Digital 3D Art v14 - I make a living modelling dongs for second life edition
838 replies, posted
did you unwrap the uvs of your model
this will get you half way there. Wits and common sense ought to take you the rest of the way.
https://youtu.be/7FobUOuISak
https://files.facepunch.com/forum/upload/228931/bd3c95c6-937c-4b30-82fe-3104f4fdbd44/screenshot008.png
Figuring out Marmoset
https://www.artstation.com/artwork/8J2OE
and done
Real nice, the resin casing for the antennas is a great choice. Shame about the little baking issue on the right hand side.
Haven't made anything in ages again. Started to make a wheel of fortune slot machine and then got bored soon after. I'm sure I will find the energy to finish something at some point.
https://i.imgur.com/qf0DLc8.png
https://www.artstation.com/artwork/4Y1lW
https://cdna.artstation.com/p/assets/images/images/011/255/032/large/jonathan-bogart-crossover1.jpg?1528635466
Some more game art cars
Seeing modern cars look run down is weird.
Those look great, though some of it looks weird because everything is made of metal even though modern cars have a fair amount of plastic on them (mainly bumpers)
There's a lot of plastic on these cars, I actually had to look up what was and wasn't metal.
Cars with large amounts of plastic haven't gotten old enough to see how it'd wear, so the weathering of the plastic is speculation on my part.
Honestly the texturing is pretty bad.
It's way too uniform which gives it an autogenerated look. The paint looks like you've made it metallic and despite all the wear and tear that should have happened to these cars, the windows are and surfaces themselves are practically new. No sign of damaging whatsoever. There are very obvious normal issues on all the windows. Head/taillights are clean.
Modeling-wise its pretty inoffensive other than the bit where the suspension and wheel-well are exposed. I'm not a car dude by any stretch but that looks like you gave up tbh.
Ah, glad to see this thread is still going after all this time. Been a very long time since I was last around here. (Jamie1992GSC btw)
Not really got anything to add to the thread content wise sadly, as it has been a long time since I last did any real 3D work. Hope everyone is well!
As an environment guy I had a bit of a craving to do a creature for once. Still super wip, finally reaching a reasonable place though. Feather grooming is so god damn hard.
https://i.imgur.com/rokIZ4Y.jpg
what the fuck I thought that was a photo reference
*Right handed, but yeah that is sexy as heck (in a non sexual way).
But I don't get why the volatile reaction to a minor criticism.
Even the video shows the handling being slightly awkward with the vanilla animations and the brass flying directly into the players face.
Probably due to the way it was worded? It doesn't matter any more now and everyone has forgotten/stopped caring, it was nearly 20 days ago.
I finally finished this Argus C3 model, it was an attempt to match physical and photo ref:
https://files.facepunch.com/forum/upload/106995/68a547b0-7dcd-40b6-9898-b3fa63ae475c/argus_c3_Scene_2small.jpg
Reference:
https://i.imgur.com/EeqvZAK.jpg
https://files.facepunch.com/forum/upload/106995/bf8b3095-a200-470e-af56-94d8f447bd7f/argus_c3_final_breakdown.jpg
https://www.artstation.com/artwork/gzGZ8
https://www.artstation.com/artwork/Y5OBX
More things
https://www.artstation.com/artwork/aWDr8
I'll continue the Artstation pimping post train, something for the Fallout 4 New Vegas mod
https://files.facepunch.com/forum/upload/218473/c1e14568-d7ff-4df2-9172-969913ed09e0/image.png
above is a bake error, below is an obvious seam
https://files.facepunch.com/forum/upload/218473/b5544321-eeb5-444e-a1dc-98b49eaf1e4c/image.png
+ fallout can handle way more polys than this, it looks blocky as hell all over (particularly the wheels, chrome bumpers) you should model + bake the tire treads too. don't wanna sound like a dick but f4 new vegas ain't gonna look great if they're accepting stuff like this
you got some wires? looks like a great start but its looking like there are some pretty serious topology/shading issues
I have no idea what I'm doing 👌
https://files.facepunch.com/forum/upload/217538/e21f3b7f-49fb-4328-a8c8-f1fe29eba157/wip5.png
This is my first legitimate attempt at hard surface modeling Would appreciate tips on fixing stuff
also yeah I just forgot to mark the edges on the back of the clip lol
If you're doing a proper contemporary model, you want to start with the limitless highpoly model, and derrive the lowpoly from that and bake all that down. Trying to make a highpoly out of an optimized model is basically impossible, or at least so much work there's no reason not to just start from the high.
Okeydoke. Any tips on fixing the shading issues? Particularly around the bevel on the grip, near the trigger. Not sure how to tackle that one.
those are mostly a consequence of n-gons (or faces with more than 4 verts) poorly triangulating. N-gons aren't a sin if they make working with something a little easier, or "cleanly" terminating some mess of loops in a quiet little area on a subdivided model. But on a realtime model like that, you'd at least want some support loops to keep faces triangulating "through" other faces, which is probably what you're seeing.
You should probably just avoid n-gons all together and triangulate your mesh or get used to working with quads, its a pain sometimes but the mesh just comes out so nice afterwords
http://puu.sh/AFFvB.png
trying to emulate the 3D printed look
Working with Quads is probably the better option to be honest you get cleaner geometry that way
"clean" all quad geo is a functionally useless, arbitrary constraint for hardsurface modeling. if it doesnt affect the end result, dont do extra work.
stevs totally right in that nonquads sparingly used in the right spots can make life a lot easier.
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