• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Juniez;47169310]<awesome gun>[/QUOTE] How did you make the bumps on that silencer?
So uh, some question about the Autodesk programs. Are Autodesk Character Generator, Showcase and Maya worth getting as well? (Alongside Max) I mean like, I can get all of it for free because I'm a student but I wanna know if it's worth it or if i should choose some other programs instead. Thanks.
[QUOTE=Viper123_SWE;47176878]So uh, some question about the Autodesk programs. Are Autodesk Character Generator, Showcase and Maya worth getting as well? (Alongside Max) I mean like, I can get all of it for free because I'm a student but I wanna know if it's worth it or if i should choose some other programs instead. Thanks.[/QUOTE] I haven't heard much about Showcase or Character Generator, but 3DS Max and Maya are worth getting. Although they can both be used for the same purpose and can achieve equal results, Maya and 3DS Max do seem to have some slight orientations for more specific types of models (Maya for 'organic' modelling, 3DS Max for everything else) from what I've read up on both of them.
[QUOTE=Katra804;47179310]I haven't heard much about Showcase or Character Generator, but 3DS Max and Maya are worth getting. Although they can both be used for the same purpose and can achieve equal results, Maya and 3DS Max do seem to have some slight orientations for more specific types of models (Maya for 'organic' modelling, 3DS Max for everything else) from what I've read up on both of them.[/QUOTE] actually maya has good tools and workflows for hard surface modeling. At the end of the day it's just about what software you feel comfortable working in. Some companies only use 3DS Max, some use Maya, and some give you the freedom to choose as long as you can get meshes in-engine.
Yeah it's almost entirely down to preference. Being able to use both is a very good thing to have when looking for a job though.
[QUOTE=a wet towel;47180515]Yeah it's almost entirely down to preference. Being able to use both is a very good thing to have when looking for a job though.[/QUOTE] Yeah, if you're planning on doing modeling as a job - unless you're down for paying ~$3500 for your own copy - you're going to need to be able to achieve the same results in both. Even still, some studios have very specific license restrictions that will bar you from using your home copy. It's fine to have a preference and learn general modeling in one, but don't be surprised if you say "I know X" they'll task you with using Y.
Learn how to add numbers and images to your models using 3DS Max and Photoshop: [IMG]http://i.xomf.com/nzdfx.jpg[/IMG] [url]https://www.youtube.com/watch?v=nAFOzmCqeLg[/url]
[t]http://puu.sh/g8jnf.jpg[/t] Redid the elevator for Alive & Kicking. Cleaner and doesn't come with weird baked lighting, makes it look more dramatic.
[url=http://i.imgur.com/jkRjYrz.png][img]http://i.imgur.com/jkRjYrzl.png[/img][/url] Working on MP5 Swordfish
[t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/Canadian_Freight/BAKE_HOLY_SHIT.png[/t] 30.1k at the minute, still a few things left to add on that I completely neglected.
Wireframe?
[QUOTE=~ZOMG;47199335]Wireframe?[/QUOTE] [t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/Canadian_Freight/BAKE_HOLY_SHIT_wires.png[/t] A little extra too: [t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/Canadian_Freight/Terrain01.png[/t]
[QUOTE=ZombieDawgs;47199138][t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/Canadian_Freight/BAKE_HOLY_SHIT.png[/t] 30.1k at the minute, still a few things left to add on that I completely neglected.[/QUOTE] Maybe it's just the angle of the locomotive in the picture but to me it looks like the proportions of the nose are just slightly off, I can't quite put my finger on it but it just looks like the windscreen is too tall or not wide enough. Apart from that it looks really great, lots of detail but a wireframe would be nice to see as well. -Edit: Nevermind you did post the wireframe. I can't believe that detail was baked on there, I thought it was part of the mesh.
[t]http://puu.sh/gaopr/70cec4c6a4.png[/t] A Stairway. [t]http://puu.sh/gat8T/443954ce50.png[/t] Update.
[QUOTE=Master Chris;47200751]Maybe it's just the angle of the locomotive in the picture but to me it looks like the proportions of the nose are just slightly off, I can't quite put my finger on it but it just looks like the windscreen is too tall or not wide enough. Apart from that it looks really great, lots of detail but a wireframe would be nice to see as well. -Edit: Nevermind you did post the wireframe. I can't believe that detail was baked on there, I thought it was part of the mesh.[/QUOTE] Thank you. If I'm honest there's a lot of edges I could remove, but because it looks fine and is still around the current gen polycount, I wont - most of it comes from the cylinders you see running along the back of it and the wheels, which are insanely high, around 7k, and they're the lowest I can push them without sacrificing details, especially on the wheels and hydraulic breaks themselves.
havn't posted content in ages due to getting a job. [t]http://files.1337upload.net/screen01-85a300.png[/t]
How do you get your materials to look so good? Is it AO? Whenever I try to do something it always comes out looking flat and unshaded, even when I have normals.
I'm working on a model from The Hobbit because I really like the design of the dwarfish stuff in the films, but I can't for the life of me figure out how to model the tip of this sword without using a tonne of triangles. Does anyone have any advice for this? [IMG]http://s18.postimg.org/fjtwckcu1/image.png[/IMG]
[QUOTE=NinjaKid45;47209550]I'm working on a model from The Hobbit because I really like the design of the dwarfish stuff in the films, but I can't for the life of me figure out how to model the tip of this sword without using a tonne of triangles. Does anyone have any advice for this?[/QUOTE] Unfortunately, it's a triangular sword tip. Chances are you're going to have to deal with some non-quads because of the object's shape. Here's the best I could come up with after a few minutes of playing with it in max. [t]https://dl.dropboxusercontent.com/u/21161113/random/sword_tip.JPG[/t] Control loops are going to be a bitch no matter how you cut it though.
[QUOTE=Major_Vice;47210315]Unfortunately, it's a triangular sword tip. Chances are you're going to have to deal with some non-quads because of the object's shape. Here's the best I could come up with after a few minutes of playing with it in max. [t]https://dl.dropboxusercontent.com/u/21161113/random/sword_tip.JPG[/t] Control loops are going to be a bitch no matter how you cut it though.[/QUOTE] Thanks for the help, I was expecting this to be the case but I thought it would be better to ask anyway.
[QUOTE=Zelpa;47207883]How do you get your materials to look so good? Is it AO? Whenever I try to do something it always comes out looking flat and unshaded, even when I have normals.[/QUOTE] Magic! and PBR! but seriously, I just bake AO and Normal maps. from the OA i usually make a color/mask map and load it all in Quixel dDo. from there it's just stack layers until i'm happy with the result.
[IMG]http://i.xomf.com/yfksc.gif[/IMG] [IMG]http://i.xomf.com/qkfzv.gif[/IMG]
[QUOTE=John117;47215627]Armor dude[/QUOTE] It's really neat so see one of your models nearly finished. What engine are you putting it in? Is it for anything you can discuss?
I did a thing: [IMG]http://puu.sh/gf0XX/a1ee8920b9.gif[/IMG] It's not great but it's my first in this style.
[QUOTE=soullink;47224633]I did a thing: It's not great but it's my first in this style.[/QUOTE] Nice! You should add some modeled exhaust gradients to the engine to drive home the design as a futuristic racer (provided that's what it is).
Wipeout?
Yeah, I'm starting to create some assets for a F-zero/wipeout like in "retro" style. Right now, the texture is only a first try, and some stuff on it are just here so it doesn't look too bland.
[t]http://puu.sh/ggmhy/999b5b7d7b.jpg[/t] Bakes done. Anyone have any tips to unwrap rails like these, such a pain in the ass.
Something a little different today, I decided to try my hand at taking a 360 HDR panorama for marmoset with my new camera. I took the pics without a tripod and was a bitch to stitch, but it works well as an IBL cubemap in marmoset toolbag. Now that I know that I can do the workflow, I'll likely spend some time getting a tripod setup that will produce better results next time. Here's a quick 4k video using it: [media]http://www.youtube.com/watch?v=lsvZ7VHGZVA[/media] [URL="https://jm6mrg.bn1304.livefilestore.com/y2pJR7qZxUolpNujVcZ7A-5KECaJV9CCCEKkrVsNxtRAzTvSQSGg0qGAf8As76Y6LV0e8-sUBiIdb7M7JjZcEOIoPBDeTxcvYN0H60cmOTdP19odYR7OSr7KCO9p1JLcOZ7e_ZZaYBBOWBvSI-yc2_suA/jpcc_office_scaled.jpg"]And here's a scaled down version of the pano[/URL].
Little update here. [url=http://i.imgur.com/PaB4Z9M.jpg][img]http://i.imgur.com/PaB4Z9Ml.jpg[/img][/url]
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