New Free WS Organic Modelling Course From Jack Edwards!

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New Free WS Organic Modelling Course From Jack Edwards! // Roundtable

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Post by kena // May 13, 2008, 6:43pm

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I was just going through the second pre-review of your video, Jack.

in Chapter 3, it appears that when you create the edge loops, you do not click on each and every edge? Or is that just the video?

It appears that you skip some of the closer ones and it automatically creates verticies at each crossing.

Post by Jack Edwards // May 13, 2008, 9:11pm

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That is correct Kena. :)

The the add edges and polydraw tool will automatically add the vertices for any edges it crosses. It's a feature that saves a fair bit of time when laying out new geometry and it keeps you from making bad geometry with the tool. :D

Post by kena // May 14, 2008, 4:33am

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cool! that will indeed help a lot with modeling!

Post by kena // May 14, 2008, 5:22pm

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And now I've completed the first 3 chapters, and aside from those things already mentioned by other people, I find it very easy to follow. Just a quick question...

Is there a reason that you put the vertices on either side of the head fin, or was that just a coincidence?

Post by Jack Edwards // May 14, 2008, 6:29pm

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Probably a bit of unconscious strategery. ;) Guess we'll find out if it works when I get to the chapter on fins... lol :D

Post by W!ZARD // May 14, 2008, 8:25pm

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I've worked through the first few chapters and I've learned so many handy little work flow tricks I'm amazed. Prior to this I had not really 'clicked' with the modelling conventions of workspace. I'd developed my own ways of getting from the start to the finish of a model using model side to the extent that my work there felt like it flowed. Modelling in the workspace however I had not really figured out ways to flow with the tools - this course has already changed that dramatically!


I'm also a huge fan of 'Steinies locking widget' but now, thanks to this great course I have a whole new appreciation for the default widget, specially for PE work.


It occurs to me that Jack has spawned a veritable school of virtual deep sea monster fish spanning the world! Sightings of the previously unknown Jackfish (Edwardius piscatorius) are being reported from all over the net! (Sorry about the fishy humour but I always fall hook, line and sinker for fish jokes and I can't resist carping on about them!;))


Top marks to Caligari for a shrewd marketing move - releasing this course for free can only make tS7.5 (and onward) more accessible to more people (certainly for me!). I hope that they consider making the rest of the course available for free as well as I believe that doing so will introduce more people to the pleasures of working with tS7.x and therefore generate more favourable reviews and more 'word of mouth' advertising.


Thanks to Jack and Caligari once more...

Post by Stem // May 15, 2008, 1:24am

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Hello,


Well, I must admit that I had actually, due to frustration (and probably lack of patience) actually shelved TS7.51. After getting the e-mail concerning the free tutorial, I thought why not.

After sitting through it, well, all I can say is "excellent". Many thanks to Jack for this (and to Caligari).

I did at first think it would just be showing the actual modeling, but the indepth explanations by Jack have certainly opened my eyes, mainly with the interactions of the n-gons/tris on the sd surface. It has now got me looking at this again.


I do have a number of questions, but I think I just need to watch the tutorial again, as I may of missed some info.


Many thanks again,


Stem

Post by Shike // May 15, 2008, 2:11am

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Great work by you, and good of Caligari to make it free,

since subdivision modelling must be one of the hardest thing to grasp. :D

(ok, it's easy to make a cube and press the subdiv-button, but learning the concept of how to create a good topology can be tricky )

Also good to show the power of Workspace for thoose who havn't been convinced to switch over yet ;)


And when I get back to trueSpace sculpting again (currently taking a "Rendering-Break" ;) ) I'll go through this tutorial to refresh my memories :)

Post by weaveribm // May 15, 2008, 5:06am

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Very much appreciated, thanks Jack!

Peter

Post by brotherx // May 15, 2008, 7:00am

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Hey Jack,

Awesome course. I started listening and watching it and thought, this looks easy...


So, anyway, googled a couple of face images, a profile and front on and have started modelling it. Not done too much yet but using the same techniques as you have demonstrated and am slowly working away at making a head.


If I get anywhere, I'll post the results...but its all the little things that make it easy and seeing it being done easier.

Post by Ambrose // May 15, 2008, 7:40am

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I'll try to go through this tonight!?... hmm yeah, soon anyway.



Then why don't we all make us a deep sea fish from hell ;) and put that into on of the shared spaces...


An Tp Aqua...


and really thanks Jack!



SeYa/Ambrose...

Post by kena // May 15, 2008, 9:48am

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hehehe... I have an idea that my final product will veer from the example toward the end anyway.. depends on how creative I'm feeling by then. ;)

Post by jamesmc // May 20, 2008, 5:05am

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Was considering the hinderance of poles on spheres and cylinders and why they even put them there.

In the Workspace side, the default cylinder doesn't have a pole problem like there is on the modeler side.

But, I was wondering why the sphere still has poles?

I know one can make a sphere-like object from a cube by subdividing so there are no poles. (see image)

The small sphere was made from the default cube and subdivided.

Post by Jack Edwards // May 20, 2008, 7:07pm

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Interesting observation. Guess it depends on how you are defining poles. The cube-sphere has 8 3-edged poles. One at each corner. But you are right that the version with the 3 poles is a much nicer mesh for deformation. Both sphere shapes have problems with UV mapping though... it's just matter of where do you put the problem areas...

The cylinder still has poles for the top and bottom, they just don't show unless you triangulate it. The problem is that with the cylinder it's useful to have the center poles in the caps, since it makes insetting loops along the top and bottom easier... *shrug*

Oh and by the way I noticed an error in my naming scheme for the chapters in the course. The Widget chapter should probably be called "Mesh Editing." Widgets are covered in the chapter on Primitives.

Post by jamesmc // May 21, 2008, 8:58am

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Here's another image. Like some cylinders, spheres have lines of convergence that point to poles, resulting in one mega-vertex where all the edges termini end up on top of each other.

In a cylinder it's worse, because it doesn't have the edge loops to naturally keep it's shape when subdivided.

Post by hemulin // May 23, 2008, 11:52pm

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I was just running through your course last night Jack, modelling along with you and I now have a much better grasp of workspace in general not just organic modelling; and best of all, my fish looks somewhat like yours. :)

Post by Jack Edwards // May 24, 2008, 12:09am

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Very cool, Hemulin! :jumpy:

I'll have to get started on Part II soon with all you guys already finishing up with Part I, but going to try and squeeze in some personal projects this week and next week.

I'm thinking that the MMC character challenge would be the next step for you guys after completing the course. ;)

Post by DIT // May 30, 2008, 6:49pm

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Thank you Jack for the tutorial. I am downloading as I type but from the chapter snapshots and from posts I've read it sounds very informative.

I'm still a novice but hope to have more time to learn more before 7.6 makes it debute.

Thanks,

Mike

Post by Jack Edwards // May 31, 2008, 3:53pm

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You're welcome Mike, and good luck with the tutorial! Feel free to post any questions you have. :)
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