Here you go man! [URL]http://filesmelt.com/dl/Surfurs_UI.rar[/URL]
There's my own set of hot keys that my do the trick for you. It is mostly centered around box modeling practices but here are some of the key ones
Shift + 1, 2, 3 will cycle through your translate, pivot and scale tools
1, 2, 3, 4, 5 will cycle through your editable poly selections such as vertex, line, border, face and element
Q will ring a line when one is selected
Shift + Q will loop a line when one is selected
Shift + A will extrude a face (A is without the dialogue)
Shift + W is Connect (W is without the dialogue)
Shift + D is Bevel (D is without dialogue)
E is Cut
F is Bridge
` will toggle snaps on and off.
Y, U, O, P will switch between left, front, top and perspective
There's probably a few more im forgetting, if i remember i will post them but yea been running this for a while and have been quite happy with it!
Also there's a number of useful modifiers placed as buttons at the top right so you dont have to go through the modifier list. this works for 3DS max 2012, it will work for 13 but you have to do some other method of loading that i can't remember.
How do you bring up all 4 viewports at once with this
It seems easier when I'm making hi and lo poly models to make the lo poly out of quads first, and then worry about adding extra details and edge loops.
[b][/b] ([url=http://p3d.in/XqXsu]View in 3D[/url])
[url=http://p3d.in/XqXsu][img]http://p3d.in/model_data/snapshot/XqXsu[/img][/url]
Here's the low poly. I'm working on the High poly still at the moment. Any CC's?
Well, I could probably say that the gun doesn't look like it has a lot of "extra" detail - not in the fact that it's low-poly but in the fact that it feels like it's missing something, particularly here:
[img]http://www.wauterboi.com/screenies/2013-03-05_22-25-30.png[/img]
Then again, it's not textured so I could be wrong - I mean I don't know what the different parts of the gun do what outside of the handle, button, and tip of the gun. I'd have to wait for your finished product. Outside of that though, it appears very well done.
[b][/b] ([url=http://p3d.in/9YO8v]View in 3D[/url])
[url=http://p3d.in/9YO8v][img]http://p3d.in/model_data/snapshot/9YO8v[/img][/url]
Here's a small update on the Phaser.
Had some spare-time during my lunch break so i did theses.
[URL]http://fc04.deviantart.net/fs71/i/2013/066/0/a/tunnel_completed_1_by_simsdoc-d5x8ftp.png[/URL]
[URL]http://fc09.deviantart.net/fs70/i/2013/066/3/2/tunnel_complete_2_by_simsdoc-d5x8ftm.png[/URL]
[URL]http://fc00.deviantart.net/fs71/i/2013/064/a/9/railroad_4_by_simsdoc-d5x1hst.png[/URL]
[URL]http://fc03.deviantart.net/fs70/i/2013/064/7/1/railroad_3_by_simsdoc-d5x1hsv.png[/URL]
[URL]http://fc06.deviantart.net/fs70/i/2013/064/4/8/railroad_2_by_simsdoc-d5x1hsy.png[/URL]
[URL]http://fc00.deviantart.net/fs70/i/2013/064/8/3/rail_1_by_simsdoc-d5x1hsz.png[/URL]
So I just yesterday learned basics of modeling in 3ds Max, I'm currently working on a simple (soon to be transparent) ashtray.
[IMG]http://i.imgur.com/iovShTF.png[/IMG]
I know, it looks very simple. I'm interested on making something for games later on.
I have a problem with filling the inside though, I could only get it with triangles (like on the picture) but I want quads instead. Can anyone help me on this?
something like this maybe?
[t]http://dl.dropbox.com/u/1157653/TEMP/iovShTF.png[/t]
Wow, well, I actually did that, but I thought this wouldn't be a proper way since there's no lines at the bottom on the same shape. Also before Max I used a bit of Blender so I'm used to not doing it this way.
I guess I'll go with that one then, thanks.
Alright, I finished my ashtray. It doesn't look good when transparent though and has some errors.
[b]Ashtray[/b] ([url=http://p3d.in/k4llO]View in 3D[/url])
[url=http://p3d.in/k4llO][img]http://p3d.in/model_data/snapshot/k4llO[/img][/url]
The worst problem is it has to be double-sided because for some reason, the sides are inverted. When it's single-sided, it looks like this:
[IMG]http://i.imgur.com/cdkdhNu.png[/IMG]
I have no idea what I'm doing wrong.
Also making the smoke holders caused a bit errors :v:
[QUOTE=Martti010;39835048]Alright, I finished my ashtray. It doesn't look good when transparent though and has some errors.
[b]Ashtray[/b] ([url=http://p3d.in/k4llO]View in 3D[/url])
[url=http://p3d.in/k4llO][img]http://p3d.in/model_data/snapshot/k4llO[/img][/url]
The worst problem is it has to be double-sided because for some reason, the sides are inverted. When it's single-sided, it looks like this:
[IMG]http://i.imgur.com/cdkdhNu.png[/IMG]
I have no idea what I'm doing wrong.
Also making the smoke holders caused a bit errors :v:[/QUOTE]
invert the face normals and it should fix that problem.
Found a guy willing to UV map and texture my models hurray!
Well... I guess this is it. Low poly is done
[IMG]http://i.imgur.com/caqxbDj.jpg[/IMG]
Where can I find a good log of generic fantasty items to model?
Just have to work on the texture of the actual console part but the holograms are done.
[img]https://dl.dropbox.com/u/21161113/random/holo_console_source.jpg[/img]
[t]http://i.imgur.com/ZawT1sl.jpg[/t]
Here's the high poly for the Phaser.
I'm still really confused about baking. Does anyone have some good tutorials on baking in Xnormal and 3DS Max and other alternatives?
[t]https://dl.dropbox.com/u/10565588/Pictures/crapplecrashers.png[/t]
[t]http://puu.sh/2flh0[/t]
Castle Crashers, based off a concept ImMonkeyGOD did.
[editline]10th March 2013[/editline]
wip
[IMG]http://i.xomf.com/kddyf.jpg[/IMG]
[QUOTE=John117;39872949][IMG]http://i.xomf.com/kddyf.jpg[/IMG][/QUOTE]
Looks good, really. The only thing that looks out of place is the waves on the pockets thingies, there's way too many. Great stuff aside of that.
[QUOTE=John117;39872949][IMG]http://i.xomf.com/kddyf.jpg[/IMG][/QUOTE]
the shoulders arent anatomically correct. they stick out from the torso before going into the upper arms
[QUOTE=Anthracite;39873385]Looks good, really. The only thing that looks out of place is the waves on the pockets thingies, there's way too many. Great stuff aside of that.[/QUOTE]
Is it me, or does this look SLIGHTLY silly by looking realistic. Was the cel-shaded TF2 look not suitable? Don't want to complain, just saying...
twerkin on some anims
origin:
[IMG]http://i.imgur.com/z51Cjef.jpg[/IMG]
[QUOTE=maddogsamurai;39882544]Is it me, or does this look SLIGHTLY silly by looking realistic. Was the cel-shaded TF2 look not suitable? Don't want to complain, just saying...[/QUOTE]
I don't think he is aiming for a TF2 look.
it's a gravity mine
[img]https://dl.dropbox.com/u/1482927/portablackhole%20diff%20lighting.jpg[/img]
just did the texture
[editline]13th March 2013[/editline]
[QUOTE=John117;39872949][IMG]http://i.xomf.com/kddyf.jpg[/IMG][/QUOTE]
did you make all of that?
[editline]13th March 2013[/editline]
cuz you know, jaykin bacon's looking for a character modeller
[QUOTE=Ellis :P;39887740]I don't think he is aiming for a TF2 look.[/QUOTE]
It just look a bit weird to me seeing a realistic looking Kakashi. And the fact that he looks slightly chubby in the shot. Nevertheless, can't really say anything until it's finished.
[QUOTE=John117;39872949][IMG]http://i.xomf.com/kddyf.jpg[/IMG][/QUOTE]
I love seeing realistic interpretations of anime characters. His hair is a little limp though.
working on some glasses for tf2.
[t]http://img39.imageshack.us/img39/6330/renderrk.png[/t]
still need to uv and texture, and then fit to every class (sigh)
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