Want to learn how to model? Don't have a teacher to teach you? Then look no further, we are now teaching people how to model for Stargate Invasion, Please contact me if you are interested in learning how to model for Stargate Invasion.
Teaching New Modelers
Would love to learn to model for you guys, sadly i do not have the time. But i'm sure you will find some awesome people to enhance this mod. Good luck!
i have the time and desire to learn and help, i just lack the motivation without a cattle prod....scrath that i wanna learn! then maybe i can help the pegasus chonicles finish their ground section.
Wish I had the time to learn and help you guys... Good Luck!
Well Im interested but I already know how to do some basic models.This isnt only for complete beginners right?
I've always wanted to learn how to model but never knew how to start and modeling stargate stuff would be one of my first major goals of doing so. (Mass effect, star wars & stargate fanboi here)
I'd like more information on how you'll teach people how to model for you guys.
Hello everyone! In general its for beginners to intermediate modelers. The focus will be on the High Poly to Low Poly workflow, so there should also be plenty for those of you who can model but haven't done this particular workflow before. Here's the general idea:
Subdivision modeling (e.g. good edge flow, fencing, beveling, boolean operations (including ZBrush, or MODO MeshFusion once its out for MODO indie)
Re-topology of the High Poly model in order to create a low poly game mesh.
UVs (layout, efficiency, mirroring etc.)
High Poly to Low Poly texture baking (normal map, ambient occlusion, Surface ID, lighting)
This is all part of the modeling workflow, but if anyone wants to go on there will also be info for texturing in dDo, Substance Designer and Substance Painter.
I would be up for this I believe, what program would be getting used?
We will mainly be using MODO indie, but the main concepts should be applicable to most 3d software packages. As an alternative, there will also be some ZBrush stuff for detailing and boolean operations specific to hard surface modelling.
The way we'll approach this is to give people some general workflow directions and provide appropriate links to relevant tutorial videos.
You can then apply what you've learned and export via OBJ or FBX and upload the mesh so that we can have a look at what you did and suggest improvements if necessary.
Some of the reasons MODO indie was chosen are because its cheap, the initial learning curve isn't too steep, offers just about all the tools in the full version of MODO (for instance physics and mesh shatter, sculpting, painting) without severe restrictions, and with MeshFusion (a dev confirmed this will be part of MODO indie 901 on the steam forum) its now one of the best solutions for modeling purposes.
Also, it goes without saying, but we'll expect anyone who decides to join us and learn this to commit to SGI for a while.
You can get 3DS Max for free with a student license.
Yep, but not everyone's a student. Plus, as far as I know 3ds max doesn't have a live boolean modeling system so in order to get the same or similar results as MODO indie you'd have to have ZBrush which is an extra 800 bucks (unless maybe you're a master of subdivision modeling, and even then I don't think the same level of hard surface modeling detail is possible). Not to mention that for those that don't have access to the student license of 3ds max its 185 bucks per month or about 3600 up front for the permanent license. MODO idie is as little as 10 bucks per month and has the potential to get the entire workflow done by itself.
Obviously, if any of you already know your way around 3ds max, or any other 3d software for that matter, you're welcome to use it. As I said above, the concepts we'll cover are relevant to all 3d software packages. One of the most important videos covered goes over the entire High Poly workflow in 3ds max in detail. I leaned towards MODO idie mainly for those who are starting out and have no prior experience or 3d software available atm.
Personally I've used Blender, MODO indie, Softimage and Maya, but there are others on the team who use 3ds max.
So i have a question is this mod alive? A w.i.p? i'm really new to Moddb i don't really know much about how stuff works. but i do know i love Stargate
W.I.P
This mods been around for a few years now. It's getting a rebuild from the ground up. That's why most of what you see is just the model work.
Try their now outdated 1.80 mod. and be patient for them to get the mod back up and out for us all to play with.
THIS mod is very much worth the wait :)
So hey I noticed the ad about you guys are willing to teach modeling and I am willing to learn also I actually have the time just let me know what programs I will need before hand.
I want to learn if your teaching but i dont have any exprience with it soo i dont know if you have the time to start from zero with me?
I tried to learn how to use Zbrush but I failed and i did not find any good tutorial videos on youtube :(
Finding good tutorials really depends on what you're trying to do and how much experience you have. If you're just starting out in 3d modeling I wouldn't recommend ZBrush. I find it has quite a steep learning curve, and is something I'd take on after learning one of the standard 3d software packages.
so I should try 3d max?
I know that I'm not the best but I will try to learn it or if you have a better program to suggest for beginners I will try it
I'm assuming I'm still talking to Ants1221?
Regardless, once again it all depends on what you want to do. If you want to just model low poly stuff or you plan on eventually getting a job in the industry 3ds max is probably the way to go. If you're a beginner and you want to be able to make high polygon hard surface meshes that can be baked down to texture on to a low polygon mesh I'd say MODO 901 (mesh fusion) is a better choice.
Working with traditional high polygon modeling techniques is very time consuming and the difficulty has a tendency to increase the more detail you add. This is basically because as you add more fine detail, excluding floating geometry, you have to incorporate the extra geometry while avoiding pinching. Mesh fusion does away with a lot of that. RAM is one of the main restrictions though. I would strongly recommend 8gb if you decide to use Mesh Fusion.
somehow i was logged in white a wrong account
It 's not as easy as I thought but I will still try
I am slower than a snail
wow this is late.
i would love to try and help but the only experience i have are making objects and things in programs such as autocad, inventor etc and the only programming ive ever done is making some calculators in Microsoft basic or something.
And i cant start working on any high end programs seeing as my current computer is a laptop with 4 gigs of ram.
So i guess ill try learning modo.
hope i can end up helping the mod in some way if possible ^_^.
Would love to learn to model for you guys i know this is late
I sent you guys a message regarding this, did you ever get it? I'm an game modeler with experience in making accurate Naval ships, and would just LOVE the chance to work on this! And of course to learn something along the way too...:)
Nope, never received a message,I will contact you in private chat with further information
i would love to learn to help make this mod great
Hello. I love this sci-fi universe and it would be great to help your team.
I would like to join this project. I have some experience in 3d max and sins coding.
But it's always good to learn something new.
do you still teaching ppl?
Well i am trying to teach it my self but if you Guy's are willing to help that would be much appreciated right now im watching some tutorials and reading some stuff on the in ternet to get some basic information but your help would be nice :D
I am a year 11 with a moderate amount of spare time, and I have always wanted to learn something along this path, so I'd love to learn.
Hi i'm quite new to modeling with 3ds max and i have some of the basics down, I have a lot of free time and would like to learn how to make models that I can actually use in a mod.