[QUOTE=Torekk;43186547]Quite happy how this turned out(for a simple work).
[t]http://i.imgur.com/jkjGPyGh.jpg[/t]
Oh and what I noticed is that those pins added like 10.000 verts, ~9000 faces and something like 20.000 tris, is that bad? I'm not doing this for any use, other than the rendered image, currently and to figure out how blender works.
Also I should learn how to use textures instead of using simple materials...[/QUOTE]
if you're just doing non-realtime rendering u can easily go into the millions
[t]http://i.imgur.com/HEN8BHX.jpg[/t]
[t]http://i.imgur.com/QYKa0MY.jpg[/t]
Calling this blowtorch finished.
[QUOTE=thefreemann;43128397] it's a tutorial guys, can you stop bugging me about it :/ [/QUOTE]
You posted your WIP into a modeling forum with tons of people want to help. They're only trying to help you improve, no one here that I know of will purposely feed you false information during the process. These people are modeling Gods, let them help you.
I wouldn't say gods... Demi-god maybe. :) Nah, even I need help every now and then when I'm modeling. And thats more or less three times every day when I ask myself "Okay, now how in the world am I going to make this look right?"
[QUOTE=angel natavi;43198528]I wouldn't say gods... Demi-god maybe. :) Nah, even I need help every now and then when I'm modeling. And thats more or less three times every day when I ask myself "Okay, now how in the world am I going to make this look right?"[/QUOTE]
if he thinks our shit is good, wait till he finds polycount...
[QUOTE=surfur;43198674]if he thinks our shit is good, wait till he finds polycount...[/QUOTE] [sp]I was exaggerating to make you people look better. Hush[/sp]
modeling is hard and you fail a lot and that's okay!! failure is just a part of life you'll have to get used to
[editline]16th December 2013[/editline]
a constant self-critical attitude towards your own work is also normal
[editline]16th December 2013[/editline]
an almost compulsive need to compare your own work to people who are more skilled is also normal
[editline]16th December 2013[/editline]
but the important thing is not to say "i'm worse than that..." - it's to say "i can totally be like that if i work hard enough"
full modelling zen achieved now, thanks juniez. i am a polygon.
[img]http://i.imgur.com/KLVR48A.png[/img]
[img]http://i.imgur.com/38nWW5i.png[/img]
Few artifacts in the bad render due to it being floating geo on a high poly model.
[QUOTE=surfur;43198674]if he thinks our shit is good, wait till he finds polycount...[/QUOTE]
I know. I go there occasionally but it usually ends up with me sobbing uncontrollably in the corner of my room.
Mmm, indeed. I've been rebuilding my ship time and time again, usually to add a detail here, remake the fuselage there, always adding, smoothing out or reducing the overall poly counts. As of the last renders of my ship project, its at 246,355 polies. And believe you me, its only going to be going up. For example, one engine nozzle thruster unit thingamabob on my ship is almost 6 thousand polies alone. The old fusalage? About the same.
[QUOTE=Juniez;43198878]but the important thing is not to say "i'm worse than that..." - it's to say "i can totally be like that if i work hard enough"[/QUOTE]
Can't stress this enough, I've also seen to many people immediately try to shit on someone else's work purely because it's far better.
Comparing my work to that of Lonewolf and others makes me feel bad, but instead of sitting there hating them for it start studying it and learn what they did, a lot of guys in this industry are easy to talk to.
True enough. I'm easy to talk to, I can give pointers on some of the basics I use as a primary modeling resource, and by doing so, I hope to have someone help me out with the stuff I haven't come up with myself.
Also don't waste your time teaching people who don't seem as interested as yourself, this shit is to complicated to spend time teaching it and getting nowhere. I had to work my ass off for about a year straight when I first started before literally anyone took me seriously enough to help me.
[QUOTE=Juniez;43198878]modeling is hard and you fail a lot and that's okay!! failure is just a part of life you'll have to get used to
[editline]16th December 2013[/editline]
a constant self-critical attitude towards your own work is also normal
[editline]16th December 2013[/editline]
an almost compulsive need to compare your own work to people who are more skilled is also normal
[editline]16th December 2013[/editline]
but the important thing is not to say "i'm worse than that..." - it's to say "i can totally be like that if i work hard enough"[/QUOTE]
[QUOTE=- Livewire -;43200526]Can't stress this enough, I've also seen to many people immediately try to shit on someone else's work purely because it's far better.
Comparing my work to that of Lonewolf and others makes me feel bad, but instead of sitting there hating them for it start studying it and learn what they did, a lot of guys in this industry are easy to talk to.[/QUOTE]
[img]http://i.imgur.com/M54GlNQ.png[/img]
Good quote (I think this dude is from radio, but this still applies to all creatives)
Essentially if you can tell you're not up to scratch, you have taste, and that means you have potential. So keep going! And one day maybe someone else will look at your work, then at their own, and see a gap to close as well
speaking of stuff that is not up to my taste!
[t]http://i.cubeupload.com/EIk1ch.jpg[/t]
[t]http://i.cubeupload.com/8wduhl.jpg[/t]
this really didn't turn out the way I hoped it would...but I did learn a fare amount about zBrush despite how it turned out.
[QUOTE=surfur;43205064]speaking of stuff that is not up to my taste!
[t]http://i.cubeupload.com/EIk1ch.jpg[/t]
[t]http://i.cubeupload.com/8wduhl.jpg[/t]
this really didn't turn out the way I hoped it would...but I did learn a fare amount about zBrush despite how it turned out.[/QUOTE]
Imo, there are two key problems with this. The first is that the unbroken surfaces have no texture to them (although if you added that into the normal map later with photoshop or whatever then that's fine) and the second is that the broken surfaces look as though they've been subject to natural erosion over a long period of time, rather than surfaces that's had pieces of concrete broken off.
[editline]16th December 2013[/editline]
The result of the appearance of natural erosion if reflected in the low poly as there seem to be no hard, jagged edges as there would be in reality.
[QUOTE=~ZOMG;43205283]Imo, there are two key problems with this. The first is that the unbroken surfaces have no texture to them (although if you added that into the normal map later with photoshop or whatever then that's fine) and the second is that the broken surfaces look as though they've been subject to natural erosion over a long period of time, rather than surfaces that's had pieces of concrete broken off.
[editline]16th December 2013[/editline]
The result of the appearance of natural erosion if reflected in the low poly as there seem to be no hard, jagged edges as there would be in reality.[/QUOTE]
Thanks! yea i was fiddling with the color of the broken part for awhile but I could never get it to look 'right' but i'll go back to playing with it again, its starting to bother me once more.
I should also mention, it does look incredible and the texturing is really nice. One more thing is that the normal map on the paint is just a little too strong, but really it's pretty much there.
You don't always have to work on a project. When you start up I recommend doing a quick warmup to get in the mindset. Also, you can test out various techniques and ideas in separate files.
[IMG]http://i.xomf.com/wkbjc.jpg[/IMG]
Also, third part of my tutorial series is up:
[url]http://www.youtube.com/watch?v=ivswuEIaxFs[/url]
[IMG]http://puu.sh/5Pd9K.png[/IMG]
how 2 shader
also how could i paint grunge in mari or something?
Here are a couple of obviously Mario-themed models I finished putting into Garry's Mod today. They may seem simple, but I had a bear of a time figuring out how to get them in there...
[IMG]http://img.photobucket.com/albums/v398/endsdawn/wip_01_zps20c9005c.jpg[/IMG]
[QUOTE=c_anthony;43209068]Here are a couple of obviously Mario-themed models I finished putting into Garry's Mod today. They may seem simple, but I had a bear of a time figuring out how to get them in there...
[IMG]http://img.photobucket.com/albums/v398/endsdawn/wip_01_zps20c9005c.jpg[/IMG][/QUOTE]
I'd ditch the cubemap.
[QUOTE=Stiffy360;43217265]I'd ditch the cubemap.[/QUOTE]
I couldn't get them looking shiny at all, which I wanted, without it...
[IMG]http://i.xomf.com/djqgn.jpg[/IMG]
Part 4 of my 3d modeling series is up:
[url]https://www.youtube.com/watch?v=bMzfA38jGJ8[/url]
[QUOTE=c_anthony;43220233]I couldn't get them looking shiny at all, which I wanted, without it...[/QUOTE]
desaturate the diffuse a bit and tint the cubemap to the gold color?
[QUOTE=John117;43207128]You don't always have to work on a project. When you start up I recommend doing a quick warmup to get in the mindset. Also, you can test out various techniques and ideas in separate files.
[thumb]http://i.xomf.com/wkbjc.jpg[/thumb]
Also, third part of my tutorial series is up:
[url]http://www.youtube.com/watch?v=ivswuEIaxFs[/url][/QUOTE]
I appreciate you sharing your knowledge.
I'll be watching your videos. Cheers!
Don't be put off by lack of response on your tutorials now John 3d tutorials are futureproof and will be valid 5 years from now on 3ds max
We've finally set up a Facebook page for the game I'm working on with two other people, if you're interested I'd appreciate it if you could give it a like, we won't spam you, just provide you with an occasional nice picture of development.
[url]https://www.facebook.com/pages/Minerva-Union/720938061257140[/url]
For those of you who don't use Facebook (we won't judge you honest) we'll be using other services in the future.
join da hangout! [url]https://plus.google.com/hangouts/_/72cpjaqp92em7ls16ldq1bepok?hl=en[/url]
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