• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=seba079;43126962]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] I meant as in the workflow, not just specifically the modeling process [sp]it's a tutorial guys, can you stop bugging me about it :/ Not that I can't take/won't accept criticism... it's also my first time making anything slightly complex, it's out of my comfort zone already[/sp] [sp]I'll promise to do better next time if that makes you feel any better[/sp] Another thing, it's wrong and I know it, i accept that
[QUOTE=thefreemann;43128397]I meant as in the workflow, not just specifically the modeling process[/QUOTE] It doesn't matter really. Practice like you want to perform- you're only going to start forming bad habits if you disregard the details as you learn- it's skipping out on work and it's only going to make things more difficult down the road. If you're not going to give it your all, you're really not doing yourself any favors. [editline]10th December 2013[/editline] There's a difference between not being able to do it with 100% accuracy because you're still learning how to model, and making it sound as though you don't think it's important to model accurately. You don't have to be perfect but we/I just want you to understand that you don't want to be cutting corners and saying "eh, good enough" when you can push yourself to improve that much more. You're doing fine!
I'm not saying good enough, it's a tutorial I don't have much room for freedom anyways :/ Seriously tho, i promise I'll do better T_T And I am learning to model, I don't know how to make alot of things on the real thing, (Screws etc.) I barely figured out how to make an acceptable looking release button (which still looks shit :v:)
[QUOTE=thefreemann;43128525]I'm not saying good enough, it's a tutorial I don't have much room for freedom anyways :/ Seriously tho, i promise I'll do better T_T And I am learning to model, I don't know how to make alot of things on the real thing, (Screws etc.) I barely figured out how to make a decent looking release button (which still looks shit :v:)[/QUOTE] That's the point exactly! I understand if you're struggling and you need time to get there! That's fine, you'll get there in due time. It just wasn't clear if you meant one thing or the other at first, but now it's all sorted out. So don't sweat it, it's all good, man. You're doing awesome and I'm a bit jealous because you're a far better modeler than I am already haha. Keep at it.
[QUOTE=Biscuit-Boy;43128444]It doesn't matter really. Practice like you want to perform- you're only going to start forming bad habits if you disregard the details as you learn- it's skipping out on work and it's only going to make things more difficult down the road. If you're not going to give it your all, you're really not doing yourself any favors. [editline]10th December 2013[/editline] There's a difference between not being able to do it with 100% accuracy because you're still learning how to model, and making it sound as though you don't think it's important to model accurately. You don't have to be perfect but we/I just want you to understand that you don't want to be cutting corners and saying "eh, good enough" when you can push yourself to improve that much more. You're doing fine![/QUOTE] It's a balance. Sometimes you just have to say "eh, good enough." otherwise you never finish things (like in my case)
You don't have to recreate something with 100% accuracy, maybe you just want to model something inspired by several other things.
To this day, i've only done one scene. and you know why? I spent weeks upon weeks before starting that project testing various aspects of it and trying to get my workflow in a decent state before even attempting the scene. Like right now, I am preparing to work on a new scene, but I haven't even started on it. In preparation, I'm doing small bits off to the side, making sure I have the techniques down before moving on. I tend to do this with all my assets. If there's a certain part in the model I am creating, and I don't know what to do? I'll go and make a separate model JUST for that technique, and another, and maybe another till I have it down. For a while I was doing tiled textures. I probably showed 4 or 5 on FP, but I had a few dozen more locked away. So don't be afraid to experiment. like you said with the release button. Go make a release button in its own file and just that. Make several of them! get it to where you know you have the flow down and move onto the next.
One thing that my current advanced 3d tutor is making us do is to return to our old stuff we've made in the beginning of the course for 20 to 30 minutes every day, making slight improvements. At the end of the month, they'll look better. In a year, all of them will look kickass. Good methodology in my opinion.
As long as they make you save the original in a separate file so you can compare them at the end of the year, that sounds neat.
[t]http://puu.sh/5IpYz.jpg[/t] Forgot to tone down specular when I made it dirty. Just imagine it not shiny. P.S. Still looking for a modeler/animator/both.
Heh. What did the Phong shader say about the stage show? It was a Spec(tac)ular performance.
[IMG]http://images3.wikia.nocookie.net/__cb20130515060806/turok/images/a/a6/Firestorm.jpg[/IMG] [IMG]http://i.xomf.com/mqrhf.png[/IMG] [IMG]http://i.xomf.com/xnjjm.gif[/IMG] Also, here's the first part of my 3D modeling tutorial series: [url]https://www.youtube.com/watch?v=ESkQ9e1-lI4[/url] Now anytime someone asks how to begin modeling or if anyone knows some good tutorials you can direct them to this. My voice is a little monotone but hopefully everything is understandable. Let me know if you have any suggestions and ideas for improvement or ideas for what I can teach.
I haven't watched it, but is 37 minutes really required just to cover those three topics?
As I get more experience I should become more efficient with my time. I'll make the following videos shorter.
Can you make a tutorial on UVW unwrapping in 3ds max? or another tool if you use it the tutorials I have seen just unwrap something simple like a box which isn't the same as unwrapping a weapon or a vehicle so please use a semi-complex model, and thanks for the new tutorial there isn't enough tutorials on youtube
[QUOTE=John117;43148382]As I get more experience I should become more efficient with my time. I'll make the following videos shorter.[/QUOTE] No, don't worry about the time limit, just make sure you cover everything you have to. I just wouldn't imagine those [i]specific[/i] topics would take that long. I'd rather too long than too short, don't get me wrong.
I've always wanted to make a tutorial series in the vain of "You Suck at Photoshop" but with 3ds Max :v:
[IMG]http://i.imgur.com/QYt8WUT.jpg[/IMG] Pretty happy with it.
Im new molding, I made this A While back .. it will never go anywhere but year .. its my best one: [b]ARCCANNON.blend[/b] ([url=http://sketchfab.com/5lk42fd0ba]click to view in 3D[/url]) [url=http://sketchfab.com/5lk42fd0ba][img]http://sketchfab.com/urls/7ntuvySAbJr0T7DpLn0NZGQ6H6b/1368554017/thumbnail_448.png[/img][/url]
[IMG]http://i.imgur.com/qteIqMQ.png[/IMG] blowtorches lol Work in progress, it's based on a concept for Oblivion.
I made a highpoly of Valve's 357 and baked it out to their stock Low poly, The UV's arent great but it turned out pretty nice, Probably be better if I re-uv valves lp. [IMG]http://i44.tinypic.com/2nbhu1y.jpg[/IMG]
It's a little slushy around the edges, particularly the trigger guard and grip stand out to me.
[QUOTE=Proj3ct_ZeRo;43156924]I made a highpoly of Valve's 357 and baked it out to their stock Low poly, The UV's arent great but it turned out pretty nice, Probably be better if I re-uv valves lp. [IMG]http://i44.tinypic.com/2nbhu1y.jpg[/IMG][/QUOTE] you sir need more geometry to support your normal map. Look at the overall silhouette of your gun, you can clearly see the polys, and the end of the barrel isn't even straight.
Thanks for the input guys, keep in mind its the HL2 magnum I made a high poly based of it and baked the detail onto the STOCK magnum made by valve, didnt change the UV's or anything and this is the source of alot of the errors bent barrel and all.
I always thought the whole 'complete retexture with geometry' thing was the coolest
[QUOTE=Juniez;43160922]I always thought the whole 'complete retexture with geometry' thing was the coolest[/QUOTE] It's crazy what Millenia's been able to pull off with his Fallout weapons.
join da hangout! [url]https://plus.google.com/hangouts/_/72cpijcjve2hfgqcpr87do8mbc?hl=en[/url]
Well, I've recently taken up 3d modelling. Here's my first few models, one of which I made for Callinstead, who is contributing to the Shopping Mall Collab. [thumb]http://s20.postimg.org/aa5ez42l9/mymodels.jpg[/thumb] I know they're not great, and very simple. But I'm still learning.
[QUOTE=Meekal;43163771]Well, I've recently taken up 3d modelling. Here's my first few models, one of which I made for Callinstead, who is contributing to the Shopping Mall Collab. [thumb]http://s20.postimg.org/aa5ez42l9/mymodels.jpg[/thumb] I know they're not great, and very simple. But I'm still learning.[/QUOTE] That's a pretty good start. The only two things I want to reccomend off the bat are baking shadows and using smoothing groups. Those donuts in particular don't have any smoothing groups.
[QUOTE=Dragon52225;43163802]That's a pretty good start. The only two things I want to reccomend off the bat are baking shadows and using smoothing groups. Those donuts in particular don't have any smoothing groups.[/QUOTE] Thanks. I noticed that, and after learning more. I re-complied them with smoothing. I also just made some coffee bags for my Starbucks Store: [thumb]http://s20.postimg.org/iuyqqacrh/2013_12_13_00002.jpg[/thumb]
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