That was the idea! I started with flintlock pistols and cutlasses as refs
I honestly kept thinking it looked like a flintlock, maybe you should make a pose with Solomon from Galactopticon holding it.
[QUOTE=DOG-GY;38055478]if you're talking about the skull on the bottom, i modeled it to look faceted.
[/QUOTE]
I had no idea that was a skull when I looked at it, it really looks you got fucked smooth groups/normals.
[editline]16th October 2012[/editline]
[QUOTE=skeligandrew;38050959]Yes textures never go right for me, there is always one part where it is stretched or something[/QUOTE]
Do you use the relax tool when unwrapping? It's about halfway down the Tools menu in the unwrap modifier and will solve your problems.
Also apply a checker texture to your model so as you're unwrapping you can see where it's stretching.
[QUOTE=- Livewire -;38060396]I had no idea that was a skull when I looked at it, it really looks you got fucked smooth groups/normals.[/quote]
Well then what do you recommend to make it read better. The design isn't changing because I like where it is and how the faceting looks.
It probably looks better in motion, but I may just need to use a better renderer. The offline renders and the xoliul renders I presented in class were well received and nobody had confusion about the form.
Where it is and stuff is fine, It's just the skull doesn't look like a skull to me. I'd say add more loops to try and help it, but it's on the underside of the weapon and I'm guessing will only be seen in short glimpses anyway, but I think you should sort out that weird triangulation you got going on.
I may be wrong in your case, but when that happened to me it was the lowpoly smooth groups which were messing it up.
no like the triangulation is intentional thats what im saying.
here's the high poly:
[img]http://filesmelt.com/dl/skullrender.png[/img]
i wanted it to be more of a small thing as it's not the main element, which is why i left it so plain and stylized it so strongly.
that is a cool idea, but I think it doesn't fit on a weapon like that, it would probably look great on large surfaces
Maybe it would fit more if the weapon was more faceted as well? As it currently is, it just sticks out to me compared to the rest of the model
yeah it was more an experiment. im already getting around to professional quality work so i just went balls out on a class assignment and made what i wanted
[QUOTE=DOG-GY;38061243]no like the triangulation is intentional thats what im saying.
here's the high poly:
[img]http://filesmelt.com/dl/skullrender.png[/img]
i wanted it to be more of a small thing as it's not the main element, which is why i left it so plain and stylized it so strongly.[/QUOTE]
Make it be made out of like a diamond or something, then the blockyness will actually make sense.
that would break the aesthetic entirely plus why would i do diamond if i can't do realistic IOR in realtime
Then why would you make it look like it has broken normals? I understand what you were going for but it really doesn't look very pleasing.
It looks fine to me, he was shooting for that sort of hard edged triangulation and he got it fine. It's just a school project for gods sake.
It would probably look better if you got it to look metallic/crystally like in the high poly.
can I point out that I could tell the look was intentional from the first render :v:
[QUOTE=fewes;38062634]Then why would you make it look like it has broken normals? I understand what you were going for but it really doesn't look very pleasing.[/QUOTE]
i didnt, that's mainly a result of compression
im redoing it from square one tho
am i a pro1337mlg game desiner yet?
[img]http://i.imgur.com/WhvSV.png[/img]
In all seriousness, I did this with no tutorials at all. So that's pretty cool. I'm looking forward to figuring out more of Max's tools and capabilities.
[QUOTE=DOG-GY;38061243]no like the triangulation is intentional thats what im saying.
here's the high poly:
[img]http://filesmelt.com/dl/skullrender.png[/img]
i wanted it to be more of a small thing as it's not the main element, which is why i left it so plain and stylized it so strongly.[/QUOTE]
Can you post your loops for that skull please?
[QUOTE=A big fat ass;38078975]That looks like a lemon launcher to me.[/QUOTE]
That's a keen eye you've got. It's a remake of an old model I did of a concept someone in the creationism corner made.
[QUOTE=~ZOMG;38079749]That's a keen eye you've got. It's a remake of an old model I did of a concept someone in the creationism corner made.[/QUOTE]
This concept?
[img_thumb]http://th01.deviantart.net/fs71/PRE/f/2011/157/4/b/80s_combustible_lemon_launcher_by_theloneredsheep-d3i8sdd.png[/img_thumb]
Looking good zomg, just keep an eye on how tight those screw rotations are for the bake.
only took me 2 attemps at baking it plus 2 hours in photoshop to get the normals somewhat good looking this time
[img]https://dl.dropbox.com/u/27535259/SNAKEEATER.png[/img]
[QUOTE=Overworld;38082785]only took me 2 attemps at baking it plus 2 hours in photoshop to get the normals somewhat good looking this time
[img]https://dl.dropbox.com/u/27535259/SNAKEEATER.png[/img][/QUOTE]
The Patriot?
Was working 2 days on these models. How do i can fix UVW? Sorry for my bad English.
[thumb]http://dl.dropbox.com/s/7m81svbftoud0ee/sgg_fewmodels.png[/thumb]
this was fun to do, ill probably uv and bake it sometime this weekend
[img]https://dl.dropbox.com/u/27535259/FunWayToSpendAnHour.png[/img]