can you post an updated version?
also those teeth on the top wouldn't really cut through anything but idk if you fixed that or not
[QUOTE=DOG-GY;38706716]can you post an updated version?
also those teeth on the top wouldn't really cut through anything but idk if you fixed that or not[/QUOTE]
I'll do that when I get home.
And yeah I know, I only had a side ref, and I didn't bother to look for more.
une paroi
[img]https://dl.dropbox.com/u/10565588/Pictures/wall_ill_be_damned.png[/img]
[IMG]http://img705.imageshack.us/img705/4272/benchmontage.jpg[/IMG]
Hey guys, this is the first model i have fully textured, the polycount is 4064 which i know is very high and not very optimized for a bench :P here its displayed with 2k maps as im submitting it as part of a uni project but it looks fine with just 1k for use in games.
was first game asset attempt so all comments are very welcome :D
Probably the best attempt at a first model I've ever seen.
I hate you James, that's really good for a first (though i dont believe you...)
Been working on a scene of my own, still a WIP but here's some gifs i threw together
[t]http://i.cubeupload.com/4aVQKC.gif[/t]
[t]http://i.cubeupload.com/IIvfq4.gif[/t]
[t]http://i.cubeupload.com/ZuQk8D.gif[/t]
Coulden't decide between the lighting or no.
I'm re doing the texture on the pallet right now, making the symmetry less, obvious. creating end peices for the wood as well instead of just tapering down.
[QUOTE=- Livewire -;38727077]Probably the best attempt at a first model I've ever seen.[/QUOTE]
Do note when he says first model [B]fully textured[/B]
He has probably had hundreds of attempts before it without textures.
hey all, lol thanks for comments, before i made that bench i have messed around with highpoly models in zbrush for bout 3-4 months, first max project that i unwrapped and textured before that i had just tried making some small objects like a book and a fairly simple post. + bench took a fair amount of time to finish :P thanks again
[QUOTE=JamesCloudy;38727943]hey all, lol thanks for comments, before i made that bench i have messed around with highpoly models in zbrush for bout 3-4 months, first max project that i unwrapped and textured before that i had just tried making some small objects like a book and a fairly simple post. + bench took a fair amount of time to finish :P thanks again[/QUOTE]
Good to hear. do you mind posting a higher res version of the bench?
[QUOTE=Civil;38727564]Do note when he says first model [B]fully textured[/B]
He has probably had hundreds of attempts before it without textures.[/QUOTE]
I know him personally, it's pretty much his first model.
[IMG]http://img853.imageshack.us/img853/862/higherresbench.jpg[/IMG]
Surfur what sort of scene are you creating those assets for? looks very post apocalyptic which is cool
[QUOTE=JamesCloudy;38728228][IMG]http://img853.imageshack.us/img853/862/higherresbench.jpg[/IMG]
Surfur what sort of scene are you creating those assets for? looks very post apocalyptic which is cool[/QUOTE]
Im digging the specular map on your bench. and its for a shanty house of some sorts, not sure if i am going to go any further than this, but i really like how these are turning out so far.
Cheers Surfur, that will look awesome inside a shanty! are you making the whole scene ?
Does anybody know if it's possible to scale the X or Y on specific UV islands in the Unwrap UVW modifier in 3DS Max? I know you can add a UVW XForm modifier after, but I'd prefer to do it in the unwrap editor.
[QUOTE=JamesCloudy;38729323]Cheers Surfur, that will look awesome inside a shanty! are you making the whole scene ?[/QUOTE]
I'm still not sure if i am or not. i was just going to create 3 tiers of bed, ghetto, middle class and high class beds in a funny manner.
[QUOTE=A big fat ass;38732362]Does anybody know if it's possible to scale the X or Y on specific UV islands in the Unwrap UVW modifier in 3DS Max? I know you can add a UVW XForm modifier after, but I'd prefer to do it in the unwrap editor.[/QUOTE]
At the top-left there should be five tools: Move, Rotate, Scale, Freeform, and Mirror Horizontal. Select Freeform, click on one of the corner handles, hold shift, and then move horizontally or vertically to scale the select faces only in the x or y direction.
Oh yes, I should have mentioned that I'd like to scale it by a specific ratio and not eyeballing it. Exactly 50% width/height for example. I don't mind using the XForm modifier, but I thought it was odd the unwrap editor didn't have an option for it.
So I tried to make a model following the weapon creation tutorial, and well, this happened...
[IMG]http://img255.imageshack.us/img255/5848/normalt.png[/IMG]
[IMG]http://img651.imageshack.us/img651/6530/notfuckingnormal.png[/IMG]
It seems perfectly normal in the viewport, but then all the edges seem inverted upon render. This was pre-turbosmooth, and had fuck all for detail added.
HALP.
Smoothing groups, if that doesn't fix it you got bad topology.
[QUOTE=Heydshaut;38733286]So I tried to make a model following the weapon creation tutorial, and well, this happened...
[IMG]http://img255.imageshack.us/img255/5848/normalt.png[/IMG]
[IMG]http://img651.imageshack.us/img651/6530/notfuckingnormal.png[/IMG]
It seems perfectly normal in the viewport, but then all the edges seem inverted upon render. This was pre-turbosmooth, and had fuck all for detail added.
HALP.[/QUOTE]
Flip your normals
[IMG]http://imageshack.us/a/img855/2893/bandstandmontage.jpg[/IMG]
Heres another update for my zombie park thing
13755 polys, could be alot less i now know, created this asset about a month ago now :)
any tips on how to better for the future are very welcome :D
[b][/b] ([url=http://p3d.in/0e6eu]View in 3D[/url])
[url=http://p3d.in/0e6eu][img]http://p3d.in/model_data/snapshot/0e6eu[/img][/url]
I think I fixed it mostly. I'm still adding to it though. I might mess around with putting it in TF2.
[IMG]http://puu.sh/1yQgh[/IMG]
[IMG]http://img100.imageshack.us/img100/1096/rivenswordl.png[/IMG]
So in commemoration of my doing absolute fuck all yesterday, I decided to actually finish this model using the loop cut advice.
[url=http://p3d.in/YfyTt]Fucking unnecessary 3d n' shit[/url]
Crit plz.
Almost all of your edges are too hard, and the handle is just a bit of a mess.
[QUOTE=~ZOMG;38764268]Almost all of your edges are too hard, and the handle is just a bit of a mess.[/QUOTE]
So remove some loop cuts on the blade and hilt and add some on the handle? Also I wanted that sharp-edged effect a degree.
I know this is practically nothing compared to most experienced modelers here, but this is probably my tenth model i have made. I yet have to learn how to texture models, therefore this picture will contain bland gray colors!
The model is heavily based on the Halo 3 ODST SMG!
[IMG]http://i.imgur.com/QPR4o.png[/IMG]
Built in Maya
I'm thinking of trying out 3DS Max instead of Maya, mostly because i aim at making gamemodels, which i have heard that 3DS is better to use for?
C&C?
3dsMax isn't better at making game models, what matters is what software you feel the most comfortable in. I personally prefer Maya to 3ds max, but let's not start a 3dsmax vs maya vs w/e war, you can probably find information about that on forums like polycount or mapcore.
[QUOTE=Meniketti21;38767019]I know this is practically nothing compared to most experienced modelers here, but this is probably my tenth model i have made. I yet have to learn how to texture models, therefore this picture will contain bland gray colors!
The model is heavily based on the Halo 3 ODST SMG!
[IMG]http://i.imgur.com/QPR4o.png[/IMG]
Built in Maya
I'm thinking of trying out 3DS Max instead of Maya, mostly because i aim at making gamemodels, which i have heard that 3DS is better to use for?
C&C?[/QUOTE]
The back of the SMG looks REALLY fucked up. You should start using a bit more smoothing, it looks much better to most people. Sharp edges don't really look good.
[QUOTE=azgag;38769167]3dsMax isn't better at making game models, what matters is what software you feel the most comfortable in. I personally prefer Maya to 3ds max, but let's not start a 3dsmax vs maya vs w/e war, you can probably find information about that on forums like polycount or mapcore.[/QUOTE]
Ermahgerd faggit Mackz iz so muc betr i canot undurstend wi yiu wud evar yuz maya omg wut a faeg.
In all seriousness it is pretty much based on personal preference.
3ds max is a better program for modeling for many objective reasons. it's all to do with the design philosophy and workflow that it was built around.
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