• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/RC_Car_wip01.png[/t] Working on a RC Car. Edit: Change front assembly. [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/RC_Car_wip02.png[/t]
[IMG]http://i.xomf.com/pdnxm.jpg[/IMG]
[QUOTE=sirdownloadsalot;47085464]How exactly do you attach bones in 3ds max?[/QUOTE] bit late, but there's a chain at the top on the max window. You select that, then you select the object you want to parent to another object, then click+drag to the parent.
[QUOTE=amgoz1;47099095]Made an alien ship: [IMG]http://th05.deviantart.net/fs70/PRE/i/2015/039/6/1/alien_juggernaut_by_khesm-d8h34sg.jpg[/IMG][/QUOTE] If you changed the shell color to be more tan, it would look a lot like a combine Synth.
[QUOTE=LonelyTimeLord;47103409]Zombie hand Progress pics: [img]http://i.imgur.com/TpR3a9O.png[/img] [img]http://i.imgur.com/LlEqA3o.png[/img] [img]http://i.imgur.com/Qwmv2Ir.png[/img][/QUOTE] Don't sculpt in RedWax Edit: Saw it on Lunchcruch in Grey, nvm.
[QUOTE=ZombieDawgs;47107940]Don't sculpt in RedWax Edit: Saw it on Lunchcruch in Grey, nvm.[/QUOTE] What's wrong with sculpting in RedWax?
[QUOTE=mugofdoom;47108746]What's wrong with sculpting in RedWax?[/QUOTE] It makes it difficult to see details the way they will be seen later when rendered or baked down.
So, I've decided to repair the shipwreck from hl2: lost coast, because I am mental. Eventually, it will be used to make a complete ship. [IMG_thumb]http://vignette1.wikia.nocookie.net/half-life/images/b/b8/LC_shipwreck.jpg/revision/latest?cb=20090711155956&path-prefix=en[/IMG_thumb] [IMG_thumb]http://cloud-4.steamusercontent.com/ugc/31859743131464300/045AEFCFCA8E18D823803BC76149B3D98EFAD643/[/IMG_thumb] [IMG_thumb]http://cloud-4.steamusercontent.com/ugc/31859743131464198/C7F279FF1F9665241775313C16FAAF1EA4FA45E3/[/IMG_thumb]
[IMG]http://puu.sh/fOs8d/7a1616614f.PNG[/IMG] 2hr speed model
The result of last night's boredom: [IMG]https://dl.dropboxusercontent.com/u/37546036/Shark_GradeAWaifuMaterial.png[/IMG] A slight excursion from hard surface stuff I guess But wait, there's more! [IMG]https://dl.dropboxusercontent.com/u/37546036/SharkWeekIsEveryWeek.png[/IMG] You better believe it Weighting this was nasty, had to try and get the arms to play nice with the animations despite them being totally unsuitable Only got it to a preferable [I]shade[/I] of terrible, but it'll do Release coming later today unless I die
oh god the render picture is an optical illusion if you move your eyes from each angle it looks like all the others are swelling up slightly
[IMG]http://i.xomf.com/fdzdl.jpg[/IMG]
[QUOTE=John117;47131501][IMG]http://i.xomf.com/fdzdl.jpg[/IMG][/QUOTE] Interesting design! It looks like the engine pods could use a bit more detail/deblocking, the fuselage intakes kind of lead to nowhere right now, and the ramp is a little too thick for personnel or vehicles to get into, but those are all easily fixable.
I'm making a 'simple' robot for my Character Design class, and decided to animate it. Felt it was cool enough to share [img]http://i.imgur.com/SAEp7OB.png[/img] [img]http://i.imgur.com/l9LwjrY.gif[/img]
I've just been doing a little doodling in max. I just wanted to make a hard surface scifi weapon thing. [t]https://dl.dropboxusercontent.com/u/21161113/random/rpg_2.jpg[/t]
[QUOTE=Szraneraxtq;47141219]I'm making a 'simple' robot for my Character Design class, and decided to animate it. Felt it was cool enough to share [IMG]http://i.imgur.com/l9LwjrY.gif[/IMG][/QUOTE] Reminds me of that thing from the end the Incredibles.
[QUOTE=Prototype556;47142218]Reminds me of that thing from the end the Incredibles.[/QUOTE] That, or one of the thousands of little Ball Bearing Robots in Revenge of the Fallen.
Learn how to create a damage decal: [IMG]http://i.xomf.com/xvzlc.jpg[/IMG] [url]https://www.youtube.com/watch?v=FPzPGm_WB7E[/url] [url]https://www.youtube.com/watch?v=M7jwTW2e-zY[/url] I also have a lot of other new videos, like how to model an enemy from Megaman, lots of tactical equipment, ornamental details, a World War 2 grenade case, and more. [IMG]http://i.xomf.com/lggrq.jpg[/IMG]
The opening effects are ugly, otherwise I like the minimalistic look.
You mean the way it looks grey before showing the other side of the opposite portal?
Okay so I reformatted my comp at start of the year and I decided to push that rpg through the entire pipeline in order to refresh myself on what I needed. It's a shame I used such a low-poly cylinder for the base, but I don't feel like rebaking everything with a higher polycount. [t]https://jm6mrg.bn1304.livefilestore.com/y2p7xyX8Z3e6Ot5q8FYzVSWUyg3MUu43nGKdZI8nhzCRNcVJiPYT-P7ANnyuUkOBQjsyRltoK59WSnMbi-u2v_z2bKUkOuNlyRCiO4TfHKLhUH78BnkVtWPlNgBDtgBQLAMmA-9AGhcmBGJZdVJYNOA-w/spinflat.jpg[/t] Anyway I dDo'd the textures, but I'm thinking of using the model as a test for exploration into substance designer/painter. EDIT: Also I wanted to try sculpting some damage in zbrush, so here's a second pass in dDo with the bakes from the zbrush highpoly. [t]https://jm6mrg.bn1304.livefilestore.com/y2p0uU2dB086k2z9lUhAHYlYIFIS8nUQbq_167bxKOJpUQaHQG-lGMCa98d4VytNHGK9mLEQ1qTBaNnBXk9z-ShB3SQaou3ZurAr_a-YaOSkk82FGcACSEmH1t2xBF89bQImqoX3Uubx3Gtg8G_192RoA/spinflat_2.jpg[/t]
A[URL="http://quixel.se/ddo"] texture generation tool[/URL] that uses baked maps (i.e. normals, AO, ids, height, etc) plus your input to dynamically generate textures from a library of bases. So for example, I say that I want one section of the model to be bronze, I pick the bronze material and it adds appropriate aging and stuff. dDo is quick, easy to use, and produces (PBR shader accuracy wise) some very impressive results, but you have to put in some work to make your asset look unique. dDo is built into photoshop. Substance designer and painter are standalone programs that do the same thing (and then some) but have a bit of a sharper learning curve and are generally more powerful if you put your time into using it. I'm hoping to repeat this model's texture process and do some head to head work to form a better opinion on the matter.
was making a hack but couldn't find most of the parts anywhere so i modeled them [img]http://files.1337upload.net/stormeagle_wip-d7627c.png[/img] WiP textures: [img]http://files.1337upload.net/storm_eagle_textures-a1f39b.png[/img]
[IMG]http://i.xomf.com/dydbg.jpg[/IMG]
Hi guys! I'm currently working on the concept for a 3D Model project, right now it's just sketches and shit but when I get to the modelling part I'm going to use 3DS Max. As such, I'd appreciate if you, who are hella lot more experienced than me, could help me out with tips/basic tutorials or the like. Also, to clarify, I'm aiming for making both a static prop that will serve as a platform as well as a sci-fi-ish soldier dude. Thanks!
If you click the youtube link of John117 (the guy that posted before you) he has well over 100 videos that explain max (and other programs in the pipeline) from the ground up. It's always nice to have multiple references, but they are a great primary learning resource.
Oh, alright. Thanks!
[IMG]http://s14.postimg.org/7s742vkk1/Shield_Front.png[/IMG][IMG]http://s16.postimg.org/ucwvunf39/Shield_Back.png[/IMG] Decided to make a shield yesterday without any references or tutorials. It's far from perfect but I'm relatively happy with how it turned out. My primary concern with it is that it is not one object but is several all placed together and I don't know if that is somewhat of a no no?
[QUOTE=NinjaKid45;47165936][IMG]http://s14.postimg.org/7s742vkk1/Shield_Front.png[/IMG][IMG]http://s16.postimg.org/ucwvunf39/Shield_Back.png[/IMG] Decided to make a shield yesterday without any references or tutorials. It's far from perfect but I'm relatively happy with how it turned out. My primary concern with it is that it is not one object but is several all placed together and I don't know if that is somewhat of a no no?[/QUOTE] That's perfectly fine. Many models use that method. You'd only really make it one mesh if you needed smooth transitions between them.
[img]http://puu.sh/foFgV/9f3d350818.jpg[/img]
Sorry, you need to Log In to post a reply to this thread.