• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
I've got a new batch of noob questions. I like how much I'm coming along, I enjoy modeling but there's still a barrier of things that I don't understand. Is there some sort of "snap" so I can center this barrel perfectly? [IMG]https://24.media.tumblr.com/cecd60a6e00e8a3fe36e14f7854fa769/tumblr_n3t0jb7l0t1sg9awbo1_250.png[/IMG] Is it possible to group multiple edges so when one edge is clicked, it highlights them all? (Like grouping in Source sdk), as well as separating objects, so when I want to rescale the width of the receiver, it doesn't affect the barrel? (Currently every time I select the receiver, it also selects the barrel even though I never intended this. I have to manually select every barrel vert to move it right now.) [IMG]https://31.media.tumblr.com/edd529fdd4359a8ede9578b2ab409482/tumblr_n3t0jb7l0t1sg9awbo2_500.png[/IMG] [U]This one is important[/U]! I have the general shape of this part finished (may need to fix the width), but I know this isn't it's final look because it's still so blocky. I understand to get to where I need to go involves smoothing and subdivision- but I don't understand the rules of smoothing properly, or how much [I]should[/I] I smooth- pretty much everything in the world of making the model look good while still obeying game-optimization. [IMG]https://31.media.tumblr.com/124c6aa0ecd401fc459cdc94252071d0/tumblr_n3t0jb7l0t1sg9awbo3_500.png[/IMG] Finally, is there some [I]subtract geometry[/I] feature? I made this face in the shape of the ejection port hole that needs to be there and extruded it into the receiver. If I could somehow select the object and cut out a hole in the receiver in that shape- that would be very cool. [IMG]https://31.media.tumblr.com/1c2df61b45ea9528374cef17ac0eddf5/tumblr_n3t0jb7l0t1sg9awbo4_400.png[/IMG] All help is really appreciated. I'm really enjoying this and it sucks getting stuck. The help from this thread has really streamlined my learning though so thanks to that! Wip first game model! :D [IMG]https://31.media.tumblr.com/2ae9e817035827b02a77709016b02b25/tumblr_n3t0jb7l0t1sg9awbo5_1280.png[/IMG]
Boolean should work if blender supports it, but might need some cleanup.
If you are new to modelling pick up 3ds max, and start learning that. Seriously starting on blender will give you an idea of modelling sure but at some point your going to want to pick something better.
So I'm working on my first model here which happens to be the Morita from Starship Troopers, and I've got a question about my high poly model. Working on it I've started putting some of the details that run along the rifle into it and it has turned my topology into an absolute cluster fuck. I tried using floating geometry and it just doesn't show the detail in a render. Do I need to be cutting these piece into smaller parts so I can add this finer detail, use booleans to cut it out of the mesh and use the cut tool to quad everything, or is there some method I'm missing? [t]https://dl.dropboxusercontent.com/u/92789490/pleasesendhelp2.jpg[/t][t]https://dl.dropboxusercontent.com/u/92789490/pleasesendhelp.jpg[/t] [URL="http://spartanzombi.files.wordpress.com/2013/06/1251645913-fro_morita.jpg"]Reference[/URL]
Normally when you want to add small details the topology in that part of the model gets denser. In this case you should realize that the small parts are contained in isolated pieces. [IMG]http://i.xomf.com/jhrxh.jpg[/IMG]
4 hours later and one PBR ring. [IMG]http://i.imgur.com/GubP26Nl.png[/IMG] [URL="http://i.imgur.com/GubP26Nl.png"]http://imgur.com/GubP26N[/URL] Larger here
[QUOTE=Proj3ct_ZeRo;44506162]If you are new to modelling pick up 3ds max, and start learning that. Seriously starting on blender will give you an idea of modelling sure but at some point your going to want to pick something better.[/QUOTE] What's so bad about blender? [QUOTE=General J;44505674]I've got a new batch of noob questions. I like how much I'm coming along, I enjoy modeling but there's still a barrier of things that I don't understand. Is there some sort of "snap" so I can center this barrel perfectly? [/QUOTE] I recommend working at 0,0,0 to keep everything centered, if the cylinder was made at 0,0,0 you should just be able to drag it upwards and have it centered. If it's not at 0,0,0 you can center it by pressing space and typing in [thumb]http://i.gyazo.com/36632984efb1d07c852738f09fd1ecc1.png[/thumb]After that you set the origin to the 3d cursor at the center from the ui [thumb]http://i.gyazo.com/13c28cabbbcea6ac72cf9ed395c61f30.png[/thumb] Finally you can move the geometry to the origin by doing the same step as above but selecting the geometry to origin button That's probably not the best way to do it but that's the way I would do it since I'm used to it [QUOTE=General J;44505674] Is it possible to group multiple edges so when one edge is clicked, it highlights them all? (Like grouping in Source sdk), as well as separating objects, so when I want to rescale the width of the receiver, it doesn't affect the barrel? (Currently every time I select the receiver, it also selects the barrel even though I never intended this. I have to manually select every barrel vert to move it right now.)[/QUOTE] You can separate objects by selecting all the vertices/faces/edges you want in edit mode and pressing Ctrl+Y then press P and hit separate by selection, you can also select by loops using alt when selecting an edge/vert/face [QUOTE=General J;44505674] [U]This one is important[/U]! I have the general shape of this part finished (may need to fix the width), but I know this isn't it's final look because it's still so blocky. I understand to get to where I need to go involves smoothing and subdivision- but I don't understand the rules of smoothing properly, or how much [I]should[/I] I smooth- pretty much everything in the world of making the model look good while still obeying game-optimization. [/QUOTE] This is a pretty complex topic but here's a video thatll give you an overview of subdivision surfaces. [url]https://www.youtube.com/watch?v=ckOTl2GcS-E[/url] Generally you create a highpoly model and a lowpoly model and bake the detail down into the texture files [QUOTE=General J;44505674] Finally, is there some [I]subtract geometry[/I] feature? I made this face in the shape of the ejection port hole that needs to be there and extruded it into the receiver. If I could somehow select the object and cut out a hole in the receiver in that shape- that would be very cool. [/QUOTE] You can use Boolean [url]http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Booleans[/url] but for now I'd advise against it and just stick to the gun in the tutorial since Boolean causes a lot of artifacts and to be used properly requires a good amount of clean up. I recommend getting a hold of being able to make all the shapes from the gun in the tutorial first and then move onto stuff like that once you get a good grasp. (also if you plan on using Boolean ever in blender make sure you get the new 2.7 update as it doesn't automatically reconstruct geometry when using it which makes cleanup easier.)
Confusing.
[QUOTE=SMasters;44510053]What's so bad about blender?[/QUOTE] I started out with Blender and then, with much effort unlearning hotkeys and stuff, moved to Max about a year later, and I haven't looked back. Blender isn't bad, but Max's modifiers and stuff seem much more powerful and complete to me - that said, there are some things I do still think Blender does better - just not enough to make me switch back, since I suspect they're probably things I think Max supports but I just don't know how to do. There's also the matter of support - Max has far more tutorials and plug-ins and stuff.
max and maya are industry standard tools. probably maya more so than max in game design.
[QUOTE=Alex141;44492851]Been learning PBR and decided to start building a materials library. So far Substance makes this much easier to sort and store. [IMG]http://i.imgur.com/1GfJl95.png[/IMG] Values might be slightly off but I've tried my best to tune them. Also this is following the metalness workflow. Also once it builds up I might release the library, since its pretty straightforward once you get your head around it.[/QUOTE] You got a tutorial handy?
[QUOTE=~ZOMG;44510840]You got a tutorial handy?[/QUOTE] Will do soon. I've got quite a few people interested. I plan on also doing a PBR workflow tutorial. That said I'm still very new to it all, so my knowledge might be wrong in some areas. In the meantime I suggest looking at: [URL]http://www.marmoset.co/toolbag/learn/pbr-practice[/URL] [URL]http://www.marmoset.co/toolbag/learn/pbr-theory[/URL] Also [video=youtube;1UGczlDM6b8]http://www.youtube.com/watch?v=1UGczlDM6b8[/video] new today: [video=youtube;oTHam8dsT3g]http://www.youtube.com/watch?v=oTHam8dsT3g[/video]
I gone and went and sold my soul to the dDo devil. [img]http://puu.sh/83Wqe.jpg[/img]
[QUOTE=SMasters;44510053]What's so bad about blender? [/QUOTE] Blender isn't inherently bad, its good for things like school projects and the like. Its the first modelling program I ever used back 11 years ago in year 8 at school and its what got me first interested in 3d. But I quickly moved to other programs and now ive settled on the industry standards. Max is so powerful and much easier to use all I can say is while you might enjoy a blender workflow there is better alternatives out there. I know it kinda sounds like "just my opinion" but truth be told its an opinion held by the professionals and wider community and for a good reason.
[QUOTE=Proj3ct_ZeRo;44513546]Blender isn't inherently bad, its good for things like school projects and the like. Its the first modelling program I ever used back 11 years ago in year 8 at school and its what got me first interested in 3d. But I quickly moved to other programs and now ive settled on the industry standards. Max is so powerful and much easier to use all I can say is while you might enjoy a blender workflow there is better alternatives out there. I know it kinda sounds like "just my opinion" but truth be told its an opinion held by the professionals and wider community and for a good reason.[/QUOTE] When's the last time you used blender? It's gone through a lot of extensive updates since 11 years ago. I just don't see what makes Max more powerful than Blender anymore and personally I feel like Blender has a more flexible workflow than Max and Maya. I don't really see what you mean by being good for things like school projects and the like, there's a lot of professional tier pieces done pretty much completely in Blender [url]http://blenderartists.org/forum/forumdisplay.php?27-Forum-Gallery[/url] The only downside that I see is that a lot of studio jobs require Max/Maya but that doesn't have anything to do with the quality of the software
I have used blender more recently, before I started with max/xnormal I used blender to bake my AO and glowmaps etc, and I understand you can do some awesome stuff nowadays with blender, but honestly max is the industry standard along with maya because they are the most powerful tools on the market, its just that simple, im not saying you cant make great stuff with blender because you clearly can, im just saying that it is not a better package than max for game related development (as the guy originally asked).
[IMG]http://i.imgur.com/RbcmQ9t.png[/IMG] Winchester Model 1902
Wham bam done [img]http://fewes.se/images/ColtSAA.jpg[/img] [img]http://fewes.se/images/ColtSAA2.jpg[/img] [editline]12th April 2014[/editline] Bonus thisisthefuture.jpg [img]http://puu.sh/85a4t.jpg[/img]
[t]http://puu.sh/85dEF.jpg[/t] Was feeling Borderlandsy so did this for no reason. Kind of wish I did it higher resolution, but whatever - not doing anything with it. Eh doesn't really belong here but I don't know where else I would post it.
[QUOTE=ColossalSoft;44522498] Eh doesn't really belong here but I don't know where else I would post it.[/QUOTE] If that's made from scratch, it does technically belong here since this it the model/[b]skin[/b] pimpage thread.
Doodled a thing on my desk to start on the path to PBR enlightenment [IMG]https://dl.dropboxusercontent.com/u/37546036/WacomBamboo_TheRealOneIsntThisClean.png[/IMG] The masks where made with the real one Meta as fuck
So am I the only one who does this. If I'm in 3DS Max if I have to scale something a lot bigger or a lot smaller, I love how the cursor won't stop at the edge when you drag it and instead goes to the opposite side of the screen so you can keep doing it. I'll make little noises in my head like "zoooooooooom" when I do it, it's just really amusing for some odd reason.
[QUOTE=one free man;44523653]Doodled a thing on my desk to start on the path to PBR enlightenment [IMG]https://dl.dropboxusercontent.com/u/37546036/WacomBamboo_TheRealOneIsntThisClean.png[/IMG] The masks where made with the real one Meta as fuck[/QUOTE] Material could do with some work, bamboos get scratched to fuck and their highlights are a lot stronger.
Everyone should model out their tablet as a contest.
[QUOTE=fewes;44522203]Wham bam done [img]http://fewes.se/images/ColtSAA.jpg[/img] [img]http://fewes.se/images/ColtSAA2.jpg[/img] [editline]12th April 2014[/editline] Bonus thisisthefuture.jpg [img]http://puu.sh/85a4t.jpg[/img][/QUOTE] The texture looks a bit sharp. Or is that just with the marmoset filter switched on?
[QUOTE=Lt_C;44526979]Everyone should model out their tablet as a contest.[/QUOTE] okay, here's mine: ... oh :c
[QUOTE=ZombieDawgs;44526682]Material could do with some work, bamboos get scratched to fuck and their highlights are a lot stronger.[/QUOTE] Getting closer to the part-time coaster of the real one! [IMG]https://dl.dropboxusercontent.com/u/37546036/ItsOkBambooIsPrettyStrong.png[/IMG] Turns out you can also use them to [I]draw[/I] with, weird
Trying to work with Maya, I need to make custom models for my Gmod map. [url]https://www.dropbox.com/s/ekm3tt7tbd9vzgu/Model%20wip.png[/url] [url]https://www.dropbox.com/s/fj3rp8d6n2wza63/2014-04-12_00006.jpg[/url] [img_thumb]https://www.dropbox.com/s/ekm3tt7tbd9vzgu/Model%20wip.png[/img_thumb] [img_thumb]https://www.dropbox.com/s/fj3rp8d6n2wza63/2014-04-12_00006.jpg[/img_thumb] Me and Callinstead are working on this map but help with modeling and texturing would be really appreciated.
[QUOTE=one free man;44529145]Getting closer to the part-time coaster of the real one! [IMG]https://dl.dropboxusercontent.com/u/37546036/ItsOkBambooIsPrettyStrong.png[/IMG] Turns out you can also use them to [I]draw[/I] with, weird[/QUOTE] Now all it needs is the scratches on the black surface from the pen and it'll look great! Nib on the pen feels a bit sharp though. (I'm nitpicking now)
learning zbrush, making some rawks [img]http://files.1337upload.net/rockaz1-06608d.png[/img]
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