(Model) Base - My First Model

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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jordanman615





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(Model) Base - My First Model

Post by jordanman615 »

Hey Everybody,
this is my first model, i decided ot make a base, theres no use for it, but feel free if you want to pm ill let you use it but i doubt anyone wants to use it, its kinda crappy but give em feedback i would love to kno how to make it better.

And also i wasn't sure how ppl posted previous model pictures but this is how i did!

Pictures
http://www.geocities.com/halostunts615/base1.jpg
http://www.geocities.com/halostunts615/base2.jpg
http://www.geocities.com/halostunts615/base3.jpg

Secondary Upload (same pictures as above):
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feedback would be great :)



EDIT:
Here are some better pictures
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DeadHamster




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Post by DeadHamster »

make it wider, bring the sides of the ramps down or give a purpose to the space underneath it, that little piece jutting out is offcenter and doesnt look good, make it a little shorter and even it out or just get rid of it entirely.

I've found that modeling by using the XYZ coordinates makes things very easy, select a vertice, move it's X/Y/Z, connect it to others, move theirs accordingly and it comes out looking nice. Try it out if thats not what you already do.


This looks ok, just needs a few slight changes. I def. think widening it will make it look a lot better.
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Post by Cryticfarm »

No offense but it just looks like a bunch of extrudes :p.
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Post by metkillerjoe »

Looks like an awesome start. I would put some kind of detail into the sides.
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Cryticfarm





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Post by Cryticfarm »

Yes, its a good first model, keep up the work :p.
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Post by JK-47 »

Looks nice. It pertains to the Halo theme in a way.
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Post by preston566 »

I like it. And it does have that Halo feel to it.
Good Job!
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Post by SnaFuBAR »

protip: use F9 to render the model, don't use printscreen.

looks like it could be a middle base, but it's not looking too forerunner. you have a lot of wasted triangles on the model, especially the three bands near the top of the model. target weld the vertices to the top one.
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Post by jordanman615 »

Well, thans for the feedback, that model was really the first time i used 3ds max 9 its confusing and difficult cuz im new i guess, but im not exactly familiar with the tools for it, like how do i weld?
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Post by Guest »

well to wield verts is simple i taught myself this wich is common since best wielding tool is when u are editable mesh. cause u just slect 2 verts or how many u want to snap together set the are to like 9999999999 and click selected there ya go a wielded vert.
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SnaFuBAR





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Post by SnaFuBAR »

That advice sucks. The best weld tool is under editable POLY, and you click TARGET WELD. select the vertex you want to go elsewhere, and then click the vertex you want it to weld to.

THAT is how you weld. Using editable mesh and setting your weld threshold to 99999999999999999999999999999999 just really shows you have no idea what you're doing, you have no control over your tools and you're certainly in no position to be giving advice about using the tools.
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Post by Guest »

k if u extrude the things speratley in poly mode you cant wield them. in mesh u can.
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SnaFuBAR





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Post by SnaFuBAR »

uh.... yes you can. learn your tools before you tell me what can and can't be done.

unless you mean seperate objects, which you can't do anyways in either mode.
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Post by TomClancey »

Stop trying to argue with SnaF, he's been modeling for years, and definitely knows more then most, if not all of us.

Base looks okay, though, as SnaF said, clean up the wasted polygons, just target weld them to top/bottom of the base.
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Post by Patrickh »

SnaFuBAR wrote:That advice sucks. The best weld tool is under editable POLY, and you click TARGET WELD. select the vertex you want to go elsewhere, and then click the vertex you want it to weld to.

THAT is how you weld. Using editable mesh and setting your weld threshold to 99999999999999999999999999999999 just really shows you have no idea what you're doing, you have no control over your tools and you're certainly in no position to be giving advice about using the tools.
this is very true, and I've found that if you want to weld a bunch of verts at once (there are situations that call for this), stay in editable poly. slect the verts you want to be welded, move them down on top of the verts you want them to be welded to, select both sets of verts, then simply press the weld button. Right before clicking the weld button i usually look at the number of verts I have selected (right under the selection type menu). then i hit weld. if the number cuts in half, it worked. tell me if that's not a good idea snaf, but i use both this and target weld depending on the situation.
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Post by SnaFuBAR »

this is a bad idea because it can cause non-planar faces and also cause edges that you want perpendicular to each other to be out of square (not 90 degrees to each other).

i really only find use for regular weld when i'm welding a mirrored object, and i have the axis aligned with those verts.
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Post by hell_knight »

SnaFuBAR wrote:That advice sucks. The best weld tool is under editable POLY, and you click TARGET WELD. select the vertex you want to go elsewhere, and then click the vertex you want it to weld to.

THAT is how you weld. Using editable mesh and setting your weld threshold to 99999999999999999999999999999999 just really shows you have no idea what you're doing, you have no control over your tools and you're certainly in no position to be giving advice about using the tools.
you just helped me cut 6 hours of welding off my new map
thanks a lot snaf!!!
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SnaFuBAR





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Post by SnaFuBAR »

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Post by conquer2090 »

SnaFuBAR wrote:THAT is how you weld. Using editable mesh and setting your weld threshold to 99999999999999999999999999999999 just really shows you have no idea what you're doing, you have no control over your tools and you're certainly in no position to be giving advice about using the tools.
I guess my models are fake then snaf...

Thats how you weld if you use edit mesh

(yes I know what the threshold actually does snaf... it specifies the distance that the vertices's need to be in order for them to be welded, so lets say I select a ton of vertices's in my model and use a threshold of 10, only the vertices's withing the threshold of 10 be welded to the center of my selection, the 999999 or maximum threshold just ensures that no matter what you select your vertices's should all be welded to the center)... and I used both edit mesh and edit poly, I switch between the 2 of them. Poly is good for certain tools it has a lot more and I like edit mesh because I'm more comfortable with it (has less stuff so its easier to find the major stuff that I work with in my modeling techniques).

I use the 99999 threshold to weld vertices's when I want to weld 2 vertices's together to the same point (middle point between them) apposed to moving them together to target weld them. Is there a way to do the same thing in edit poly, probably but idc... this works too.

I'd also like to point out that edit mesh can also use target weld. To do this click on the "target" button in the weld section so that it is selected, make sure that you are in "move" mode (it should automatically put you in it though).

Select/click on a vertex, and hold and move it over to another vertex, it should then weld or "snap" to that vertex thus welding the two of them together.


E: I'd like to point out that just because he didn't take the time to type out what the weld threshold does, doesn't mean he didn't know what he was talking about, especially considering it requires a rather lengthy explanation.

E2: I just don't like seeing other people stepped on even if you think they said something stupid, and there usually never as wrong as you make them out to be... there simply learning.
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Post by selentic »

Uhhh, whats with the massive bump?

Also, the base really isnt all that hot, look for a style to go with, and go with it. If you want forerunner, I posted a basics of forerunner tutorial somewhere around here, but I dont really feel like digging it up so. yey.
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