[IMG]http://i.xomf.com/wrsyq.jpg[/IMG]
Part six of my tutorial is up:
[url]https://www.youtube.com/watch?v=bw7iBflf9FM[/url]
john117 are you part of some game dev or mod dev team?
Fixed it.
[img]http://i.imgur.com/qjxJUNI.jpg?1[/img]
[img]http://i.imgur.com/ZBVxiGz.jpg?1[/img]
[QUOTE=kaine123;43278928]
Calling this done.[/QUOTE]
I'm not a fan of the blade, but the grip is pretty boss.
does anyone have any special way of making trees? I can't get mine to look right.
[t]http://cloud-4.steampowered.com/ugc/487811682550420137/8A4687DAB2DD915556F29453248AD201C8B00B95/[/t]
I can make the stick trees look nice, I'm just having trouble with the more oak-ish trees. I'm not really looking for criticism (I know it's bad) I'm just wondering what other people's flows for these kind of things are. (I love foliage) that way I can copy and expand upon.
Something I did over the course of a week
[quote][IMG]http://puu.sh/5OGas[/IMG] [IMG]http://puu.sh/5PIPg[/IMG] [IMG]http://puu.sh/5PIYp[/IMG] [IMG]http://puu.sh/5RyHg[/img] [IMG]http://puu.sh/5WxN1.png[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/451782616483417147/4F4A1C43D02C8C4EAFBB90266EFB4148900DDB31/[/IMG][/quote]
Size comparison
[quote][IMG]http://puu.sh/5WJpG[/IMG][/quote]
I know it's probably not meant to be, but it looks something like aperture would make (the eye texture and colour scheme)
They're always so cute until they start talking about how they're going to kill you for science.
[QUOTE=Golgo 13;43289162]I know it's probably not meant to be, but it looks something like aperture would make (the eye texture and colour scheme)[/QUOTE]
Thats exactly what its supposed to look like. Its an Aperture Science nanobot. :wink:
Kind of looks like Aperture tried to make their own version of the Combine Advisors.
[QUOTE=Sam Za Nemesis;43290439]lol HLMV is shit
I've done this today to try to warmup my modelling skills again
[img]http://image.noelshack.com/fichiers/2013/52/1387854825-untitled.png[/img][/QUOTE]
was the texture sourced or was it sculpted/generated?
[QUOTE=Sam Za Nemesis;43290439]lol HLMV is shit
I've done this today to try to warmup my modelling skills again
[img]http://image.noelshack.com/fichiers/2013/52/1387854825-untitled.png[/img][/QUOTE]
I'm actually really amazed at how good this looks, like really.
Can you post the diffuse/normal? That's a pretty damn nice chair.
For those of you who don't already know, check out this dude's stuff:
[url]http://opengameart.org/users/yughues[/url]
He does some really amazing free-to-use textures and models.
[IMG]https://dl.dropboxusercontent.com/u/47363951/Editor%202013-09-30%2019-22-10-86.png[/IMG]
After a hardwork trying to put this ingame with textures and collision box, it's finally there, my crate. :D
[t]http://i.imgur.com/MKC33T7.jpg[/t]
Still working on the normals a bit, supposed to be a plastic ray gun though.
Edit: Holy fuck it shows up massive, how do I wrap it?
[ t] and [ /t] tags pls D:
That looks nothing like a raygun though; I thought it was one of those rock decorations you'd put in a fishtank, or maybe an oddly-shaped coral colony.
[QUOTE=SamuelRowe;43310024]Still working on the normals a bit, supposed to be a plastic ray gun though.[/QUOTE]
If it's plastic, you probably don't even need to worry about a normal map. Plastic is smooth so it just makes it look weird. If there's a reason you need a normal map such as in order to use phong, just add a small mask that's 64x64 at the largest and a solid color of 128, 128, 255
[QUOTE][ t] and [ /t] tags pls D:
That looks nothing like a raygun though; I thought it was one of those rock decorations you'd put in a fishtank, or maybe an oddly-shaped coral colony. [/QUOTE]
Haha thanks
[QUOTE=Dragon52225;43310523]If it's plastic, you probably don't even need to worry about a normal map. Plastic is smooth so it just makes it look weird. If there's a reason you need a normal map such as in order to use phong, just add a small mask that's 64x64 at the largest and a solid color of 128, 128, 255[/QUOTE]
Ah, thank you. I dunno why I chose that normal texture - for some reason that's all that struck me when I thought 'Plastic'.
There's barely anything actually modeled in this but I was playing with Marvelous Designer 2 and wanted to make a Santa hat
[img]http://img839.imageshack.us/img839/1462/qg9t.png[/img]
That's the high poly, I'm too frightened to try to make a low poly of it
[img]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieHullplan_zps714c7588.jpg[/img]
Okay, so to explain this image, I have here the before and after of the complete rebuild of the fusalage/hull of my ship. On the left is the new model, weighing in at around 25,000 polies, and on the right, the old, with just over 5,000. With this rebuild, I focused on creating not one particular mesh, but several to give it the layered and modular design styling I wanted. With this also, I added in much more close up details, such as you'd find with multiple parts, and I am much happier with this version than I am with the previous one.
[QUOTE=A big fat ass;43316017]There's barely anything actually modeled in this but I was playing with Marvelous Designer 2 and wanted to make a Santa hat
[img]http://img839.imageshack.us/img839/1462/qg9t.png[/img]
That's the high poly, I'm too frightened to try to make a low poly of it[/QUOTE]
Speaking of low poly, I made this:
[t]http://i.imgur.com/CG7qMDm.png[/t]
I realise how simple it is, but I was messing with normal mapping. I am pretty happy with it so far.
[QUOTE=A big fat ass;43316017]There's barely anything actually modeled in this but I was playing with Marvelous Designer 2 and wanted to make a Santa hat
[img]http://img839.imageshack.us/img839/1462/qg9t.png[/img]
That's the high poly, I'm too frightened to try to make a low poly of it[/QUOTE]
Dean, is that Max Payne?
[QUOTE=John117;43279852][IMG]http://i.xomf.com/wrsyq.jpg[/IMG]
Part six of my tutorial is up:
[URL]https://www.youtube.com/watch?v=bw7iBflf9FM[/URL][/QUOTE]
How is the person's ankle supposed to flex with that solid bar connecting their heel and calf together? At first I wondered if I was looking at it wrong, and the leg was meant to be some kind of sci-fi plaster cast intended to keep the leg rigid, but you've clearly given it joints so I don't know.
Also unless those cables running into the back of the character's thigh are really flexible, they're going to have a very awkward time sitting down. Or squatting. Or doing anything that involves bending their knee heavily.
Also also, would you mind explaining your thought process regarding those indents in the metal of the leg above the knee? It's a little thing, but I see them all the time in sci-fi artwork and I've never understood why. What purpose do they serve? What structural advantage do they provide over simply leaving the metal surface smooth and uninterrupted?
Also also also, that leg can't flex. Like, at all. There is no space around any of the joints for the associated components to move. Okay, I could sort of see the ankle working (minus the heel-pipe-thingy), because right now the shin kinda looks like it's made of plastic which could probably flex a bit, but not without ending up permanently warped after a while. And maybe the toes too, but only because I can't tell if the sole of the foot is meant to be metal or rubber. But there is no way that knee could bend without the leg pieces above and below passing through each other.
Now, I want to make it clear that I'm not saying your work is terrible, per se. From a purely technical standpoint, it's good. I genuinely admire your skill at modelling - lord knows I couldn't model anything as good as you. It's just that, design-wise it's really poor, and I'm sure you can do much better.
Thank you for your in-depth analysis. That model is at the stage where I'm adding the basic components and general forms. There is no space for the joints to move because I've just intersected them together to establish a base from which I will start making it workable.
[IMG]http://i.xomf.com/zfxxx.jpg[/IMG]
Next part of my 3D tutorial is up:
[url]https://www.youtube.com/watch?v=wNTd5JD_itU[/url]
[QUOTE=John117;43328672]Thank you for your in-depth analysis. That model is at the stage where I'm adding the basic components and general forms. There is no space for the joints to move because I've just intersected them together to establish a base from which I will start making it workable.[/QUOTE]
Why are you working out the basic shape and form of your models in a 3D sculpting program? That should be done before you even start modelling. Making a first draft in 3D is vastly more complicated and time-consuming than doodling something on paper or in an image editor. Sketching something out before you move to production will save you a lot of hard work in the long run.
Actually lots of companies use 3D programs for rapid prototyping and visualization during the first part of the production process. Concept artists also use 3D programs to establish underlying forms and perspective before they start painting.
Even if you're working on modeling something from a concept artwork you still have to work out the basic shape and form and then gradually refine it and add detail- that's how all modeling works. Also, it's easy for an artist to draw something without thinking about how it will look in three dimensions and many times modelers will have to fill in the gaps.
[QUOTE=John117;43336788]Actually lots of companies use 3D programs for rapid prototyping and visualization during the first part of the production process. Concept artists also use 3D programs to establish underlying forms and perspective before they start painting.
Even if you're working on modeling something from a concept artwork you still have to work out the basic shape and form and then gradually refine it and add detail- that's how all modeling works. Also, it's easy for an artist to draw something without thinking about how it will look in three dimensions and many times modelers will have to fill in the gaps.[/QUOTE]
I agree to that, mostly at least. The last part is the only thing I disagree with. Lots of artists spend lots of time and effort learning and training perspective specifically for 3d and such. Regardless, the concept art is just there for, well, concept. It's not there as a blueprint for you to replicate in 3d, it's just there to show you the suggested design. You may even find games that have 3d models that turn out completely different from the concept art for all kinds of reasons.
On the first part, the workflow is usually up to you depending on what regulations you may have where you work. Your method is your method and there is no "the" method. There's no single way to do something, especially in this type of field so however you choose to do it is just part of what makes you unique, and your workflow may even help create the appearance your models have that make them stand out as your works rather than someone else's.
3d doodlin is da best
I think he knows what he's doing
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