Hi friends, thanks for your attention.
I want to be a modeler ! I am a beginner.
I have created my first car in Max by Polys. But I wasn’t happy with the result, a lot of bumps, many problems with smooth, adding exact details and… ! Maybe I don’t know the right technique, because I see here great poly cars.
Then, I tried NURBS with Rhino and created this Camaro by dear Kodg tutorial ( rendered in maya ( not happy with render ! ) ) :
Now I think with NURBS and Rhino I can create any car I want without any bumps or any problem else. I’m really happy with NURBS.
But I don’t want just to be a car modeler, I love organic modeling too !
And love creating some things like these ( a lot of desires ! ) :
But when I create some thing in Rhino/NURBS there is some problems like exporting, texturing ( biggest one I think ! ), a lot of aparted surfaces and …
I see a lot of famous artists have done their mechanical parts with polys and not with NURBS ( but many of them have small bumps ! )
Why ?! Poly modeling is faster ? easy/better texturing ?
Now I get puzzled which way I should go ! Really :banghead: !!
Creating a perfect car by polys have more value or with NURBS ? maybe in game industry or movie industry or …
I don’t have pc and internet connection at home actually ! but I will back soon. Thanks friends.
You look confused?!?! You want this... You want that... and you want all that?
Well I can only tell you, if you wanted to become skilled modeler like Brendan McCafferey or Fausto De Martini... You've got to start practice A LOT, learn every techniques and unfortunately it doesn't take overnight for you to become master. You got to WORK HARD for your success, my friend.
I'll bet you, if Brenden and Fausto get to read this, they would agree with me,
Now, take my advice... If you're targeting of become success, going same step as Brendan or Fausto then....
The GOLDEN RULES No.1
.Learn how to have patience..."Patience is the key to success" If you encounter the problem, keep on trying until you re able to solve it if you re unable to solve, go to Golden rule number 2. That mean, start off learning on something you haven't learn such as modeling, texture, lighting, render, materials, and etc by finding tutorial on Google, forums search engine, or buy tranining CD/Book such as Gnomon. Don't start asking around, by saying how, what, and etc... Start off playing with software you prefer to use, learn, understand, and get comfortable with your software or third party tools... Understand every aspect of modeling techniques, methods and etc... because this is the best way of learning. Again, like i say, it doesn't take you overnight to become master.... If you don't have patience, then forget following those rules because you will never be able to find a way for your success! Thats FOR SURE!
The GOLDEN RULES No.2
Seek for help, feed back, or crits... Always ask for help... In most case, they can help you solving your problem on your modeling technique or skills and maybe more, They can give you more or better references,advices and etc. so you can go on without being stuck in same area. NOW, be aware.. there are time you would encounter a negative, Bad-Attitude, Stupid or Harsh Crits or feedback from others, and yes it SUCKS! Don't take it too personal, because sometimes those crits or feedback can help you to get out of problem you're facing or improve your skills. Good thing is, you can decide if feedback or crits does help you or not.
TIP: When Posting question in forum....ALWAYS ask for help in NICE way, and ALWAYS post picture of your problem you are having,
The GOLDEN RULES No.3
if you're working on your project...DO NOT RUSH!... just take your time because the best quality of work, the better chance you become recognized or becoming success like Brendan or Fausto. Not only that, you can develop your passion of your work instead of going through loop hole to get your success. Frankly, I don't consider anyone skilled modeler/renderer if they went through loop holes. Always be proud of your work by working hard, with your efforts.
In most case, anyone that model too fast always end up dumping their work... and start off new one. Because, as they went too far, they looked back realize they made lot of mistakes and it would be too tedious for them to fix it. "One chain of problems leads to another chain" and it would be TERRIBLE things to waste....So.. TAKE YOUR TIME, model anything with your passion, check and see if there are mistakes, organize your mesh/nurbs flow neat way.
The Golden Rules No.4
After you become master.....HELP those newbies if they need shout for one... Don't leave them hanging dry... don't become BIGOT for the work you did and not help others.
And I promise you, if you follow those three golden rules.. You will become RESPECTED MASTER GCArtist!
So I hope that help you straight up your head.
Good luck!
Yeah man your are absolutely right!
just cuted right to the chase of the matter
Once i was also the total noob. but I wanted to learn it seriously and I have been through many nights and years and now I'm satisfied of my skills. You live and learn. you have to have a lot of motivation and patience. if you keep trying, you will see, that your skills will be better and better.
Tutorials plays a prominent role! look out some good tutorials to understand with what you have to do it! My first tutorial in max was "how to create a basic Pencil"
And to become a good artist, you have to practice, practice and practice for days, weeks, months, maybe years!
Me for example, my first touch with max was in 2006 and till this day i taught it to myself! at the beginning i did not even know how to create a "Plane"
I'm at the same position with you when it comes to nurbs. I really want to learn Rhino for example but it is more difficult then max! But i'll keep trying and maybe someday i'll post some wip here in forum
Hi friends, sorry for returning late. I was busy in my exercises.
Really really really thank you friends, specialy for dear EquiNOX and his golden rules.
To day first of all I have read your answers here and then a lot of googling internet, searching forums, CG sites, artists' interviews and … for 14 hours to now !! but now my headache is going down ! because I think I have found my start point upshot !
EquiNOX maybe you have focused mor on " I want to be like Fausto De Martini tonight " ! ( maybe it's for my bad english , I can't say really what I want to say ! sorry for that. ) but that time my main question was NURBS or Polys ?! and I was searching for a start point then now I need to regard your golden rules, really golden rules.
I hope success and all the best for all you friends and really happy for having these good friends at cg-cars. :love:
Maybe after I passed my exercises ( two monthes later ! ) I will start my first car here with your help friends.
Thank you again ( and sorry again for my english ! )
Nurbs vs Poly, well I can't really say either or both. Personally, what I like about polygon modeling is it's almost like working with clay, as you can do almost anything. The only problem with working with polygons is the accuracy you can get isn't always what you want in the end, as you require a higher level, something that Nurbs has no problem in giving you.
At work I work with SolidWorks [basic sheetmetal mostly] but Max is my [slow] after hour hobby. I got into Max simply because its render engine was better than anything I could lay my hands on at the time [5 years ago]. SW is really awesome with geometric stuff that are quite basic and one can have a lot of control when things are simple, but I find NURBS can be quite hard too, especially once you start doing more complex blends of things like cars, which are in fact a blend between organic and hard edge modeling. This is the reason why I haven't tried a car yet in SW, simply because I get further in Max and have more control over the organic-ness of my model in Max. Then again, I haven't tried this in SW again now that I know a little more.
I think [in my mind] the industry is still far off from finding the perfect platform between accuracy and ease of use, almost like a blend between Nurbs surface accuracy and Poly's ease of manipulation, but I think things like Mudbox and Z-brush is bridging that gap, but don't take my word for it perhaps you can find a copy and try it out.
I can't really answer for Nurbs here on making it easier, but there are some ways to get your Polies more accurate and smooth. Personally I find the 'ghost' surface method to work best. > First you create the surface you want as basic as you can. Clone it and hide. Start cutting your details into the new surface and once you've done all that, un-hide the original basic surface and drag your new mesh's vertices to match the smooth original <. For me THIS was the single most helpful thing for creating smooth poly surfaces to almost match the cleanliness of Nurbs.
Becoming the best at what you do - anything you do - is a process that's built over many years of constant trial and error. Every day. All Day. Period. No one told me to use SolidWorks (SW) - I use it because it's what "fits". Breakfast, lunch, dinner. And after more than 10 years of mixing SW with my coffee and toast, I'm the only Certified SolidWorks Expert in the state of Indiana
I've also fallen on my face countless times. That's a part of it. I didn't always know SW was the best fit, either. It just sort of grew on me. And I'm glad it did. My advice to you is this: don't rely on anyone to tell you which software to use. Pick a modeling style that fits your needs, and stick with it. Then keep plugging. Trying new things. Every tool, every feature, every free moment you get.
Combined with the comments above, you can't go wrong. Best of luck.
Current WIP: Short Film, Tron Legacy Camaro | SolidWorks, C4D & After Effects