• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Modeling a ceiling fan is a great way for beginners to get introduced to a program's features and is also a good exercise for those who are looking for inspiration. There are tons of designs and you're sure to find something you like. This is the first part of a small series on modeling ceiling fans: [IMG]http://i.xomf.com/lyjbz.jpg[/IMG] [url]https://www.youtube.com/watch?v=GTgOWl7oz0I[/url]
Alright, my little ship thing is shaping up. I just need to clean up some edge wear and seam errors, but I think dDo did a pretty good job giving the surfaces an interesting look. After cleanup, all that'll be left is decaling and detailing. [t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_ddo.jpg[/t]
[QUOTE=Stiffy360;46233360]the AO lokks a bit weird since it's so strong and on such a low-poly mesh.[/QUOTE] Yeah you're right. I'll turn it down quite a bit once I get to texturing.
[QUOTE=Lt_C;46235430]Alright, my little ship thing is shaping up. I just need to clean up some edge wear and seam errors, but I think dDo did a pretty good job giving the surfaces an interesting look. After cleanup, all that'll be left is decaling and detailing. [t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_ddo.jpg[/t][/QUOTE] Those tan-painted areas look a bit bobbly. Awesome otherwise.
Made a rough start on a car for Uni: [IMG]https://db.tt/ZOR5FExd[/IMG] Has a loooong way to go, but I'm sure a few weeks of prodding will bang it into shape eventually Also if anyone can actually recognize what the car is at this point, that would be most encouraging
Two videos for the next fan. This one is a bit more complex: [IMG]http://i.xomf.com/wyjhz.jpg[/IMG] [url]https://www.youtube.com/watch?v=K5XVfLFXSP0[/url] [url]https://www.youtube.com/watch?v=k9x4MXc2qCc[/url]
[QUOTE=Kosai106;46229153]So yeah, I baked the bayonet... I should probably model the scope mount before I go further with this. 328 tris, 256x256 normal and AO. [t]http://puu.sh/cbCSX/4ec8b24bac.jpg[/t][/QUOTE] bayonet fade factory new?
[QUOTE=thefreemann;46244484]bayonet fade factory new?[/QUOTE] I'm sorry, what?
It's a reference to the game Counter Strike: Global Offensive, in which, roughly a year after the game's release, customizable skins were added as purchasable items, including different varieties of knives. The skins can also vary in condition, displaying various stages of wear and thus diminishing the value accordingly. There are different models of knife, and different skins for each. Due to the nature in which skins are distributed, skins for knives are exceptionally rare, thus exceptionally valuable. Your 3D model, resembling the real world M9 Bayonet, is similar to the CSGO skin Bayonet knife, and the fade skin for it in factory new condition is worth ~$300+ USD on the marketplace. Thus prompting the aforementioned joke. /jokebot.exe_end 1 [editline]16th October 2014[/editline] you_could_have_googled_that_verbatim_and_gotten_an_answer_easily.ini
Alright, did the tweaks I wanted to do to my bubbleship [t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_ddo_2.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_ddo_2a.jpg[/t] I also imported it into the UE4 and loaded it up on the HDRI map. I think I'm going to need to do some tweaking to get a standardized 'ideal stage environment,' but this workflow is promising. [t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_ue4.jpg[/t]
[QUOTE=Biscuit-Boy;46245346]It's a reference to the game Counter Strike: Global Offensive, in which, roughly a year after the game's release, customizable skins were added as purchasable items, including different varieties of knives. The skins can also vary in condition, displaying various stages of wear and thus diminishing the value accordingly. There are different models of knife, and different skins for each. Due to the nature in which skins are distributed, skins for knives are exceptionally rare, thus exceptionally valuable. Your 3D model, resembling the real world M9 Bayonet, is similar to the CSGO skin Bayonet knife, and the fade skin for it in factory new condition is worth ~$300+ USD on the marketplace. Thus prompting the aforementioned joke. /jokebot.exe_end 1 [editline]16th October 2014[/editline] you_could_have_googled_that_verbatim_and_gotten_an_answer_easily.ini[/QUOTE] yea
[QUOTE=one free man;46243329]Made a rough start on a car for Uni: [IMG]https://db.tt/ZOR5FExd[/IMG] Has a loooong way to go, but I'm sure a few weeks of prodding will bang it into shape eventually[/QUOTE] It looks like a nice start, what sort of detail level are you aiming for with the finished model? [QUOTE=one free man;46243329]Also if anyone can actually recognize what the car is at this point, that would be most encouraging[/QUOTE] Is it a Volkswagen Passat?
[IMG]http://cloud-4.steampowered.com/ugc/548637014329258562/E7FECAB71E8C5C46817CD6D436F73D5638B5CB15/1024x575.resizedimage[/IMG] So, finished my first model that wasn't just made of primitives, instead by actually extruding faces and that sort of thing I'm looking for critiques, and am willing to put up a DL for anyone willing to take a closer look :zoid:
[QUOTE=Master Chris;46247966]It looks like a nice start, what sort of detail level are you aiming for with the finished model? Is it a Volkswagen Passat?[/QUOTE] Needs to have a horrifying amount of detail by December; undercarriage, interior, engine bay, under-bumpers and stuff To make matters worse, it needs to be the Touring car version And it is! lovely Excellent to see you're still around too, especially since you're a total pro at cars
[QUOTE=Lt_C;46245837]Alright, did the tweaks I wanted to do to my bubbleship [t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_ddo_2.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_ddo_2a.jpg[/t] I also imported it into the UE4 and loaded it up on the HDRI map. I think I'm going to need to do some tweaking to get a standardized 'ideal stage environment,' but this workflow is promising. [t]https://dl.dropboxusercontent.com/u/21161113/bubbleship_ue4.jpg[/t][/QUOTE] has that "DDO and NDO" feel to it.
[QUOTE=Stiffy360;46253091]has that "DDO and NDO" feel to it.[/QUOTE] Yeah, I don't deny that. I was curious to see how close the viewport got to UE4 in-game, and I have to say, it's really damn close. I also learned about how dDo handles user generated layers and whatnot in a live project as well as post modifications to layer masks, all valuable for further implementation when it comes down to the wire and I want to do a texture intensive project and/or am on a tight deadline.
Am I the only one that finds DDO and NDO to be horrible? People seem to use it as an excuse to be lazy.
[QUOTE=ZombieDawgs;46260284]Am I the only one that finds DDO and NDO to be horrible? People seem to use it as an excuse to be lazy.[/QUOTE] you can look at it from a workflow perspective rather than an art quality one. NDO can be incredibly beneficial for detailing less important props without needing to set up a high poly, line up the low poly to it and do bakes etc DDO is similar, I'm less familiar with it but I agree that it shouldn't be used to detail 'hero' props, the personal touch is still the best one for kind of thing I think
To call it horrible I think is unfair, especially if you are referring to the latest version. It is a very good tool to provide a base and or texture simple assets. The way it handles all the maps for you is just great and presets/scans speed up workflow quite a bit. It's only as good as you make it however and if you just stick to using the presets or never add any unique details an asset quickly gets that DDO look, especially if you use the worn painted metal presets. It's important to remember that not all metal looks the same when worn. I think a lot of people doing textures overdo it to get some kind of detail in there but a model quickly loses its look this way. Here's two models I've textured using DDO which I don't believe have that look: [img]http://puu.sh/cfMfg.jpg[/img] [img]http://puu.sh/cfMeP.jpg[/img] NDO is just plain amazing though, I don't see what possible problem you could have with it. It's the most powerful way of generating normal maps I've used yet. [editline]17th October 2014[/editline] Also worth mentioning is that one should probably learn to texture "manually" first before using DDO as I don't think it's good to learn to be babysat by its interface.
How you use dDo entirely dictates how good it is, like every other program I guess. It certainly can be used to be lazy and quickly texture your assets. If you use it "properly" however it's a really powerful tool. [URL="https://www.youtube.com/watch?v=0A7Pq8bY3SM&list=UUNTZFGRsyqNtvI4T2syNkIw"]This video[/URL] while quite introductory shows a really talented artist uses dDo. The real power of it is the masking and the custom materials. Really what I'm trying to say is you should be blaming the users of the tool rather than the tool itself when they use it to create very generic assets. Like fewes said though doing it manually is important to know even if it's just to understand how dDo works.
The open beta on quixel suite ended and now it needs me to register but I can't register because the text on the registration page is white-on-white and I can't tell what I'm supposed to be entering :v:
I made a unnecessarily high-poly key because I didn't have anything better to do. [thumb]http://i.cubeupload.com/d17wG4.jpg[/thumb][thumb]http://i.cubeupload.com/yHdLyb.jpg[/thumb] (meh, not the best bake but whatever)
You saying "unnecessarily high-poly" made me think it had like a billion polys to it, but that's actually fine. :v:
I would say texture resolution relative to polycount is a bit much, but it looks fine for something like current gen 3rd person model. If it was used in first person, you could even add a bit more poly in some places I think.
The only place I'd add more to would be the part you hold to turn the key, just so it's more round
Learn how to create a medieval wall using 3DS Max and Zbrush: [IMG]http://i.xomf.com/nnfkd.jpg[/IMG] [url]https://www.youtube.com/watch?v=MUT0j-qVPcU[/url] [url]https://www.youtube.com/watch?v=EI6dvzfEs90[/url] Also learn how to create an alpha from a texture: [url]https://www.youtube.com/watch?v=rGyx1riMNso[/url]
[img]http://puu.sh/chDPp/df00649cb7.png[/img] It's the desk cupcake from Five Nights at Freddy's that I did with Cody1175.
I released my map/model pack today! [url]http://facepunch.com/showthread.php?t=1431921[/url] [t]https://jm6mrg.bn1304.livefilestore.com/y2pB_CzcC0zliqMoMPk7bDyMVai4-p8MVwQl2oEFmTlam3sk1FZA89fk-AIxFrBYiEwW_nd27mO6NuQV_oFk0mFnD0XSrWVuADJAPfFBs6WNpU/norad_final1.jpg?psid=1[/t] [t]https://jm6mrg.bn1304.livefilestore.com/y2pbKv7L6qswor5wUbNLESBoUtsDZryjGXHkw7eF_5PIHblRNP4xLfXfS36eBRPLkM0Bx3c2GGSRrMAbGGjkmwI-PyY13j9ehZU5xqLHblyxQI/norad_final2.jpg?psid=1[/t] [t]https://jm6mrg.bn1304.livefilestore.com/y2pL21znuB135QXfWR6wYZ61JEj_U2oO6nxMX9ojBUGrfDTtJcMew6VrwI5mMxm3giycV1Y_7eIv5bdBvqSe4QGnNOwd-AE5mHQib_jZqZ2eIM/norad_final3.jpg?psid=1[/t] Also workflow breakdowns. [quote] For more on the project and how this map was made, be sure to check out [url=http://internethatemachinae.wordpress.com/2014/10/18/the-making-of-synthesis-environments/]this post about the maps[/url] and [url=http://internethatemachinae.wordpress.com/2014/10/18/the-making-of-synthesis-models/]this post about the models[/url] [/quote]
hi there. Got a little problem, when i'm baking AO Render window and output image are black. What happened? [URL=http://imgur.com/kqDfBsP][IMG]http://i.imgur.com/kqDfBsPl.png[/IMG][/URL]
Just finished this up, more pictures on my [URL="http://www.reganware.co.uk/hk-usp-match"]website[/URL]. [t]https://dl.dropboxusercontent.com/u/5210835/Assets/USP/1.png[/t]
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