• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Messing around in Substance designer and trying to make as many assets I can for this tea cannabis cafe because for a school project i stupidly said that I could make a mockup of what it would look like. [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/chairhalfbarrelwip01.png[/t] [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/table_modern01.png[/t]
Meh, if you keep it up like that, unless you're surrounded by people well versed in 3d archviz, they're going to see it and say 'damn, you weren't lying'.
[URL="http://kurtfitzgerald.tumblr.com/post/102226716011/suppressed-intratec-cat-9"][IMG]http://33.media.tumblr.com/8e2e583847a591d0a210cddab900a1a5/tumblr_nesq3yIDEF1tumvtho1_1280.png[/IMG][/URL] callin it finished
So I got some guy contacting me to create some assets for him and I got a bit bored and was in a trolly mood. So I made this plank in about 20 mins no effort. [IMG]http://imgur.com/QsdNGI5.png[/IMG] [IMG]http://i.imgur.com/7OgUk6M.png[/IMG] Told me he didn't want it straight: [IMG]http://imgur.com/uGVJVB8.png[/IMG] End result.
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/table_modern02.png[/t] slightly bigger then the other's and i will need to make one of those tall chairs. Edit: chair is done. [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/chair02.png[/t]
Hard Surface Study 2 hours: [IMG]http://i.imgur.com/y5TbVD1.png[/IMG]
Yo, does anyone know how to fix this issue with Zspheres and adaptive skin? [IMG]http://i.imgur.com/qrzRzYY.png[/IMG] I don't know if I set them up wrong or anything but I've tried messing with the adaptive skin settings hardcore and have had no luck. I really went to keep moving on in Zbrush but this has happened twice and thrown a spanner in my progress.
[img]http://i19.photobucket.com/albums/b164/Soukonoung/Shamanhelm_zps5fc8c887.jpg[/img] Basic shaman's hat + Mask.
My first vehicle in CryEngine- a science fiction police vehicle. [img]http://i.xomf.com/wzmzw.jpg[/img] [img]http://i.xomf.com/hvcgm.jpg[/img] [img]http://i.xomf.com/mrzdw.jpg[/img]
[URL="http://www.simonfuchs.net/folio/tut03_creating_realistic_glass.htm"]You may find this useful.[/URL]
Alright alright alright Made a monitor this week. [t]https://dl.dropboxusercontent.com/u/21161113/monitor_ddo.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/monitor_marmoset.jpg[/t]
Sexy..... got a lot of models that has been getting really excited, keep up the great work - Cap
I think I like trees too much [t]http://i.imgur.com/76VpFxf.png[/t]
The only point when loving a tree is too much is when the two woods meet.
started making a rocket than got distracted by shaders [t]http://i.imgur.com/1IiVK8E.png[/t]
[img]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieRose_zpsd469e6e6.png[/img] Size ref.
[img]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieRose2_zpsf75a921f.png[/img]
a..am i worthy? [t]http://i.imgur.com/MLCQaev.png[/t] (it's an untextured spaceship)
[QUOTE=angel natavi;46539954][img]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieRose2_zpsf75a921f.png[/img][/QUOTE] The texturing and lighting of this just scream '1995 Eiffel 65 music video'. Don't neglect specular, reflection, IBL or GI etc and, and I would also recommend tracking the camera to your subject so the background is motion blurred and the actual ship is not. [QUOTE=Lumaio;46540418]a..am i worthy? [t]http://i.imgur.com/MLCQaev.png[/t] (it's an untextured spaceship)[/QUOTE] Is this a VRay render? You might want to look into sub pixel mapping and clamping your output, which should help with the aliasing around the bright lights in your scene, like the two little white ones.
[QUOTE=Biscuit-Boy;46541006]The texturing and lighting of this just scream '1995 Eiffel 65 music video'. Don't neglect specular, reflection, IBL or GI etc and, and I would also recommend tracking the camera to your subject so the background is motion blurred and the actual ship is not.[/QUOTE] Ooooh... I didn't think of doing it with the background blurred. That might help more... Also... the model DOES have specular. It just doesn't show up very well.
[QUOTE=Lumaio;46540418]a..am i worthy? [t]http://i.imgur.com/MLCQaev.png[/t] (it's an untextured spaceship)[/QUOTE] It looks like a fox's head.
[QUOTE=angel natavi;46541749]Ooooh... I didn't think of doing it with the background blurred. That might help more... Also... the model DOES have specular. It just doesn't show up very well.[/QUOTE] Blurring your subject occasionally is fine if it's animated, but if you're doing a still you want the majority if your subject clearly visible. For example your specular might be easier to distinguish if the ship wasn't blurred. Still, the main improvement I would stress is that the overall lighting looks very artificial and outdated it, so please use IBL/raytraced lighting if at all possible. It just looks like you stuck a spotlight on it, which really gives it 90's/20's CGI vibe instead of a nice modern bounced light.
Well, considering it IS a single spotlight, you'd be correct. As I stated before, I was going for expediancy, not OMGOD graphical epicness.
WHY are you going for expediancy? It seems like you're passionate about it, judging from your DA page especially, so I'm not sure why you want to cut corners. Either way, as long as you're aware that you're doing it.
In the case of my computer: Its an old office comp. Not really designed for heavy duty graphics. Thus, expediency is a fantastic way to keep the already finicky programs from crashing every five minutes. Which, btw is annoying as hell.
[QUOTE=Biscuit-Boy;46541006]Is this a VRay render? You might want to look into sub pixel mapping and clamping your output, which should help with the aliasing around the bright lights in your scene, like the two little white ones.[/QUOTE] I'm actually using Cycles. I'll try out sub pixel mapping and clamping, thanks!
Dumb blender question. How do I extrude the outer edge of this outward evenly. [IMG]http://i.imgur.com/yNj8XDw.png[/IMG]
[QUOTE=laserpanda;46544825]Dumb blender question. How do I extrude the outer edge of this outward evenly. [IMG]http://i.imgur.com/yNj8XDw.png[/IMG][/QUOTE] Way I would do it is to extrude the edge down first, then select the newly created faces and press e (extrude) while holding alt. This brings up a context menu, then press "Region (Vertex Normals)". Then just delete unwanted faces. I recently tried to find a way to do it as you're asking without the hassle, but the context menu only seems to appear with faces.
I'd only know how to do that on 3ds Max.
Things seem a little quiet - here's the wip of a keyboard I'm making to match that monitor: [t]https://dl.dropboxusercontent.com/u/21161113/random/keyboard_wip1.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/random/keyboard_wip2.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/random/keyboard_keys.jpg[/t] It's influenced heavily by my G510, and I'm going to give it the high-end professional series Dell finishing. I split the actual characters off from the keys to give me a higher resolution and cleaner playing field then a traditional unwrap, and to duplicate the UV space of the bulk of the keys. This allowed me more space for other stuff on the UV. It's going to weigh in at around 3k polys, which is fine for current gen, imo. I might go further and do some LODs; I could use the overlay planes for the keys themselves, there are plenty of options.
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