Obelix!!
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Amazing!
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This is really cool, Pete!
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That is great, I like the stern expression on his face.
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WOW! u have done justice to the comic book! i tip my hat to u sire!!!
but obelix aint complete without Dogmatrix and asterix rite??? hee hee! -
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Hi Pete,
Another superb piece of work.
You say you had already created this character using 3DS MAX.
I assume that was high poly and this Sketchup version is low poly?Although you have proved that this type of organic work can be done using SketchUp, being honest, which did you find was the easiest to work with?
Because the of the vast array of tools available in 3DS MAX did it make the task easier to accomplish?The biggest issue I face whenever I play around with 3DS MAX is choosing what would be the best tool to use for each task. Making the right choice seems to be the difference between taking 5 mins, 30 mins or hours to get the end result.
For me it seems like:
3DS MAX - Vast range of tools but involves great complexity deciding on the best workflow to adopt. Using the right tools and finding the right workflow produces spectacular results.
SketchUp - Simple range of tools with ability to find a quick and simple workflow. End results can also be superb (in the right hands, like yours) but requires the end user to find ways around the "restrictions" that by its very nature is SketchUp.
I know its a little bit like comparing Apples and Oranges but I would like to hear your views.
I would be curious to see a picture of your 3DS MAX version of Obelix if possible.
Regards
Mr S=======
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@unknownuser said:
and this Sketchup version is low poly?
From the image up right corner, seems this is not
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Yes, this seems to be high poly for SketchUp.
But I assume this due to the use of the Subdivide and Smooth plugin.
Not a native tool to SketchUp.
And SketchUp is not really geared up for this type of high poly work.
Unlike 3DS MAX.Thats what I was driving at really.
Is it best to try and find ways of making SketchUp produce this type of work.
Or is it best to bite the bullet and struggle to learn how to use 3DS MAXRegards
Mr S -
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Pete,
Do you have a shot of the model prior to SSD? I like to see those to see how things looked prior to running SSD. It can give an indication as to how much or how little detail went into the model.
Thanks,
Scott -
Thanks guys.
I guess when I get more time that Asterix, Dogmatix and maybe even Vitalstatistix must be modeled too.
Regarding 3D max, at one stage I used to be pretty fluent with it, version 4 that is, I now have Max 9 and even though not much has changed with the GUI lots has changed as far as maxscripts, tools, plugins etc.
I honestly do not enjoy working with Max, I have been spoilt with SU, just the maneuvering tools in SU make it more comfortable to work with, and as mentioned all the tools in Max to do a few simple operations, several drop windows, scripts etc are needed.
But then again Max does have a tool for anything, as long as you know which one it is however.
The only reason I still occasionally model in Max is by clients request as they normally acquire the model from me to use for their own purposes, which in most cases means I need to make models with ‘bones’ for them to use for animations.
SU is my tool of choice, I have become very comfortable with it and I believe I have learned enough to be able to use it in a way unique to me, I love all the added scripts that streamline my workflow.
Yes there are hundreds of scripts and I probably have 90% of them even though I may only use 10% regularly. Initially I found organic modeling uncomfortable and even a nuisance in SU but I persisted in getting it to work for me as I was tired of always having to open up 3rd part apps to get the shape I needed then import back into SU and twist and scale it to work, then have to deal with the stitching and very high poly issues. I have now got to a point that I can model organic shapes in SU faster than in Max, maybe not as accurately or precise as I may want but pretty close.
Poly count is my biggest issue, organic modeling like the above is going to be high poly if you want a smooth surface, and there is no getting away from that. I really do not mind if my model gets a little heavy as I am not trying to model under a certain size, but had I needed to I would have a problem or a jaggy looking model due to lower subdivision. Sketchup is an awesome tool and with the new plugins it’s also an expanding tool, too bad it’s about reached its shelf life as far as poly’s go.
SU has many restriction as mentioned above, but it’s the overcoming of them that’s the greatest challenge, anyone using a nurbs based app can model Obelix, doing it exclusively in SU is the challenge.
Here is a screen shot of the ‘body shop’, odds and sods of meshes and proxy’s I used in the making of this model. I normally model with 2 instances of SU open, one for the modeling of the different components and the other for the construction of the components. -
Wow...man not only texture king ....we need to change your name to SoloKing
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Tres Bien! I do think Obelix needs to be a bit more rotund. . .but as he would tell you himself . . "je suis pas GROS!!" (im not fat!)
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@unknownuser said:
I normally model with 2 instances of SU open, one for the modeling of the different components and the other for the construction of the components.
That's the key
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Great modeling. Always inspiring to see your work.
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mortal!!!
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