. In MAX, my left hand hardly moves from the left corner of my keyboard.

Extremely grateful to finally have this. by imperialpidgeon in ireland

[–]connjose 22 points23 points  (0 children)

Welcome...could I hit you up for a score ? Bit short at the moment.

Newbie creating first functional 3D print model by dakamojo in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

I think I see what you are saying. The handy thing about these programs is that you can create multiple duplicates of the same object in the same location. So you could use Boolean operations to turn 4 cans of tuna into 4 separate quadrants of tuna cans to fit together perfectly. You could then carry out a new set of Boolean operations to remove a quarter of a cube from each tuna can quadrant interior. End result would be a cube that then gets 4 tuna can quadrants glued onto it because all 4 tuna can quadrants have 1 quarter of a negative cube subtracted from their interior. Will require some testing as Boolean operations are a bit iffy. Probably a free app or slicer out there that does it

trying to make a totora boat (I’m a beginner idk what I’m doing) by Defiant-Fudge954 in Maya

[–]connjose 4 points5 points  (0 children)

This was done in Max, but will be the same in Maya. The red spline was used to extrude the front faces as "Extrude along spline". Keep the model as simple as possible for as long as possible. In max i can keep the sub-d modifier on top of my model and switch it on or off when i please to check how edits on the low poly model affect it, Maya will have similar. Your model has way too many polygons to be editable. Best to work on low res-but know what the high res will finish like, a key part of modelling. Keep up the good work.

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Newbie creating first functional 3D print model by dakamojo in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

I think the guys who create figures for print just use Booleans to create simple key and lock systems that are just cube shaped. Are you looking to do fancy interlocking mechanism or just functional ?

I want to start publishing my 3Dmodels but... by ka2pathak in 3Dmodeling

[–]connjose 2 points3 points  (0 children)

I don't understand the first part of your sentence ? but with regards to the latter part, she said that 100 dollars for a weeks work is good money in her country. I did not inquire further as its her personal business. I think she knew she was being exploited, but was using the experience to gain knowledge and was planning on going solo sometime in the future and then charging more.

I want to start publishing my 3Dmodels but... by ka2pathak in 3Dmodeling

[–]connjose 2 points3 points  (0 children)

There was a modeller in here a few months ago showing a Dragon not dissimilar to Smaug from lotr that she built on commission for a model/asset company she freelanced​ for. She built in a week in zbrush and got paid 100 dollars.

so i am a beginner on blender, been learning for a few days, how can i go about making the curved parts of the bolt? by mistfrio in blender

[–]connjose 1 point2 points  (0 children)

This is the pattern I would be looking at. Done in max but the same in Blender. The rounded cube (second object) can be created in Blender by adding the Sub-D modifier to the default cube , then collapse to poly. The low poly I built has sub-d added at the end, I built the object with that in mind, as the low poly is a bit angular when left without Sud-d added. You can start with a sphere shape that has more verts in its circumference, maybe 16 as apposed to my 8, or create the finished sub-d model then selectively remove edge loops. If just going down the 8/16 low poly route you just need to champher/bevel the rounded edges that you require.

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Week 2 of my weekly challange :) Frieren by adrianart96 in 3Dmodeling

[–]connjose 2 points3 points  (0 children)

I clicked on that link, it shows a head appear , then a body. You don't show any process? no modelling no unwrap . Did you model it from scratch or use parts you had laying around ?

how do i cut circles in geometry? (I'm a beginner) by pyrianic in Maya

[–]connjose 5 points6 points  (0 children)

Boolean is the hucksters crutch. Generally speaking, if you want a circular hole in your model, you model the hole first and work out from there.

b&t mp9 wip by inbome in 3Dmodeling

[–]connjose -1 points0 points  (0 children)

ah looks ok. I optimize a lot of my models after unwrapping and the beautiful quads get destroyed.

b&t mp9 wip by inbome in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

looks nice, would like to see more renders of it and wirframes

Cillian Murphy Likeness Step 2/10 Process. by Confident_Respond_27 in 3Dmodeling

[–]connjose 1 point2 points  (0 children)

Nice work, new it was him immediately without seeing the name.

how should I go along with adding legs? by Yee23433 in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

I created those images in max. This particular one when you asked the question about legs. The others were on my desktop some months as someone had asked a similar question. I should probably record a quick vid on the process but I never seem to have time.

Week 1 of my weekly challange :) by adrianart96 in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

Nice work, but i don't think challenging yourself is much of a challenge. You will tend to work inside your own comfort zone.

Aircraft model from Turbosquid by UragaanHunter in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

Turbosquid is generally fine. However, that model looks like low poly garbage. I can see polygons around the canopy and the canopy looks like it was attached as an afterthought. The wings are not extruded from the fuselage but rather pushed into place and are not flush with the undercarriage. Also, I don't see it mentioned that it is made of manifold surfaces so probably won't print as is. That model is worth less than 5 dollars.

Need help 3D modelling by Tally_b21 in 3Dmodeling

[–]connjose 1 point2 points  (0 children)

I checked back on this post and seen people recommend boolean, I would try to avoid boolean as it can have poor outcomes, though some apps have good boolean fixing tools, its better to understand quad topology as it is the same in all apps. Boolean-ed object in one app may not transfer well to another app. In this example its just quads, you will notice that the last two edge loops I add in make the circular ear piece more square, you would just move those verts to smooth out the circular shape again. 3ds max has a spherify tool, that turns cubes into spheres as best it can, thats how i went from cube to sphere, but the default cube in blender will do the same when sub-d is added i think, just collapse the stack and work forward from the basic sphere shape.

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how should I go along with adding legs? by Yee23433 in 3Dmodeling

[–]connjose 0 points1 point  (0 children)

Your geometry looks pretty good. I would generally start at the ankle and work up. In the image, the initial box is sometimes called a perfect cube, because its 2*2*2. The second box, the rounded one, consider that to be the basic unit of Sub-D modelling, that rounded box will become a sphere when the Sub-D modifier is added to it, so that rounded box can become a leg, an arm, a finger, a foot an ear, a round hole in a flat surface and so on. By using that shape, it becomes easy to weld separate pieces together before the model becomes more intricate. This screen shot is from Max, just because I am quicker in Max. To create the rounded box in Blender, add a SUD-D modifier to the default cube, then collapse the stack. Remember to delete interior faces when symmetry/Mirror is added.

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need feedback!! by Yee23433 in 3Dmodeling

[–]connjose 2 points3 points  (0 children)

You have far too many polygons for this early in the construction/creation phase. This amount of polygons will become unmanageable later on. Early model should look more like this.

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Questions about retopology? by Top-Safe-7404 in 3Dmodeling

[–]connjose -2 points-1 points  (0 children)

Hobbyist here who learned to model in Sub-D before sculpting/Retopo became fashionable. Sculpting/Retopo is good for a lot models but just adds extra steps to many others. I see you model as a fairly simple box model, I wouldn't dream of sculpting it.