• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=nomad1;46153881] The bake did not even get all the detail.[/QUOTE] increase the ray distance maybe?
[QUOTE=The Rizzler;46155034]increase the ray distance maybe?[/QUOTE] Maybe, though the model is made up of various pieces and after learning what exploded baking is, i'm going to try it out. Edit: Success, of sorts. [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/normalscorrect.png[/t] I originally did a test bake in 3ds max after dabbling in projection modifiers and I have a question. Where the screen is, what am I doing wrong which is causing the artifaction, specifically where the floating geo screen is. test bake [t]https://dl.dropboxusercontent.com/u/16349584/lowpolybasewalkietalkietestnormal%20%282%29.png[/t] floating geo in question [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/floatinggeo.png[/t]
Mosin I've been working on, didn't come out quite how I wanted it to. It still looks nice though. [thumb]http://imgur.com/bKfXaVP.png[/thumb] [thumb]http://imgur.com/HrW3nDx.png[/thumb] [thumb]http://imgur.com/2qTJ7th.png[/thumb]
[QUOTE=chaoselite;46162237]Mosin I've been working on, didn't come out quite how I wanted it to. It still looks nice though. [/QUOTE] it looks nice, but I think the diffuse of your metal is way too bright.
[QUOTE=MrBunneh;46162320]it looks nice, but I think the diffuse of your metal is way too bright.[/QUOTE] I'd say wood is too dark.
[QUOTE=rebel1324;46162411]I'd say wood is too dark.[/QUOTE] yeah I can see that now. I'd say it's both, really.
[QUOTE=nomad1;46158692]Maybe, though the model is made up of various pieces and after learning what exploded baking is, i'm going to try it out. Edit: Success, of sorts. [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/normalscorrect.png[/t] I originally did a test bake in 3ds max after dabbling in projection modifiers and I have a question. Where the screen is, what am I doing wrong which is causing the artifaction, specifically where the floating geo screen is. test bake [t]https://dl.dropboxusercontent.com/u/16349584/lowpolybasewalkietalkietestnormal%20%282%29.png[/t] floating geo in question [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/floatinggeo.png[/t][/QUOTE] [IMG]http://i.xomf.com/lygcm.jpg[/IMG] Also, I have a lot of new tutorials including how to model a fuse box, creating a tiling normal map, how to incorporate bump and normal maps into baking, and much more. [IMG]http://i.xomf.com/vwpkd.jpg[/IMG] [url]https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/videos[/url]
hope this is good enough to be posted here. So my first attempt at creating something in blender, I'm still pretty much new to this and there are o lot of features that i have no idea what they do or how to use it. Anyway here is a render, It's supposed to be a hood of a 57/58(with few editing it can be a 59) plymouth that i hope to finish one day. [IMG]http://i.imgur.com/SDVg0Rh.png[/IMG] This is what i'm trying to make it look like, i couldn't any good pics although if i searched a bit harder i can find some. [IMG]http://3.bp.blogspot.com/-lMNyg8bxmdY/Upye27SBynI/AAAAAAAADPQ/VVb1-9OE2Qo/s1600/1958+Plymouth+Belvedere+4.JPG[/IMG] [IMG]http://2.bp.blogspot.com/-MbaBLAp3sx4/Upye0xOZioI/AAAAAAAADPI/EBZHlJ_URd4/s1600/1958+Plymouth+Belvedere+1.JPG[/IMG] I do plan to release it for beamng if i complete it and figure out how to make/modify jbeams.
[QUOTE=GLion;46165744][IMG]http://i.imgur.com/SDVg0Rh.png[/IMG][/QUOTE] Show us a wireframe render if you can, it makes it much easier to tell if your edge flow is good. Also you may find this helpful: [URL="http://www.the-blueprints.com/blueprints/cars/plymouth/39535/view/plymouth_fury_sport__1958_/"][IMG]http://www.the-blueprints.com/blueprints-depot-restricted/cars/plymouth/plymouth_fury_sport_1958-39535.jpg[/IMG][/URL] [QUOTE=GLion;46165744]I do plan to release it for beamng if i complete it and figure out how to make/modify jbeams.[/QUOTE] Sounds pretty advanced, i'd be interested in seeing the final product since I'd quite like to put my 1968 Dodge Charger model into BeamNG. I am just wondering though because you mentioned that this is your first attempt at using Blender, do you have any previous modelling experience? It just seems like quite a complex vehicle to take on as your first project.
Does anyone know why normal map gets this lines? on the middle, not on the right [URL=http://imgur.com/AzbTsJI][IMG]http://i.imgur.com/AzbTsJIl.png[/IMG][/URL]
Gradients like that on your normal means that the faces on your low poly don't really match the surface of your high poly. Either check for bad control loops on your high or broken/bad smoothing on your low. Try manual triangulation of complex surfaces if it's a weird curve. You might want to consider adding additional geometry to your low poly as well, so your normalmap doesn't have to make up so much of the difference, which isn't ideal due to compression and gradients not being the best of friends.
Learn how to model a wooden barrel: [IMG]http://i.xomf.com/jrgsr.jpg[/IMG] [url]https://www.youtube.com/watch?v=SYL4qAhOoj4[/url] [url]https://www.youtube.com/watch?v=JPJk7RxcKjY[/url]
[QUOTE=Master Chris;46166213]Show us a wireframe render if you can, it makes it much easier to tell if your edge flow is good. Also you may find this helpful: [URL="http://www.the-blueprints.com/blueprints/cars/plymouth/39535/view/plymouth_fury_sport__1958_/"][IMG]http://www.the-blueprints.com/blueprints-depot-restricted/cars/plymouth/plymouth_fury_sport_1958-39535.jpg[/IMG][/URL] [/QUOTE] Here are the wire frame render if i'm correct. [IMG]http://i.imgur.com/9HCoYDU.png[/IMG] [IMG]http://i.imgur.com/7DqpRSF.png[/IMG] [IMG]http://i.imgur.com/NnVJQyW.png[/IMG] And i already have this blue print but i think they're not line up/sized proparly. [QUOTE=Master Chris;46166213]Sounds pretty advanced, i'd be interested in seeing the final product since I'd quite like to put my 1968 Dodge Charger model into BeamNG. I am just wondering though because you mentioned that this is your first attempt at using Blender, do you have any previous modelling experience? It just seems like quite a complex vehicle to take on as your first project.[/QUOTE] Your dodge looks very nice and detailed. And you right i think it's a bit complex project. I'll try to find a nice tut to start model something simple, Then come back to this.
I've been wanting to get into 3d scanning, could somebody point me in the right direction? I don't know where to start.
[QUOTE=GLion;46170728]And you right i think it's a bit complex project. I'll try to find a nice tut to start model something simple, Then come back to this.[/QUOTE] The free form modifier really helps with getting the shapes needed for cars and smoothing out the imperfections. If you're going to look on the net for tutorials though be careful as there's a lot of wrong info out there.
[url]http://i19.photobucket.com/albums/b164/Soukonoung/Enginecluster_zps245df1bf.jpg[/url] I'm making a space tug boat. This is the rear engine cluster. Two stationary pylons off the main cylinder, two moving arms and one rotating nozzle. Each of the rounded rectangles are thruster nozzles. More to come as its made.
Is the eye shearing pink a personal choice for these renders? Just asking. You seem to pick these really insane background colors for your renders a lot.
Yes it is actually. It isn't supposed to be pink, its supposed to be purple. Anyway, I use that because of its high contrast, as opposed to say Black which loses most of the details anyway. That, and its actually easier on [i]my[/i] eyes when I'm staring at a screen for 8-9 hours at a time working on the models.
[QUOTE=angel natavi;46179385]Yes it is actually. It isn't supposed to be pink, its supposed to be purple. Anyway, I use that because of its high contrast, as opposed to say Black which loses most of the details anyway. That, and its actually easier on [i]my[/i] eyes when I'm staring at a screen for 8-9 hours at a time working on the models.[/QUOTE] please, [I]please[/I] try something like a sky blue, something lightish but unsaturated.
I'll try it for the next render.
Working on this [img]http://i.imgur.com/KMHASNZ.png[/img] (yes that's the heavy head)
[QUOTE=Stiffy360;46179419]Working on this [img]http://i.imgur.com/KMHASNZ.png[/img] (yes that's the heavy head)[/QUOTE] The head is fitting, but the lack of a neck is a bit disturbing. :v:
I agree. Gaining weight would certainly make your neck look a little smaller but his shoulder goes right into his jaw.
[img]http://i19.photobucket.com/albums/b164/Soukonoung/Missiletube_zps3bf8920d.jpg[/img] Tried this one with the skyblue as requested. Don't much care for it. Anywho, here is a replaceable missile tube, ready for rigging. (Going to be used on my ship, so... yeah. Made alot of mistakes with that one.)
[QUOTE=John117;46162903]Useful information[/QUOTE] Thanks for the advice. I'll take a further look once I finish some of my midterms coming up.
[QUOTE=angel natavi;46181788][img]http://i19.photobucket.com/albums/b164/Soukonoung/Missiletube_zps3bf8920d.jpg[/img] Tried this one with the skyblue as requested. Don't much care for it. Anywho, here is a replaceable missile tube, ready for rigging. (Going to be used on my ship, so... yeah. Made alot of mistakes with that one.)[/QUOTE] that colour is getting better but you need to desaturate it a lot.
pipboy nipples, no dicks [IMG]http://i.imgur.com/ENrCjmn.jpg[/IMG]
some of your edges could be tighter. and dat smiley faec
ohey a pipboy!
Pretty happy with this, 4 hour for model and animation. [video=youtube;4ieX7hdVxzI]http://www.youtube.com/watch?v=4ieX7hdVxzI[/video] p.s. Seriously cannot figure out how embed videos here, how do i do it?!
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