Yeah, that'd be a better question asked over at Luxology. I've barely even touched Illustrator, let alone imported anything from it into Modo.
Nice stuff you guys are doing.
When I do the same with a path I've drawn myself using the pen tool (a closed path and I've even tried compound one) it just doesn't work. What schoolboy error am I making? I'm currently using 401
...I've seen that somewhere before. You gotta link?
It's helped me a lot in learning Modo.
twiggy0 said:I'm an expert at making cubes and rectangles in sketchup but my skill level stops there, so it's inspiring to such level of work from someone like you take form.
If you want some more tuts to hit up after you're done with the temple, I've got a few suggestions to try out that helped me out tons.
Le Mans Modelling. 90% of what I'm doing on my truck right now I learned from this tutorial.
Spaceship Modelling. This covers the other 10%. It'll teach you tons about the falloff tools, snapping, and all that good stuff.
Make-a-mech. Haven't tried this one out myself, since I'm already fairly decent at hard surface subdivision modeling (though I might still pick it up later for some extra hits and tips, you can never know too much). From the preview videos, if you haven't tried high poly modeling yet, this looks like a great place to start.
Next Gen Texturing. Not Modo related, but still a great tutorial. Just about anything from Eat3D is gold...and priced like it, too. Most everything there is Max/Maya/Zbrush related, but I'm used to Modo enough I can watch someone do something in another program and replicate it there. Once you get to that point (if you're not already), I suggest checking them out.
Plus a ton of other freebies I can't think of off the top of my head. The ones I listed are the ones I found helped me out the most. They'll keep you busy for a couple months at least.
...or if you already know this stuff, then hey...it's good for someone else to check out.
A couple years back, cubes and rectangles were about all I was capable of doing. I've come to realize since then that the only difference between all the people who's skill I was in awe of and me was a crapton of practice and patience.
...and I've still got a crapton of practice and patience ahead of me before I reach the point I wanna be at.
Thanks for those links!
That texturing one looks real nice. I'm always after texturing tips and tricks.
I can't wait until I am done with this ruins so that I can go make my own design. (I'm making myself stick with it though I'm almost to the end!)
If you're interested in texturing, I did a really long series of tutorial for TDM a few months back that you might be interested in.
Click Here, and look for the Photoshop tutorials under..appropriately..."P". It covers everything from simple tiling with alpha masks to building a stone wall from scratch.
...and since this thread is all about me bragging and pimping myself out, I also did the two Blender tutorials over there. You won't have much of a reason to check them out, but it might be interesting to someone else.
I wish I had more to show on my truck, but stupid busywork has gotten in my way recently. Plus I bought this really fun game, and I've been playing it in my free time for the last couple. I'm picking it up today, cuz damnit...I will finish this freaking thing. It's been a pain in the ass that's practically tricked me every step of the way. It's gone from a nice, fun project to my personal temporary Mount Everest. It will get done.
My current problem is I figured out that, because of the way I designed the spline cage, I can't thicken it without causing a huge amount of mess. I have to design the interior sections of the model in splines before I can move along.
Yup. I've been kinda waylaid myself. I volunteered to help redo textures and models for an old game recently. It was supposed to be a side project, but it's kinda flipped around on me, and ended up eating most of my free time.
Truck is still incoming. I worked on it a little bit yesterday. It's just gonna be more an occasional thing for the time being.
And since I like to brag (whole point of the thread, really), and haven't gotten to show off my PS skills yet, here's a quick shot of what I've been working on.
Thats really nice! That texturing is fantastic!
I finished my ruins, then I spent all day making a jar for part of a larger scene.
Ruins: (I was lazy and kind of didn't totally finish them...)
Image
And then my jar (no real background, shadows, etc yet). There will be a little robot in the jar when I'm finished. He's what I'll make tomorrow at work.
Image
That jar is really amazing. Fantastic work! I can't wait to see it with the robot inside.
You know, I should've commented on that jar a long, long time ago. That is some fantastic rendering work. And the tutorial tower doesn't look too half bad, either.
As for what I've been doing recently, I've been making textures and game assets. Low poly stuff is always fun to do, since you can whip up the models in 10 seconds flat, then spend...I dunno...for damn ever working on the UVs and texture work.
This is what I've done over the last couple of days. Pretty simple and sparse so far, but I think it looks kinda neat.
...and I do plan on getting back to that truck one of these days. Looking at it the other day is what reminded me of this thread, which I had all but forgotten about.
And then my jar (no real background, shadows, etc yet). There will be a little robot in the jar when I'm finished. He's what I'll make tomorrow at work.
Image
The jar looks great, but crank up the antialiasing. You need that with complex reflection/refraction things. If you look at the areas at the top and bottom of the jar, it looks sort of jagged and granular, which more AA will fix.
Unfortunately, it will increase render time by a good amount. I don't know how to do it in Modo, but usually 4x4 per pixel will do just fine for that. Maybe you could get away with 2x2, but probably not.
I made these in Cinema 4D. The 4x4 one could still be better, but you get the idea.
Did you ever finish the robot? Please post it!![]()
Not yet, I had to take a pause on working on him but the pause was a good thing since I came up with a design I like much better.
I hope to have him almost finished by New Years(I'm not very fast at this yet...)
Okay! A robot in the new year --auspicious!
The images you all have posted already are pretty cool beans, this has been a fascinating thread. Re time, I guess in a way, it's nice to know that the level of detail is the result of craftsmanship and not just the software.
I'm not nearly as fast or good as Renzatic but I'm improving and learning a lot.