• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Long Nange;46277084]hi there. Got a little problem, when i'm baking AO Render window and output image are black. What happened? [/QUOTE] Apply a white mat to the model, I would recommend using xnormal tho as it gives much nicer results.
[QUOTE=one free man;46249950]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 [/QUOTE] Hey! you just posted my entire modus operandi! Speaking of cars though, while I haven't been able to do much due to work taking up a lot of my time, I built this from scratch and have been working on it on and off for the past few weeks: [IMG]http://4.bp.blogspot.com/-5s1uO-tseBU/VESHB2V_xZI/AAAAAAAABZw/-flh4gkALTQ/s1600/muscle%2Bcar%2Bbodyshell%2B2.png[/IMG] Sort of a mashup between a modern Camaro, a Challenger, and Watch Dogs' Brubeck Vespid 5.2(their generic mashup between a Camaro and a Challenger!)
[QUOTE=Biaxailemperor;46282864]I built this from scratch and have been working on it on and off for the past few weeks: [IMG]http://4.bp.blogspot.com/-5s1uO-tseBU/VESHB2V_xZI/AAAAAAAABZw/-flh4gkALTQ/s1600/muscle%2Bcar%2Bbodyshell%2B2.png[/IMG] Sort of a mashup between a modern Camaro, a Challenger, and Watch Dogs' Brubeck Vespid 5.2(their generic mashup between a Camaro and a Challenger!)[/QUOTE] Damn, that's pretty nice work especially for just a few weeks. I'd say though that the roof could be higher and perhaps the wheels just slightly smaller, apart from that it seems like a pretty good design. The proportions are pleasing and you've got some solid, aggressive lines going on at the front. A little less so at the rear, I don't know but it just feels like more could be going on, or perhaps it's the roofline when viewed from the rear, or perhaps you could try a different tail light design. I'm not sure.
[t]http://puu.sh/cjzBN/0c76496674.jpg[/t] WIP - the table thing in the lower left was from a different project :v:
Created test texture for model. Learning dDo [URL=http://imgur.com/gdTKAMu][IMG]http://i.imgur.com/gdTKAMul.png[/IMG][/URL]
[QUOTE=a wet towel;46260462]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.[/QUOTE] Exact same thing with Substance Designer, Sure you can use the presets, but actually understanding how it all works is another thing. For example, I've got a texturing template that takes in a Normal and AO and outputs all the maps. [IMG]http://i.imgur.com/h0OEeVN.jpg[/IMG]
[QUOTE][IMG]http://i.imgur.com/INKAq6A.png[/IMG][/QUOTE] workin on a flare gun (Walther SLD)
Giving away a sci-fi door and two videos on modeling ornamental details: [IMG]http://i.xomf.com/vvgwz.jpg[/IMG] [url]https://www.youtube.com/watch?v=ySfMFUQS6Yo[/url] [url]https://www.youtube.com/watch?v=MhDD3WXbMk0[/url] [url]https://www.youtube.com/watch?v=Jy583cGbgE8[/url]
Made a low poly medieval hatchet, no normalmap or specular just a 512x512 diffuse. 348tris [thumb]http://i.cubeupload.com/Jze4S4.jpg[/thumb][thumb]http://i.cubeupload.com/3cw4Ns.jpg[/thumb]
I made my first organic model, ever. (Sorry for this low-res spinny gif, I rendered it that way for my girlfriend.) [IMG]https://38.media.tumblr.com/25a9be6cb6d60440623edea66a69537a/tumblr_ndxtt4DJB41tspyq1o1_500.gif[/IMG]
[QUOTE=asXas;46319391]Made a low poly medieval hatchet, no normalmap or specular just a 512x512 diffuse. 348tris [thumb]http://i.cubeupload.com/Jze4S4.jpg[/thumb][thumb]http://i.cubeupload.com/3cw4Ns.jpg[/thumb][/QUOTE] That is a very impressive model. Could I trouble you to show off the texture for it? I've been trying to learn efficient UV mapping, and I have difficulty determining the image size I want and how to use the space efficiently, but also how to do it in such a way that someone else can look at it and understand what islands go where.
[IMG]http://i.imgur.com/uRGdi4r.jpg[/IMG] working on a quick missile doodle
[QUOTE=Snickerdoodle;46321309]I made my first organic model, ever. (Sorry for this low-res spinny gif, I rendered it that way for my girlfriend.) [/QUOTE] may I ask how you did that?
Learn about the importance of keeping your UVs straight and how to model a simple well: [IMG]http://i.xomf.com/jgqgn.jpg[/IMG] [IMG]http://i.xomf.com/cgczh.jpg[/IMG] [url]https://www.youtube.com/watch?v=InhJRsUGTzM[/url] [url]https://www.youtube.com/watch?v=2xzbRwEbtZY[/url]
[QUOTE=MrBunneh;46324757]may I ask how you did that?[/QUOTE] The low-res spinny gif or how I made the model itself?
the low res render.
[QUOTE=Leintharien;46323553]That is a very impressive model. Could I trouble you to show off the texture for it? I've been trying to learn efficient UV mapping, and I have difficulty determining the image size I want and how to use the space efficiently, but also how to do it in such a way that someone else can look at it and understand what islands go where.[/QUOTE] Sure, I'm probably not the best example of using the UV space efficiently tho. I still have a lot to learn. [thumb]http://i.cubeupload.com/wJLNi4.jpg[/thumb][thumb]http://i.cubeupload.com/ol7Lhw.jpg[/thumb] I know I could have made the "blade" overlap and make it a 512x258 texture or something, but just didn't feel like it. v:downs:v
[QUOTE=MrBunneh;46325941]the low res render.[/QUOTE] When you render the object out, uncheck anti aliasing and set the render resolution to somewhere around 100-150 pixels for the width/height. I use after effects to scale it up with Draft as the render settings so that it's upscaled with the Nearest Neighbor method. I export it as an MOV and import it in Photoshop to finally export the gif.
Mace! 884tris [thumb]http://i.cubeupload.com/nfnOmZ.jpg[/thumb][thumb]http://i.cubeupload.com/Aat7KN.jpg[/thumb]
Learn how to model a saw: [IMG]http://i.xomf.com/skmjp.jpg[/IMG] [url]https://www.youtube.com/watch?v=m3js2FiS3rQ[/url]
I wish I had time to keep up with all of John's tutorials :(
The nice thing is that they all stand up on their own, so you can do a little skipping around if you know how to do something he's about to do or has already explained - it's still nice to have that clarification if you need it but these model builds are very much application of the core tutorial series.
[IMG]http://i.imgur.com/DbBFsDG.jpg[/IMG] [URL="http://www.polycount.com/forum/showthread.php?t=142798"]Polycount Thread[/URL]
[img]http://puu.sh/crRiW/0fda4ae5a4.png[/img] trying to get back into modelling ;o
I made a sword too! 444tris v:downs:v [thumb]http://i.cubeupload.com/soTVOb.jpg[/thumb][thumb]http://i.cubeupload.com/nF7vOw.jpg[/thumb]
[QUOTE=ZombieDawgs;45720462]Don't you fucking dare start anything.[/QUOTE] There wasn't anything to start. Are people allowed to ask questions anymore?
[QUOTE=Secrios;46373791]There wasn't anything to start. Are people allowed to ask questions anymore?[/QUOTE] Seriously. It's been two months. Also on topic; how would you go about sculpting carved stone? I feel my attempts have end up looking more like plaster. [T]http://fc00.deviantart.net/fs70/f/2014/295/8/9/butten000000_by_blueflytrap998-d83tafj.png[/T] Ignore the ring.
bigger and sharper cracks and chips
It looks good as poured concrete if that counts for anything!
[QUOTE=asXas;46354397]I made a sword too! 444tris v:downs:v [thumb]http://i.cubeupload.com/soTVOb.jpg[/thumb][thumb]http://i.cubeupload.com/nF7vOw.jpg[/thumb][/QUOTE] It took you 444 Tries to do this? u wot m8.
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