[IMG]http://orig02.deviantart.net/b5ad/f/2015/087/5/a/taf_by_renakryik-d8ni8f6.jpg[/IMG]
Work in progress
Roughneck sledgehammer with a torch I made for a video, took roughly a day and a half.
full res - [url]http://i.imgur.com/V1dP0KZ.jpg[/url]
[img]http://i.imgur.com/fbBvIKN.jpg?1[/img]
What are you rendering that in? It looks fantastic.
As for criticism, the only thing that sets me off is the tape. Those folds in the tape should probably be at the curve instead of where it's stretched out. I have absolutely no idea why this is what stood out to me.
[T]http://orig03.deviantart.net/c3c5/f/2015/088/b/6/weh2_by_renakryik-d8nkm29.png[/T]
[T]http://orig15.deviantart.net/4f3a/f/2015/088/8/0/weh3_by_renakryik-d8nldoz.png[/T]
[T]http://cloud-4.steamusercontent.com/ugc/713032991149221447/1158B17D56A743E7CA4D538B6835A17D731746C1/1024x576.resizedimage[/T]
[T]http://cloud-4.steamusercontent.com/ugc/713032991149220895/5C23B22B03988C47EA570897E9EBB5A73F8106E2/1024x576.resizedimage[/T]
My first high-to-low poly bake, and my first model textured in Substance Painter (really cool program)
Any critiques you can give?
[QUOTE=Master Chris;47394353]Damn, so close. Still it's really cool to be modelling something very rare and unusual, has it been difficult to get reference images?[/QUOTE]
When you're modeling weird Russian things, Modelist Konstruktor is a godsend. Old Russian magazine with blueprints and information on just about everything.
[QUOTE=laserpanda;47420792]When you're modeling weird Russian things, Modelist Konstruktor is a godsend. Old Russian magazine with blueprints and information on just about everything.[/QUOTE]
I'll have to look that up, I'm not done with russian vehicles just yet
Any one have any weird/obscure ones you want to see modeled?
I've always liked the Zil 4906, and the Kamov Ka-30 (They make things other than helicopters apparently)
Wasn't the Kamov the HL2 beta copter?
[QUOTE=RenaFox;47421066]Wasn't the Kamov the HL2 beta copter?[/QUOTE]
It's a Ka-27 apparently. The Ka-30 is a snowmobile/car thing.
[IMG]https://pbs.twimg.com/media/Ba_LvxaIQAAJ_bL.jpg[/IMG]
[t]http://www.autogallery.org.ru/k/k/60ka30_inbox.jpg[/t]
[QUOTE=RenaFox;47419110]
[T]http://cloud-4.steamusercontent.com/ugc/713032991149220895/5C23B22B03988C47EA570897E9EBB5A73F8106E2/1024x576.resizedimage[/T]
My first high-to-low poly bake, and my first model textured in Substance Painter (really cool program)
Any critiques you can give?[/QUOTE]
The cracks on the windows could look a little better I think. Maybe have some cracks connecting together rather than just straight lines like this.
[t]http://www.pastorswifeblog.com/wp-content/uploads/2013/04/shutterstock_127022939.jpg[/t]
[QUOTE=ZombieDawgs;47381343]Extract one of them and delete the others, UV it, place the pivot point in the middle and rotate to the place where the other towers are.[/QUOTE]
Worked wonderfully.
I promised to post progress when I had some, so here we go.
First time making assets from scratch, so this took much longer then it probably should have. I'm also hand painting all the textures in this game, so it's taking even longer. The final game is not going to be very good, but there's always a first time for everything right?
[img]http://i.gyazo.com/3e5e7f0e77a217ce2d82acf7c4fbb806.png[/img]
[editline]30th March 2015[/editline]
The strip along the middle is a placeholder until I paint the trimmings for it.
God damn, there's nothing more satisfying then packing a tight uv map.
I just wish it was not this tedious :(
[U]WiP Update:[/U]
[IMG_thumb]https://dl.dropboxusercontent.com/u/166582232/XJ-9_render06.jpg[/IMG_thumb]
No hands at the moment, as I'm already tired from modelling in the upper and lower body all day long.
this makes me so happy
[IMG]http://orig00.deviantart.net/e51d/f/2015/092/4/1/twins_by_renakryik-d8o3670.jpg[/IMG]
Trying my hand at modeling a character, hopefully will look like:
[T]http://i.ytimg.com/vi/L0S_yHjwM9w/maxresdefault.jpg[/T]
Also, another car:
[T]http://cloud-4.steamusercontent.com/ugc/719789022266818507/F2104976061BCFBFC2A877F134C6B52B736F5DC0/[/T]
[QUOTE=nomad1;47427993]God damn, there's nothing more satisfying then packing a tight uv map.
I just wish it was not this tedious :([/QUOTE]
I know exactly how you feel, this is actually the first UV mapping I've done since I originally released my first Dodge Charger model.
The main thing I find difficult is trying to decide how to split up the textures onto different sheets. At the moment I've split the UV thusly:
Top Left: Painted bodywork
Top Right: Combined Wheel, Tire and Detail
Bottom Left: Transparent textures
Bottom Right: Everything else, rubber seals suspension, bare metal and plastic, chassis etc.
I haven't unwrapped the interior yet *wince*
I know that quite a few game developers share textures between models to save time and memory, especially on cars in open world games like GTA, so I'm considering how I can apply this to my own models, especially the ones that go into my vehicle pack.
[IMG]http://s26.postimg.org/4m6dpj72h/Exterior_UV_Maps.jpg[/IMG]
Now I'm going to start work on the texturing itself and baking the high poly details to see whether there are any major problems with this current layout.
[QUOTE=Master Chris;47444809]I know exactly how you feel, this is actually the first UV mapping I've done since I originally released my first Dodge Charger model.
The main thing I find difficult is trying to decide how to split up the textures onto different sheets. At the moment I've split the UV thusly:
Top Left: Painted bodywork
Top Right: Combined Wheel, Tire and Detail
Bottom Left: Transparent textures
Bottom Right: Everything else, rubber seals suspension, bare metal and plastic, chassis etc.
I haven't unwrapped the interior yet *wince*
I know that quite a few game developers share textures between models to save time and memory, especially on cars in open world games like GTA, so I'm considering how I can apply this to my own models, especially the ones that go into my vehicle pack.
[IMG]http://s26.postimg.org/4m6dpj72h/Exterior_UV_Maps.jpg[/IMG]
Now I'm going to start work on the texturing itself and baking the high poly details to see whether there are any major problems with this current layout.[/QUOTE]
You could have a prebuilt library of interior bits n bobs and make a cheap looking "shell" interior and then decorate with the bits n bobs all sharing one bitmap.
I'm still pretty new to modelling, but I made this today:
[t]http://i.imgur.com/krZbsha.png[/t]
[I]Polys: 8,676 (when subdivided). Modelled in 3ds Max[/I]
It's a riot shield inspired by Star Wars and scifi designs of that time. The panel design was directly inspired by the death star's walls, I imagined this as being a shield that the stormtroopers might use.
Anyone have any ideas on how best to unwrap the handles? I've never done a shape like those before.
[QUOTE=Master Chris;47444809]I know exactly how you feel, this is actually the first UV mapping I've done since I originally released my first Dodge Charger model.
The main thing I find difficult is trying to decide how to split up the textures onto different sheets. At the moment I've split the UV thusly:
Top Left: Painted bodywork
Top Right: Combined Wheel, Tire and Detail
Bottom Left: Transparent textures
Bottom Right: Everything else, rubber seals suspension, bare metal and plastic, chassis etc.
I haven't unwrapped the interior yet *wince*
I know that quite a few game developers share textures between models to save time and memory, especially on cars in open world games like GTA, so I'm considering how I can apply this to my own models, especially the ones that go into my vehicle pack.
[url]http://s26.postimg.org/4m6dpj72h/Exterior_UV_Maps.jpg[/url]
Now I'm going to start work on the texturing itself and baking the high poly details to see whether there are any major problems with this current layout.[/QUOTE]
Did somebody say optimizing both shared and unique materials across multiple vehicles?
[thumb]https://dl.dropboxusercontent.com/u/27508759/models/maxima.png[/thumb][thumb]http://cloud-4.steamusercontent.com/ugc/30730854935632525/D5EFDC1781758C6706E536437B204953428F1CA2/[/thumb]
[img]https://dl.dropboxusercontent.com/u/27508759/models/cartextures.png[/img]
PM me so I can help you out, dude.
I was really starting to get the fun out of modeling.
Then came the UV mapping.
[QUOTE=Talvy;47447630]I was really starting to get the fun out of modeling.
Then came the UV mapping.[/QUOTE]
I hated UV mapping at first, but now I kind of enjoy it. If youre using Max and dont have a plugin called TextTools I would really recommend it, makes life so much easier.
Yeah the pain of UVs goes away fairly quickly if you keep practising.
Blueflytrap's post made me dig up my old gameboy advance to play some metroid fusion. good times.
I usually just blast some tetris and go at it :v:
But also look into a program called UVlayout.
[QUOTE=Rush_Freak;47446240]
[thumb]http://cloud-4.steamusercontent.com/ugc/30730854935632525/D5EFDC1781758C6706E536437B204953428F1CA2/[/thumb]
[/QUOTE]
Dude, nice work on that sunfire! Couple of my old co-workers had 'em a few years back, so I got a pretty good look at them and that looks just like their cars!
[IMG]http://i.xomf.com/rsfcw.jpg[/IMG]
[QUOTE=Talvy;47447630]I was really starting to get the fun out of modeling.
Then came the UV mapping.[/QUOTE]
Keep an eye on this, should be good when it's released.
PC - [url]http://www.polycount.com/forum/showthread.php?t=145328[/url]
FB - [url]https://www.facebook.com/IPackThat?fref=ts[/url]
[QUOTE=John117;47453461][T]http://i.xomf.com/rsfcw.jpg[/T][/QUOTE]
I get a very pacific rim vibe from this
That'd be a fucking badass Jaeger.
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