[QUOTE=Biscuit-Boy;43095235]Nice, Livewire. That's some serious sexy fine detail.
Question- How do you go about doing the accessory rails? Do you have a technique to clone the pattern or do you just manually create all of the rail geometry?[/QUOTE]
Do you mean the highpoly? I just started with a plane, split it up into the same number of rails, extruded those parts and worked on from there.
[editline]7th December 2013[/editline]
[QUOTE=seba079;43095427]I always thought that most triangulation doesn't matter, and you can keep the mesh in quads except for any specific polygons that have to be triangulated so and not otherwise.[/QUOTE]
All meshes are triangulated either when exported from a 3D package or imported into an engine, this is why it's important to triangulate something yourself which needs to be (polygons can be triangulated two different ways) so the engine/export doesn't do it the wrong way.
But yeah, stuff which doesn't need specific triangulation just leave as a quad since it doesn't matter.
[QUOTE=Biscuit-Boy;43095342]Here's the topology of BF3s P90 if it'll help.
[t]http://puu.sh/5Ev12.jpg[/t]
[editline]7th December 2013[/editline]
I think the most noticeable difference is that the angles between poly (or tri in their case) are highly consistent and are all leading towards/away from a specific centerpoint.
Overall I think keeping your topology as consistent as possible will be of great help to you in general, so try to even them out as best you're able.[/QUOTE]
im going to assume you're going for a highpoly sub-d in which case the battlefield 3 image would be a bad example because bf3 had no highpolies at all afaik!
New toolbag is fucking great, glossy and shiny like Vray but in realtime and without shitton of parameters.
[IMG]http://ssmaker.ru/a23b8aee.png[/IMG]
Well now I know what my renderer of choice will be in the future for HP models.
[img]http://fewes.se/images/ppk_hp.jpg[/img]
[img]http://fewes.se/images/spas.jpg[/img]
I had to try it out. Its very nice!
[IMG]http://i41.tinypic.com/2j2uli0.jpg[/IMG]
[t] http://filesmelt.com/dl/Untitled-2282.png[/t]
[t]http://filesmelt.com/dl/Untitled-1750.png[/t]
I finished the M31.
[IMG]http://puu.sh/5FH3y.png[/IMG]
hooray ;_;
look below vvv
Man marmoset is a dirty slut she is the town door knob every body is having a turn!
[IMG]http://i43.tinypic.com/xpbh1w.jpg[/IMG]
Decided to make a low poly and bake the PPK in celebration of Toolbag 2.
[img]http://fewes.se/images/ppk_lp.jpg[/img]
[img]http://puu.sh/5GiMA.jpg[/img]
[QUOTE=fewes;43114280]Decided to make a low poly and bake the PPK in celebration of Toolbag 2.
[img]http://fewes.se/images/ppk_lp.jpg[/img]
[img]http://puu.sh/5GiMA.jpg[/img][/QUOTE]
Wow toolbag is really powerfull.
[QUOTE=thefreemann;43108435][IMG]http://puu.sh/5FH3y.png[/IMG]
hooray ;_;[/QUOTE]
Which gun are you modelling? HK416?
[URL="http://fewes.se/turntables/ppk.html"]Turntable, spot the smoothing error![/URL]
[QUOTE=RaptorJGW;43117138]Which gun are you modelling? HK416?[/QUOTE]
Yeah...
[IMG]http://puu.sh/5GJ9X.jpg[/IMG]
You're making dozens of small technical inaccuracies with it- I don't know how high you've set the bar or how picky you want to be but there's many, many things that you've tried to replicate but not really done correctly, even if overall the mesh doesn't look terrible.
Mostly important- the entire upper receiver is rounded- and I'd suggest doing that sooner than later if you were going to as I imagine it'll only get harder to fix. The magazine is far too thick, and the entire receiver is slightly too thick. The ejection port cover protrudes out too far at the base and the groove for the silver spring is far too tall. The forward assist button doesn't have the notch before the wider end, and actually fans out in a cone shape. The raised edge of the magwell lip doesn't continue up the receiver but just around the bottom.
I could go on but the point here is that I hope you've been looking at more than just that one reference photo as you're going to end up with a mesh with TONS of detail that's miles off target despite your best efforts.
I hope that doesn't sound incredibly mean but I just want to let you know my thoughts on it.
Guys I desperately need some work. Give me some random non-organic things I could try to model.
[QUOTE=SamuelRowe;43120443]Guys I desperately need some work. Give me some random non-organic things I could try to model.[/QUOTE]
Here's one of my favorite inspiration bases
[url]http://www.pinterest.com/mistryhiten/[/url]
[QUOTE=fewes;43117912][URL="http://fewes.se/turntables/PPK.html"]Turntable, spot the smoothing error![/URL][/QUOTE]
I see like 2 or 3 super small spots that didn't seem to bake perfectly well, either. Then again, I have troubles putting support edges on a plain damn cylinder when it comes to hard surface shit, so take my advice with a pinch of salt.
[QUOTE=surfur;43120464]Here's one of my favorite inspiration bases
[url]http://www.pinterest.com/mistryhiten/[/url][/QUOTE]
Cheers
Haven't given up modelling yet, so here's another lame model of mine
[IMG]http://filesmelt.com/dl/blender_72.jpg[/IMG]
[IMG]http://filesmelt.com/dl/blender_7-2.jpg[/IMG]
I kept everything simple because I don't know how to make the case more detailed looking :(
[QUOTE=fewes;43117912][URL="http://fewes.se/turntables/ppk.html"]Turntable, spot the smoothing error![/URL][/QUOTE]
Just behind the front sight?
[QUOTE=Biscuit-Boy;43119826]You're making dozens of small technical inaccuracies with it- I don't know how high you've set the bar or how picky you want to be but there's many, many things that you've tried to replicate but not really done correctly, even if overall the mesh doesn't look terrible.
Mostly important- the entire upper receiver is rounded- and I'd suggest doing that sooner than later if you were going to as I imagine it'll only get harder to fix. The magazine is far too thick, and the entire receiver is slightly too thick. The ejection port cover protrudes out too far at the base and the groove for the silver spring is far too tall. The forward assist button doesn't have the notch before the wider end, and actually fans out in a cone shape. The raised edge of the magwell lip doesn't continue up the receiver but just around the bottom.
I could go on but the point here is that I hope you've been looking at more than just that one reference photo as you're going to end up with a mesh with TONS of detail that's miles off target despite your best efforts.
I hope that doesn't sound incredibly mean but I just want to let you know my thoughts on it.[/QUOTE]
its not meant to be accurate, im just trying to learn the general process
Making a model accurate to reference is an excellent way to learn "the general process," which includes scaling, working with tricky geometry, and working off oddly-angled pictures. Correcting your model will only help you.
[QUOTE=thefreemann;43125754]its not meant to be accurate, im just trying to learn the general process[/QUOTE]
Making the model accurate to the reference is part of the general process.
[IMG]http://i.imgur.com/EIBc79y.jpg[/IMG]
For an Ellis modification just released for L4D2 [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=202513590"]here[/URL] & [URL="http://www.l4dmaps.com/details.php?file=27746"]here[/URL].
[img]http://puu.sh/5HFwg.png[/img]
This is what I saw when I opened an old PSD file.
Does this make me professional?
It's a step ahead of where I am now. My PSDs are generally dozens upon dozens of layers that I haven't even bothered to clean up, name, or otherwise organize in any way.
Mine are actually pretty organized kind of. I guess I called it that because it adds nasty to the texture.
No seriously guys this is just adding paint and some stickers.
[t]http://puu.sh/5HGKa.jpg[/t]
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