[QUOTE=Meekal;46700811]I've been working a a fair few models lately. These models are replicas of stuff in my flat. I'm replicating the building I live in, and I'm now making all the stuff that in my lounge.[/QUOTE]
Uh, apparently the police here in Denmark have blocked access to the website, as it apparently contains child pornography. Just letting you know, as some people, myself included, can't see your
Anyway, rebaked and retextured this thing.
Getting closer to finishing it. Just got a little bit more to do.
[T]http://oesterkilde.dk/private/Suppressor003.jpg[/T]
Currently working on another TV model.
[t]https://dl.dropboxusercontent.com/u/147499410/screenies/b2b862cb19e6c32f5dacd76f8badf4c2.png[/t]
The actual TV I'm basing it off of:
[t]https://dl.mitsubishielectric.co.jp/dl/ldg/wink/ssl/wink_doc/m_contents/wink/D_PHOTO/lcd-50mlw6h.jpg[/t]
[QUOTE=surfur;46702415]Nice job! certainly better than some of my early work.
modeling from real world objects is a great way to get started and you can really get an idea of size, scale, proportions and size relativity from working with real world objects.
I did a quick break down on your couch
[t]http://i.cubeupload.com/g5bWao.jpg[/t]
I recommend really getting in and finding the proportions size and scale of all the objects your working with and the relationship to their parts! like the wood on the handles for instance; they are far to small to small relative to the size of the handles themselves.
I'd also recommend you take larger pictures of your objects. those pictures are super tiny and hard to see what's going on.
keep it up![/QUOTE]
Wow! Thanks for your input. I really like it when I get detailed info like that.
Here is the same images, hosted elsewhere as Kosia said some people can't see images hosted on PostImg.
[url]http://imgur.com/a/Cz1Tp#0[/url]
I remodeled one of my lightsabers today. Retextured, redone, etc. Took 2 hours. To explain, this saber set is like Asaj Ventress' pair of sabers, meaning they have a connector on the pommel. Full staff coming soon.
[img]http://i19.photobucket.com/albums/b164/Soukonoung/AnoSkenNeilolightsaber_zpsde722899.jpg[/img]
Made this, this evening. Another addition for my flat replica.
[IMG]http://i.gyazo.com/ddfa43344dee2214c7a4d874495c3987.png[/IMG]
[IMG]http://i.gyazo.com/cba48e3fbac1503337be12018e129828.png[/IMG]
like the couch, it looks like you're over-sizing and over-exaggerating textures? the back of the tv looks like a weird fabric texture, or a huge carbon fibre pattern that messes with the sense of scale and makes the tv look tiny
[t]http://i.cubeupload.com/MPVC4q.jpg[/t]
was trying to get some nice renders but max crashed, to tired, i crashed.
The bolt threads look pretty big relative to the head and nut, imo, but it looks really nice. How's your topology on the main body? I modelled a fire hydrant recently and I had a bitch of a time getting it not terrible.
[QUOTE=ChestyMcGee;46708204]like the couch, it looks like you're over-sizing and over-exaggerating textures? the back of the tv looks like a weird fabric texture, or a huge carbon fibre pattern that messes with the sense of scale and makes the tv look tiny[/QUOTE]
That's strange. It's simply one texture, it could be the fact the lighting in the photo when it was taken is exaggerating the pattern. I'll try making it a bit darker.
[QUOTE=Meekal;46709753]That's strange. It's simply one texture, it could be the fact the lighting in the photo when it was taken is exaggerating the pattern. I'll try making it a bit darker.[/QUOTE]
Photo textures? Doing it oldschool, I see? :P
[QUOTE=Trek;46710260]Photo textures? Doing it oldschool, I see? :P[/QUOTE]
Yeah, I'm concentrating more on modelling rather than making textures. Seen as the photos were high res and almost in "ortho" view it seems quicker to use those.
Meekal, sometimes when UV mapping, some parts get stretched bigger than others. Its an issue we just have to learn to adjust to is all.
[QUOTE=~ZOMG;46709606]The bolt threads look pretty big relative to the head and nut, imo, but it looks really nice. How's your topology on the main body? I modelled a fire hydrant recently and I had a bitch of a time getting it not terrible.[/QUOTE]
[t]http://i.cubeupload.com/slnC2j.jpg[/t]
Yea, the body was a bitch and a half to get right but it eventually clicked.
and looking at my reference now I think I did make the threads a bit larger :v:
Doodled a render.
[t]http://i.imgur.com/RSBVzjv.png[/t]
[t]http://puu.sh/dwsXW.jpg[/t]
[t]http://puu.sh/dwt1U.jpg[/t]
Was digging around my files and found an old terrible tile texture. Decided to redo it, then I ended up doing a set. They're not particularly high resolution but I still think they look okayish. I also made the advertisement glow because why not?
Some really cool stuff people are making.
I have recently created a few more basic props/models
Ground floor drains
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/Bld1_drains/grates_drains3_zps829d861d.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/Bld1_drains/grates_drains3_zps829d861d.jpg[/T][/URL]
wall grates
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/Bld1_drains/grates_drains1_zps15dfa8a1.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/Bld1_drains/grates_drains1_zps15dfa8a1.jpg[/T][/URL]
metal hazard strip
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/bld1_stripe_metal_panel/metalpanel1_zps9332acae.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/bld1_stripe_metal_panel/metalpanel1_zps9332acae.jpg[/T][/URL]
Stairs, skin1
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/bld1_stairwell/stairwell1a_5_zps6c008e28.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/bld1_stairwell/stairwell1a_5_zps6c008e28.jpg[/T][/URL]
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/bld1_stairwell/stairwell1a_6_zps8bd7be6e.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/bld1_stairwell/stairwell1a_6_zps8bd7be6e.jpg[/T][/URL]
Stairs, skin2
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/bld1_stairwell/stairwell1a_2_zps22820831.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/bld1_stairwell/stairwell1a_2_zps22820831.jpg[/T][/URL]
Some house sockets
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/bld1_house_sockets/hswitches1_zps5cec9810.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/bld1_house_sockets/hswitches1_zps5cec9810.jpg[/T][/URL]
Gas meter 1
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/Gas_meters/bld1gasmeters_3_zps52c3c683.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/Gas_meters/bld1gasmeters_3_zps52c3c683.jpg[/T][/URL]
[URL=http://s1326.photobucket.com/user/errorbot/media/Bld1_sides_roofs/Gas_meters/bld1gasmeters_1_zps7a298ac5.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/Bld1_sides_roofs/Gas_meters/bld1gasmeters_1_zps7a298ac5.jpg[/T][/URL]
Any thoughts please let me know
Are you going to release these? These are amazing.
-snip-
[url=https://www.youtube.com/watch?v=gQC52EIboFc&list=UUDYwTCbhTlIWTEm9ZkSCoCg]Ship animation test & size scale.[/url]
[QUOTE=lastburai;46725840]Some really cool stuff people are making.
I have recently created a few more basic props/models
snip
[/QUOTE]
Do you have a steam account? I would love some tips on texturing / uving.
Goddamn Zbrush has the most [I]baffling[/I] UI ever designed.
Maybe I should just get mudbox.
The controls and UI are very weird and hard to get use to, but it's worth it, it so very much is
any tips about fixing that smoothing?
[url=http://i.imgur.com/sh2KMbc.png][img]http://i.imgur.com/sh2KMbcl.png[/img][/url]
[url=http://i.imgur.com/4ssZsNY.png][img]http://i.imgur.com/4ssZsNYl.png[/img][/url]
Either use auto smooth, or redo the geometry manually. Booleans are usually a pain in the arse to work with in Max. They do generate at least 3 times the needed geometry.
So, having a little issue with a Insurgency workshop mod of mine, been told it's a rare thing that can happen with 3d models in this game but... idk.
[img]http://mrbrightsideanimator.net/images/games/insurgency/2014-12-18_00017.jpg[/img]
[code]"VertexLitGeneric"
{
"$baseTexture" "models\acog\Acog"
"$bumpmap" "models\acog\Acog_Normal"
"$normalmapalphaenvmapmask" "1"
"$color" "[1 1 1]"
"$envmap" "env_cubemap"
"$envmaptint" "[.007 .007 .007]"
//"$phongtint" "[.6 .8 1]"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" "0.8"
"$phongfresnelranges" "[0.5 1.5 3.0]"//"[0.1 0.4 .8]"
"$halflambert" "1"
"$normalmapalphaenvmapmask" "1"
}[/code]
Only happens when in an online game, offline with bots it works fine.
[QUOTE=EBITUSA16;46745098]So, having a little issue with a Insurgency workshop mod of mine, been told it's a rare thing that can happen with 3d models in this game but... idk.
Only happens when in an online game, offline with bots it works fine.[/QUOTE]
Sounds like a whitelist/blacklist bug.
Still working on this Gibson.
[t]https://dl.dropboxusercontent.com/u/21161113/random/gibson_wip6.jpg[/t]
Would you guys recommend Max or Maya?
[QUOTE=LiamBrown;46759753]Would you guys recommend Max or Maya?[/QUOTE]
There are plenty of resources for both out there, but Autodesk has been trying to position Maya as their forerunner 'gamedev' application in the last few years. At the end of the day, either one is going to be a good choice, but the core idea is to really stick with one to understand the basics.
[t]http://i.cubeupload.com/5Rugen.jpg[/t]
Low poly and bake done. Ready for Substance
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