You posted that, asked for criticism, received criticism, and then completely ignored it. That is not how you progress and evolve as a 3D artist.
[QUOTE=~ZOMG;38553676]You posted that, asked for criticism, received criticism, and then completely ignored it. That is not how you progress and evolve as a 3D artist.[/QUOTE]
I didn't ignore his advice it's just my reference materials were way out of whack if I change the wing shape
[QUOTE=iliketokill;38556386][video=youtube;wwTB_XAiylE]http://www.youtube.com/watch?v=wwTB_XAiylE[/video][/QUOTE]
Its a smooth animation, but the whole idea of flicking the mag out doesnt look practical, and more dumb that anything else. Also, it isnt easy to cock the gun with only one finger on the side.
That's a flick!? I just thought it was unfinished :v:
Point it towards the enemy and you've got an extra shot.
[QUOTE=Shirky;38556970]Its a smooth animation, but the whole idea of flicking the mag out doesnt look practical, and more dumb that anything else. Also, it isnt easy to cock the gun with only one finger on the side.[/QUOTE]
If you mean pulling back the charging handle like that, you're wrong. It's perfectly acceptable and quite easy to do. The mag thing I agree about, change that and it's a great animation.
Flipping the mag out is actually a real thing. Generally it's not practiced that often because your mag goes flying, and you generally want to keep track of them. Also, you almost never pull the charging handle on an AR style weapon unless you're charging it before you've fired any rounds. Normally you hit the bolt release on the left side of the rifle which *spoiler* releases the bolt.
Video included:
[video=youtube;g6Ta8t16lrk]http://www.youtube.com/watch?v=g6Ta8t16lrk&feature=fvwrel[/video]
It looks like the mag is being pulled by a vacuum rather than moving because of the swinging force.
[editline]23rd November 2012[/editline]
Also there are no bullets in the new mag :v:
Hello, here some plastic guy:
[quote][img]http://puu.sh/1ty90[/img][/quote]
Getting better at highpoly modeling along with retopologizing
[img]http://i.cubeupload.com/Yqvj5R.jpg[/img]
[img]http://i.cubeupload.com/xqpuxj.jpg[/img]
[video=youtube;a5-OX3RsL6U]http://www.youtube.com/watch?v=a5-OX3RsL6U[/video]
i finnished this a few hours ago, took me about 5 hours from watching a tutorial in the process and procrastinating. I was having exporting problems so i had to add the sounds in another program. it suffered a loss of video clarity.
I have an issue. I'm trying to bake a hipoly mesh to my low poly mesh.
Mudbox wouldn't do it and just crashed every time I tried so I used xnormal instead. Now the problem is this.
Top is low poly with normal. Bottom is my hipoly.
[t]https://dl.dropbox.com/u/69582724/FulcrumsGoodyBox/why.jpg[/t]
It looks like ass and I don't know how to fix it/other options I could take to remedy this problem.
Is there a setting or some nuance I'm overlooking with this?
Also should mubox crash when I'm baking a normal using ray casting on a 180k poly model to a 800 poly model?
what software are you using besides Mudbox and xNormal?
Looks like a smoothing problem, try smoothing everything, then hardening the UV seams (if you are using Maya), then rebake
So I'm still working on getting that barrel how I want it, and I'm having trouble with the cap - specifically, how best to attach it to the top. I'm sure I'm doing it really wrong but I don't know what the correct solution is. I guess, since this is a high poly to be baked onto a low, it doesn't really need to mesh with the top, it can be floating geometry or whatever, but I feel like this kind of stuff is good practice. Anyway, can anyone suggest anything?
[IMG_THUMB]http://i.imgur.com/zNyR3.png[/IMG_THUMB]
[QUOTE=NotExactly;38591500]So I'm still working on getting that barrel how I want it, and I'm having trouble with the cap - specifically, how best to attach it to the top. I'm sure I'm doing it really wrong but I don't know what the correct solution is. I guess, since this is a high poly to be baked onto a low, it doesn't really need to mesh with the top, it can be floating geometry or whatever, but I feel like this kind of stuff is good practice. Anyway, can anyone suggest anything?
[IMG_THUMB]http://i.imgur.com/zNyR3.png[/IMG_THUMB][/QUOTE]
Does that look okay subdivided? That's all that matters really. I often use triangles and ngons on flat surfaces to improve my loop flow since you can get away with it.
[QUOTE=fewes;38591623]Does that look okay subdivided? That's all that matters really. I often use triangles and ngons on flat surfaces to improve my loop flow since you can get away with it.[/QUOTE]
There's already a subsurf modifier and it looks fine to me, especially now I've added some edge loops to clean the surfaces up on the rest of the barrel. I was just worried that the density of all those triangles together, plus the fact that they're triangles when everything else is quads, would mess up normal map baking or anything like that.
Edit: Just in case anyone hasn't seen anything I've posted so far, I've only been modelling for a couple of weeks so I'm still kind of getting to grips with how it works.
Edit edit: on the base, where there's no cap, do I even need to do it with tris or can the whole end just be an ngon? Does that kind of stuff only matter in models going into games (i.e. low poly)?
[QUOTE=mdeceiver79;38590568]I have an issue. I'm trying to bake a hipoly mesh to my low poly mesh.
Mudbox wouldn't do it and just crashed every time I tried so I used xnormal instead. Now the problem is this.
Top is low poly with normal. Bottom is my hipoly.
[t]https://dl.dropbox.com/u/69582724/FulcrumsGoodyBox/why.jpg[/t]
It looks like ass and I don't know how to fix it/other options I could take to remedy this problem.
Is there a setting or some nuance I'm overlooking with this?
Also should mubox crash when I'm baking a normal using ray casting on a 180k poly model to a 800 poly model?[/QUOTE]
Increasing the size of the cage might help.
[QUOTE=azgag;38590679]what software are you using besides Mudbox and xNormal?
Looks like a smoothing problem, try smoothing everything, then hardening the UV seams (if you are using Maya), then rebake[/QUOTE]
This was the problem. Thank you very much.
Heres the finished (its messy) model in game along with some other stuff I made for the map.
[t]https://dl.dropbox.com/u/69582724/Littlerocks.jpg[/t]
Anybody got any tips on making the candle flame?
Imo, the rocks should be much higher poly.
@NotExactly, usually you would use a floater for the little cap
[QUOTE=mdeceiver79;38591979]This was the problem. Thank you very much.
Heres the finished (its messy) model in game along with some other stuff I made for the map.
[t]https://dl.dropbox.com/u/69582724/Littlerocks.jpg[/t]
Anybody got any tips on making the candle flame?[/QUOTE]
a particle effect would probably be the easiest way. another way would be to make the flame with a plane and animate it but it's overkill imo
NotExactly, you're making things needlessly complicated. As far as I can see, there's no need for you to have all those faces on your cylinder. You can just use an eight sided cylinder and get the same results.
[IMG]http://i.imgbox.com/acgfhUST.jpg[/IMG]
I haven't posted anything new because I just moved. Maybe soon.
Are those before and after subdivision or different models? I've just been going with Blender's default number of cylinder sides, i.e. 32, because so far it's worked.
This any better? Doesn't look as smooth to me
[IMG]http://i.imgur.com/GzgXT.png[/IMG]
If you're going for the corrugated drum look i'd tighten up those ridges with some loops, move them towards the center and make them smaller
Generally they are sharper than that...
[IMG]http://www.schuetz.net/schuetz/media-cache/a16f2dfa0cc24c4abb733921beab9f66/sicken_spundfass.jpg[/IMG]
Yeah, I guess mine does look a little cartoony in comparison. I'll see it I can work out the best way to make the join at the top a bit more realistic too.
[video=youtube;k3a_nLpAz0k]http://www.youtube.com/watch?v=k3a_nLpAz0k&feature=plcp[/video]
i know the spinning animation is a little screw up but, besides that i think it looks good
-snip-
Lateness
[IMG]http://mrbrightside.thanez.net/Images/zangetsu/wip_4.jpg[/IMG]
Larger render - [URL]http://mrbrightside.thanez.net/Images/zangetsu/wip_4_2.jpg[/URL]
Little update, started modeling the first stage;
[IMG]http://mrbrightside.thanez.net/Images/zangetsu/Zangetsu_first.jpg[/IMG]
Still need to finish some details on the hilt before I can call it done...
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