Here's a turnstile I just started work on.
[img]https://dl.dropboxusercontent.com/u/147499410/screenies/af54d1eeede30396f61d8e17dee4bb32.png[/img]
Real one:
[img]http://ja.ysrl.org/atc/images/2010/m9404osk02l.jpg[/img]
I wanted to try out modelling from scratch, so I made this WiP:
[img_thumb]https://dl.dropboxusercontent.com/u/166582232/xj-9_render02.jpg[/img_thumb]
Also, I forgot. This is my first model. Sorry if it ain't hi-quality as the rest here.
[editline]14th March 2015[/editline]
Ah shit, page king'd
Working on a main character for my game called The Protectors of Earth
Progress so far:
[IMG]http://i60.tinypic.com/mlnxnr.jpg[/IMG]
[IMG]http://i62.tinypic.com/10fyp36.jpg[/IMG]
[IMG]http://i58.tinypic.com/4r2sec.jpg[/IMG]
It says : 地球のプロテクター
translation : Protector of Earth
[IMG]http://i62.tinypic.com/2nrpzyg.jpg[/IMG]
It says : 刃
translation : blade,sword ( this is where he spawns his big sword and his one handed sword )
[IMG]http://i62.tinypic.com/2mz9yyd.jpg[/IMG]
It says: ガン
translation: gun ( this is where he spawns his pistols )
you can see more Wip here:
[url]https://forums.unrealengine.com/showthread.php?60377-The-Protectors-of-Earth[/url]
[t]http://rp.braxnet.org/scr/gm_construct0013.jpg[/t]
been on a modelling spree this weekend - made a bunch of new ones, and touched up some old ones with proper bumpmaps, envmaps and phong
I want to take up modeling, but I have too many topology questions like "Will doing this create more or less problems", "Is this wrong" and "which is the more optimal solution?"
It's kinda like in level design I would often wonder if I should share the same wall with both rooms and stuff like that. Perfectionism really holds me back, but I think that's important.
[QUOTE=Talvy;47329586]I want to take up modeling, but I have too many topology questions like "Will doing this create more or less problems", "Is this wrong" and "which is the more optimal solution?"
It's kinda like in level design I would often wonder if I should share the same wall with both rooms and stuff like that. Perfectionism really holds me back, but I think that's important.[/QUOTE]
It's also important to get shit done
10 okay pieces are going to give you boatloads more knowledge and experience than 1 near perfect piece you spent ages on
One of the first things I was taught is that models for games can't have triangles, because the engine can't split them into... triangles. I don't get it. Why can't the engine just ignore it if it's already a triangle?
If they're already triangles, the engines not going to try and convert them. In some cases, you can't have triangles on high poly meshes, but in some cases you can.
[QUOTE=Talvy;47330378]One of the first things I was taught is that models for games can't have triangles, because the engine can't split them into... triangles. I don't get it. Why can't the engine just ignore it if it's already a triangle?[/QUOTE]
Uhhh I don't know what weird game engines you're using but I've never seen an engine in which you couldn't use models with triangles.
All it's doing is connecting the vertices. If you already have triangles then there's no other vertices left to connect.
[QUOTE=Talvy;47330378]One of the first things I was taught is that models for games can't have triangles, because the engine can't split them into... triangles. I don't get it. Why can't the engine just ignore it if it's already a triangle?[/QUOTE]
It does. It's easier to work in quads because of stuff like edgeflow and your wireframes should be presented as quads for easier readability, but yeah once the mesh is ingame it'll be all converted to tris
It's annoyingly perpetuated advice to NEVER HAVE TRIS when in reality it's fine to have a few here and there, sometimes it's unavoidable. ngons are the devil though, you never know how that shit's going to go down
Oh well, I started working on my first game model then. Probably my 10th model overall, first high poly.
[URL="http://i.imgur.com/NEfsCZZ.png"][img]http://i.imgur.com/PwgHfpy.png?1[/img][/URL]
Click for wireframe.
I updated my old Dalek model, well, the materials anyway.
[URL="http://charlesmconard.weebly.com/blog/1963-daleks"]Check out the before and after.[/URL]
[IMG]http://charlesmconard.weebly.com/uploads/4/0/5/7/40577869/4892100_orig.png[/IMG]
[QUOTE=The Rizzler;47330663]It does. It's easier to work in quads because of stuff like edgeflow and your wireframes should be presented as quads for easier readability, but yeah once the mesh is ingame it'll be all converted to tris
It's annoyingly perpetuated advice to NEVER HAVE TRIS when in reality it's fine to have a few here and there, sometimes it's unavoidable. ngons are the devil though, you never know how that shit's going to go down[/QUOTE]
nowadays with normal maps and all, you need to triangulate your mesh before baking normal maps.
and ngons aren't the devil, those will get triangulated anyway when importing a mesh to any engine, just like quads.
[QUOTE=azgag;47333028]nowadays with normal maps and all, you need to triangulate your mesh before baking normal maps.
and ngons aren't the devil, those will get triangulated anyway when importing a mesh to any engine, just like quads.[/QUOTE]
yeah but you don't know how the engine is going to do the triangulation, it's best to try control it or you could get shading errors or something
[QUOTE=azgag;47333028]nowadays with normal maps and all, you need to triangulate your mesh before baking normal maps.
and ngons aren't the devil, those will get triangulated anyway when importing a mesh to any engine, just like quads.[/QUOTE]
ngons are the devil because they're incredibly hard to work with. you can't export a model with ngons to something like xnormal, and engines aren't very good at triangulating them so it's better practice to just fix your own shit instead of relying on the engine to do it for you
also i don't think i've ever triangulated a mesh before baking a map from it.
Working on a reskin of simkas Cold War IDF models to give them a more Blighty look. 2 flavours, 95 pattern DPM and 2010 MTP (trousers still need work) , I'm still working on mocking up the flack vest to resemble osprey body armour.
[IMG]http://i.imgur.com/9dOCFIz.jpg[/IMG]
[IMG]http://i.imgur.com/0QjT8ic.jpg[/IMG]
The uniform kinda is not that modern... You'd be better off with 2 color DPM and you'd have generic 1990's British soldiers.
[QUOTE=zerosix;47334828]ngons are the devil because they're incredibly hard to work with. you can't export a model with ngons to something like xnormal, and engines aren't very good at triangulating them so it's better practice to just fix your own shit instead of relying on the engine to do it for you
also i don't think i've ever triangulated a mesh before baking a map from it.[/QUOTE]
engines are perfectly good at triangulating a mesh on import, even if it has ngons (some people in the industry won't even care about those when cleaning their mesh depending on where the ngon is on your mesh and/or if they don't use normal maps (like for a minimalistic and/or mobile game), just to save time).
Also you do want to triangulate before baking, when importing your mesh (and bakes) in-game, the engine might triangulate the other way than when importing your mesh into xNormal which will fuck up your normal maps.
[t]https://a.pomf.se/mcycfz.png[/t]
Made a new render for the modeling group.
On the subject of triangulation, it's just bad form, because even through most engines have no problem triangulating, it's [U]how[/U] that's the problem. NGons offer less controls and worse lighting that quads in most cases.
[t]https://a.pomf.se/dpwfsb.png[/t]
Low poly minigun.
[t]https://a.pomf.se/oqtfuv.png[/t]
Side view.
noob reporting in!
[img]http://i.imgur.com/7l8lUn1.png[/img]
[img]http://i.imgur.com/Gbu1xD5.png[/img]
In 3DS Max, sometimes, notably after extruding faces in editpoly, I cannot use UVW unwrap unless I select all the faces first. Anyone know whats up with this? Its really frustrating and I've had to start over on a lot of projects because of it.
Making this for a 3d print thought I might throw it up here, some of you may recognise.
[IMG]http://i58.tinypic.com/2dw59pt.jpg[/IMG]
[T]http://cloud-4.steamusercontent.com/ugc/715283701966965703/50B14B3BA6BDD2A5B80D02A5D52F81B9370CA214/[/T]
[T]http://cloud-4.steamusercontent.com/ugc/715283701966966046/9AE0107B962A7BF6DC78B0BA9ECD81C1F41E7C84/[/T]
Took Lt.C's advice for modeling stuff, think the results turned out much better than previous tries
Any thoughts?
[QUOTE=RenaFox;47340795][T]http://cloud-4.steamusercontent.com/ugc/715283701966965703/50B14B3BA6BDD2A5B80D02A5D52F81B9370CA214/[/T]
[T]http://cloud-4.steamusercontent.com/ugc/715283701966966046/9AE0107B962A7BF6DC78B0BA9ECD81C1F41E7C84/[/T]
Took Lt.C's advice for modeling stuff, think the results turned out much better than previous tries
Any thoughts?[/QUOTE]
Might look better with rust and dirt in the edges
like this, but less shitty
[IMG]http://i.imgur.com/u3h77db.png[/IMG]
[QUOTE=RenaFox;47340795]Any thoughts?[/QUOTE]
More layers needed I think. You have large scale detail (the paint layer) and small scale detail (the rust, bullet holes) but some more medium detail is needed like edge wear, discolouration and some general paint wear, the overall surface looks a bit flat/uniform. Don't worry too much, I find texturing to be the most impenetrable thing to learn, I doubt i'm even that good at it but it's mostly about observation, layering and adding a believable level of wear to your objects to where it makes sense (rust in cracks where water could accumulate, scratches where protruding parts could scrape on things etc.)
So the mesh is decent but the texture needs some more interest to it?
The hard part about texturing, and what's holding me back is finding decent rust textures to add as overlays/borders
Anyone can help with this?
[QUOTE=RenaFox;47343981]So the mesh is decent but the texture needs some more interest to it?
The hard part about texturing, and what's holding me back is finding decent rust textures to add as overlays/borders
Anyone can help with this?[/QUOTE]
Yes, that is looking a lot better, good improvement so far. I can't say for sure, but looking at how the seams are, I'm guessing your UV maps are making your texture process really tedious and frustrating. The clearer and cleaner your unwrap is, the easier it is to texture. This is super important if you're planning on doing edge wear by hand. Try and avoid stretching and keep your maps logically organized, but don't sacrifice too much space to do it.
Before I texture anything for the first time, I try and reference images of what I'm going for. Google image search like, in your case, [URL="http://media.npr.org/assets/img/2013/08/29/classic-car-auction1_wide-4bf760e0f3c478ab976acfd445bd0ba75590448e.jpg"]50's[/URL] [URL="https://img0.etsystatic.com/000/0/6491561/il_570xN.339083502.jpg"]junkers[/URL] and see [URL="https://ranchwagon.files.wordpress.com/2010/08/58-ranch-wagon-hood-off.jpg"]how[/URL] [URL="https://ranchwagon.files.wordpress.com/2010/07/58-ranch-wagon-2.jpg"]they've[/URL] [URL="https://c2.staticflickr.com/6/5192/14350438435_3ba12df74a_b.jpg"]aged[/URL], and try and replicate that.
It's not always about what (if any) overlays to use, but how to use them logically and correctly.
I made this for cities skylines thinking I could utilize animations but it seems like even following the advice of one of the devs, I still could not get it to work.
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/waterwheelimage.PNG[/t]
Edit: Here I am begining to make a building known as Alset Electric. A parody of Telsa.
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/AlsetElectricwip01.png[/t]
[t]https://a.pomf.se/qwfrkw.png[/t]
Cool lil' apple I did for a job. Based on red delicious, and tintable with the color tool. 3 LODs and a custom physmodel (not a sphere).
[img]https://a.pomf.se/odajkk.png[/img]
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