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Learning and practicing in 3DS...

Posted: Sun Mar 16, 2008 11:11 pm
by christianclavet
Hi, This is my second week of learning 3DS at the Campus. I have a good teacher there.

Created this in 2 weeks:

Our first project was to build 10 objects out of 3DS primitives and (if we'd like use the modifiers on them to make it more realistic).

I've builded this: Our classroom (11 object, just to be sure)
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If you'd like to play with the model, here is the 3DS project:
http://www.clavet.org/files/Storage/ClassModeling.3ds


Last weekend I decided to pratice and created my own computer at home (AOpen XCcube Athlon)
All panels closed:
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All panels opened:
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If you'd like to play with the model, here is the 3DS project:
http://www.clavet.org/files/Storage/XCcube.3ds


This week the teacher teached us how to model with SDS(Sub-D). He gave us a demo of modeling a horse head (Because we have second project to model a custom chess set).
After his demo, I praticed at school and created it with a reference:
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http://www.clavet.org/files/Storage/HorseHead.3ds


For my second project (This is 2 week project). I decided to make my chess set on the '300' Movie, spartan warrior. IT's not yet completed but here what I have so far:

The horse (It will have a spartan warrior riding it with a spear)
I still need to fine tune it and add more details
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http://www.clavet.org/files/Storage/HorseFull.3ds

Here is the spartan warrior that will make for most of the chess pieces, this one is not yet fully completed but it start to look like it.
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http://www.clavet.org/files/Storage/Spartan.3ds

If you'd like to see bigger sized pictures, I have a custom section on my site for my work at the campus, I will post also my learning progress there.
http://www.clavet.org/image/tid/99

If I animate with Biped in 3DS is there a way to export this in an animatable format? (.B3D or .X)

Posted: Sun Mar 16, 2008 11:35 pm
by Halifax
Wow, christianclavet, you are become amazing at modeling. I really didn't know that you were this good. Does Ubisoft have any programming classes in their university, and if so, where do I get an application to apply?

Also, once you are done with you Ubisoft university courses, do you go straight to working with one of the Ubisoft teams on one of their games?

EDIT:

And do their courses actually count as a true college/high school course in which you could transfer from another school for?

Posted: Sun Mar 16, 2008 11:44 pm
by christianclavet
Hi, Halifax.

Yes, there is a programming course offered. Ubisoft partner itselft with Colleges and Universities. For my current program (Level Designer), Ubisoft is partnering with the Dawson College.

This is only offered in Canada (To my knowledge), because it's was a join initiative with the Quebec Provincial Governement and Ubisoft. (Governement invested several millions to help start this project)

I've impressed a lot already at the Campus. (I think I'm becoming good because I put lot of time and effort on it. You're good on something that you practice everyday). For a job after the school, who know's... The students there have really good chances to work in the industry. (We've heard that last year class for 25 students, 24 found a job immediately after their program ended.)

EDIT: You need to have reached University level in programming to apply to the Game Programming course. All program offered there are Certified by the Educational system, so you'll get credit once completed.

Posted: Sun Mar 16, 2008 11:59 pm
by Halifax
Ah, so I need to have already had a year in college, or just have finished high school to apply? (Sorry, it wasn't really clear.)

Posted: Mon Mar 17, 2008 12:12 am
by christianclavet
For the game programming course, you'll need to have completed university in general programming.

For the other programs, you can apply, if you've completed high school (You need to really show some potential, if you're fresh from High school)

For our class of 15 students, more than 600 applied to the program.

Posted: Mon Mar 17, 2008 12:24 am
by Halifax
Wow, that's pretty ridiculous. And, just curious, but why do they have that special requirement for programmers?

Posted: Mon Mar 17, 2008 3:53 pm
by vermeer
Just curious, is that spartan aiming some stylized shapings ? I mean, like sort of expresive style.
If I animate with Biped in 3DS is there a way to export this in an animatable format? (.B3D or .X)
Wow. yeah. pretty a lot.

-md5
-fbx
-collada
-md2
-md3
-cal3d
-u3d
-smd
-x
-b3d
-etc,etc

Some of the possibilities. Most need an external free plugin or maxscript.

But you mean for irrlicht ?

Then mainly B3d (Max exporter been updated very recently) , x, cal3d, (dunno if collada is now ok inirrlicht), md2... And my loved way of exporting to my Ultimate Unwrap as u3d, then export from there to whatever. For other engines I was succesful also with md5(but prefer blender for that format). And with many, with *.X . (but by far seems the one ppl find more probs to deal with, till crazy limits. I usually have no issues. probably as dealt with it long in the past, in xsi, max, cfx, blender...)

BTW: I love max for animate characters, my fav way is biped + skin(have used a lot, but don't like physique), but used bones too. (remember rigging a complex spider once, but done many times) , also for rendering is quite good there too. I prefer to model with certain specialized other tinier softwares, and then import(if in a company using Max), but that just me, am bit weird.

Posted: Mon Mar 17, 2008 9:10 pm
by dude3d
Amazing models. Can you post textures that are used by these models also?

Posted: Mon Mar 17, 2008 9:49 pm
by FuzzYspo0N
great work christian

Posted: Tue Mar 18, 2008 1:40 am
by christianclavet
HI, Guys. Thanks for the comments.

The Spartan is in a static pose. I will use it as a base to create the chesspieces.

Here is my "Spartan horseman" - Horse chesspiece.
It's made from the base "full horse" and "spartan" and posed. (It's not yet fully posed, and the horse need some accessories.
Image
Still not complete, that is how it looked after this day at school.

There is no textures yet (Not learned texturing yet in 3DS). I used 3DS basics surface until our teacher show us how it work.

Vermeer, From what I've read on the Panda plugin, it cannot export animation made with Biped. The teacher will go very fast on this (since where not going to be animator but Level Designer). What format and exporter could you propose for exporting to IRRlicht? Is it hard to create a functional IK skeleton rig in 3DS? I've seen an example of biped and it seem to be very easy to use..

Posted: Tue Mar 18, 2008 5:35 am
by FuzzYspo0N
Biped is nice and easy to size, shape, and place the bones themselves, making a full skeleton really quickly. After that the process becomes the same for rigging and biped.

This means : 1)
Biped : resize bones and shapes to fit my mesh
Rig : I have to create all the bones by hand, inside my mesh, and link them

2)
Biped : adjust the envelopes to fit the vertices of the model
Rigging : adjust the envelopes and check parental nodes of each

3)
Biped : Animating can be done using built in features, walking, running etc is built in
rigging : Animating is done by hand, or using plugins but hand is easier and more refined.

It is "harder" to do rigging, but its actually a lot better for realism and control of the characters.For the most part i would prefer Biped cos its so easy, but it seems rigging can be done just as easy when you get used to it.

Once you have a skeleton there are a number of options for exporting, x is just the start but you can also try taking it to a format, and then to others in a diffefrent program. like using max to export to x, and then using milkshape3d to convert to any other useful format

If there are other questions im pretty sure i can answer. i have been using 3ds max since version 3 :) i really love its style

Posted: Tue Mar 18, 2008 5:37 am
by BlindSide
christianclavet wrote:There is no textures yet.
Wow, with that quality, who needs textures? :P Good work!

Posted: Tue Mar 18, 2008 6:17 am
by FuzzYspo0N
same with this one :

Image
http://newclearfuzzy.deviantart.com/art ... s-68176513

max has a really nice system for materials (a lot of 3d apps do)

Posted: Tue Mar 18, 2008 6:03 pm
by vermeer
I have been using Max in several jobs, and yep, a neck saver. I like it. I think there are better toold for hardcore organic modeling tho ;)

@christian, u didnt answer some of my questions...but ok.
Vermeer, From what I've read on the Panda plugin, it cannot export animation made with Biped. The teacher will go very fast on this (since where not going to be animator but Level Designer). What format and exporter could you propose for exporting to IRRlicht? Is it hard to create a functional IK skeleton rig in 3DS? I've seen an example of biped and it seem to be very easy to use..
Hmmm...I answered that in these forums when dinos where dominating th earth...so i don't blame you... ;) You can export as FBX, and then reimport as FBX, this way, it gets all converted to bones and skin modifier (the weights one, not the modelling tool). Another way is a pair of plugins(the best probably you need and account in autodesk or sth...if I remember well ) very hard to find and which I doubt they are for every version of max. I do use loads of plugins and scripts for extra functionality but I have done same stuff with no help, as Max can do. It all depends if your bosses will allow.

The fbx import export is native, well, native, I mean, it comes with every Max. At least since Max 5 if I yet remember well...I experienced this trick to work pretty well with max 6, not so much with max 5, so guess the years that passed. It has several tricks, but right now a bit tired to go a dig for 'em... basicly you need to be careful on how many features, and how, do you export, and the same with imports. And not only with FBX, also with any format. Pand and x are quite complex to handle, but are totally functional once digged all the issues. probably der_ton's md5 export for max, once known certain tiny detail in export, is way way more problem free, but no md5 import for irrlicht. You may want to try b3d export , that called Pipeline, updated recently. B3d is less problematic than x. Both work in Max+irrlicht.
This means : 1)
Biped : resize bones and shapes to fit my mesh
Rig : I have to create all the bones by hand, inside my mesh, and link them
er...I basically agree with much of what you say, but can't avoid to commetn something....yup, but biped has some limitations, and, at least in older (sometime since last job as sort of animator) versions than 2008, 9, 8... it was the curves for handling the interpolation... Way more controllable the ones of Max standard than the ones bibed generate. A collection of other weirderness happen to in certain very deep matters, though which are important doing serious stuff.
Yet tho, is very fast tool, have all cosntraints /limits done for you (not allways an advantage).
2)
Biped : adjust the envelopes to fit the vertices of the model
Rigging : adjust the envelopes and check parental nodes of each
Biped, for non toon animations, but realistic ones, needs, as every organic thing, very careful per vertex/area weighting(and I even prefer lasso tweaking than weight painting. Mirroring weights is luckily solid since some versions). Unless it's toon animation, tehn a large percentage of it can be only envelopes.
3)
Biped : Animating can be done using built in features, walking, running etc is built in
rigging : Animating is done by hand, or using plugins but hand is easier and more refined.
I indeed perfer animating from scratch (and often, rigging and bones from scratch as well... ) The prebuilt animations is something too much limited... imho, of course...

Posted: Tue Mar 18, 2008 9:47 pm
by FuzzYspo0N
thats my opinion too u just said it in 100 extra words. lol