[IMG]http://media.moddb.com/images/members/1/315/314794/Untitled.3.png[/IMG]
idk if im allowed to post this one but whatever
[QUOTE=yumyumshisha;38771420][IMG]http://media.moddb.com/images/members/1/315/314794/Untitled.3.png[/IMG]
idk if im allowed to post this one but whatever[/QUOTE]
looks really nice man, I would maybe increase the specularity on the battery tho
[QUOTE=A big fat ass;38771378]Maya is better for organic models.[/QUOTE]
how
[editline]9th December 2012[/editline]
[QUOTE=DOG-GY;38770769]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.[/QUOTE]
since nobody seems to agree with me:
the design philosophy behind 3ds max is that the user works non-destructively on their meshes. the modifiers are designed to stack for easy addition and subtraction of modifiers and to be context sensitive to the content under them. for instance if you have a selection in an edit poly modifier and put an FFD modifier on top, it only affects the selected area of the object. the main difference here is in how this information is displayed to the user
unlike maya, where the equivalent (nodes) are placed horizontally in relation to each other, max modifiers are vertical and under a tab which is solely dedicated for modifier objects in the scene.
all of the modifiers are under a single dropdown menu which makes for incredibly easy and quick access for what you need to use. there's no worrying about deleting the history constantly because in maya the nodes get to be so fucking long you have to trawl through them to find the one you want to edit, and it's easier to understand how modifiers are working in relationship to each other so you don't fuck up anything based on the vertex order. this allows for the same amount of text to take up less space on the screen because words take up an incredible amount of horizontal space versus vertical space.
all basic poly modeling, where you do the majority of your work, is located under a single modifier. this is far superior to how maya handles modifiying objects because it places all of these tools and selection modes in an always visible panel (unless you remove it). this is further complimented by the ability to easily take a selection of, for example, polygons and get the vertices that make them up by holding down the control key and clicking on the vertex edit/selection mode.
rather than breaking up things into a bunch of long tabs like maya (general, curves, surfaces etc) everything is placed under just a few tabs (using icons that display text when rolled over).
for creating objects, it is then organized under buttons by type. again, icons instead of words are used because icons take up less screenspace. if you want to create a primitive or a light, it's at most 3 clicks away at all times.
because of the above things you spend less time going through circular menus that intrude on the viewports and more time clicking on things that are already visible or a couple clicks away, assuming you don't know the shortcuts. you spend less time navigating menus and more time just modeling.
the only modeling features NOT well implemented in max are the graphite modeling tools and that's because (from what i understand) they stem from the polyboost plugin and aren't built in the same way. these take up a fuckload of screenspace and intrude on the viewport, which nothing else does.
if someone wants to challenge these things, then please do. i'd love to learn how to better use maya so it can maybe be a useful tool in my workflow. currently however, I don't see it as particularly useful for anything but materials, rendering and animation, none of which i do often because i'm not an animator/do work for realtime purposes exclusively/don't do offline rendering. also please correct me if i got anything wrong, i'm not a proficient maya user but i've used it enough to not like it for (what i think) are pretty well thought out reasons
When I see people waving their dicks around all about which is the best modeling program I sort of get unsure. I started with Blender and learned the hotkeys and that is the way I love to model. I keep trying the other software but they're too much clicking of buttons I feel.
Am I missing out on much?
[editline]10th December 2012[/editline]
Also I do feel that open source results in the best (or at least most) tutorials. If you wade through the sea of shit first though.
[editline]10th December 2012[/editline]
Also not a student so can't get one of those student copies and don't feel like hoisting a Jolly Rodger etc for them.
work in progress, still need to add detail and decide if other detail can be left up to the normal map.
[img]https://dl.dropbox.com/u/16349584/cryopodA.png[/img]
[img]https://dl.dropbox.com/u/16349584/cryopodB.png[/img]
Maybe I should remove the back part and opt for a more standing bed of sorts, or a harness possibly.
Edit: I see smoothing errors which I just fixed right now.
[QUOTE=DOG-GY;38772600]how
[editline]9th December 2012[/editline]
since nobody seems to agree with me:
the design philosophy behind 3ds max is that the user works non-destructively on their meshes. the modifiers are designed to stack for easy addition and subtraction of modifiers and to be context sensitive to the content under them. for instance if you have a selection in an edit poly modifier and put an FFD modifier on top, it only affects the selected area of the object. the main difference here is in how this information is displayed to the user
unlike maya, where the equivalent (nodes) are placed horizontally in relation to each other, max modifiers are vertical and under a tab which is solely dedicated for modifier objects in the scene.
all of the modifiers are under a single dropdown menu which makes for incredibly easy and quick access for what you need to use. there's no worrying about deleting the history constantly because in maya the nodes get to be so fucking long you have to trawl through them to find the one you want to edit, and it's easier to understand how modifiers are working in relationship to each other so you don't fuck up anything based on the vertex order. this allows for the same amount of text to take up less space on the screen because words take up an incredible amount of horizontal space versus vertical space.
all basic poly modeling, where you do the majority of your work, is located under a single modifier. this is far superior to how maya handles modifiying objects because it places all of these tools and selection modes in an always visible panel (unless you remove it). this is further complimented by the ability to easily take a selection of, for example, polygons and get the vertices that make them up by holding down the control key and clicking on the vertex edit/selection mode.
rather than breaking up things into a bunch of long tabs like maya (general, curves, surfaces etc) everything is placed under just a few tabs (using icons that display text when rolled over).
for creating objects, it is then organized under buttons by type. again, icons instead of words are used because icons take up less screenspace. if you want to create a primitive or a light, it's at most 3 clicks away at all times.
because of the above things you spend less time going through circular menus that intrude on the viewports and more time clicking on things that are already visible or a couple clicks away, assuming you don't know the shortcuts. you spend less time navigating menus and more time just modeling.
the only modeling features NOT well implemented in max are the graphite modeling tools and that's because (from what i understand) they stem from the polyboost plugin and aren't built in the same way. these take up a fuckload of screenspace and intrude on the viewport, which nothing else does.
if someone wants to challenge these things, then please do. i'd love to learn how to better use maya so it can maybe be a useful tool in my workflow. currently however, I don't see it as particularly useful for anything but materials, rendering and animation, none of which i do often because i'm not an animator/do work for realtime purposes exclusively/don't do offline rendering. also please correct me if i got anything wrong, i'm not a proficient maya user but i've used it enough to not like it for (what i think) are pretty well thought out reasons[/QUOTE]
I agree with you as I was using 3dsmax before we had to switch to Maya. What I really like in Maya is the history stack, as long as you don't clean the history, you can change anything (Transformations such as extrusions,etc... and other applications like UV and shit) without breaking your mesh (really useful when you have a succession of extrusion you can tweak the values of the previous extrusions until you are satisfied. Another thing I like in Maya is the hotbox where you can pretty much do anything without having to go through the menus etc... And the smooth preview modes (1-2-3 keys) is so useful when doing high poly modeling as well as checking your lowpoly for bad geometry (I'm not sure if 3DS max has those things implemented).
But like a lot of people said before me, it all depends on your workflow and preferences. If you plan on working in the gaming industry, you should know that some studios will force you to work in a specific 3d modeling software (most of the time because they have specific plugins and addons for their art pipeline).
I for one find it very hard to work without Polyboost nowadays. I might have to work with Maya for an upcoming job but it seems like it's so slow compared to Max (although Max certainly has problems of its own). Things like how delete and selection behaves and the seemingly lack of loop tools throws me off every time I try to use it. On the other hand I really do like how you can easily bind keys to custom scripts and whatnot.
[QUOTE=yumyumshisha;38771420][IMG]http://media.moddb.com/images/members/1/315/314794/Untitled.3.png[/IMG]
idk if im allowed to post this one but whatever[/QUOTE]
I was trying to make something exactly like this recently but it turned out shit, yours looks awesome - as azgag said I'd up the spec on the battery, but maybe just on the gold part? How did you do the criss-cross metal part on the handle, too?
The whole battery should have a fairly high spec and a high gloss. It tends to be plastic wrapped around it that reflects a lot of light.
The crisscrossing you're referring to is called knurling. There's a lot of tutorials out there. As a tip I reccomend learing what things are called when you want to understand how to make them. Knowing terminology goes a long way towards both allowing you to easily find what your looking for and helps you communicate with other people
[QUOTE=yumyumshisha;38771420][IMG]http://media.moddb.com/images/members/1/315/314794/Untitled.3.png[/IMG]
idk if im allowed to post this one but whatever[/QUOTE]
Of course you're allowed post that sexy thing it here! (It's for INFRA if anyone is interested)
[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]
Your getting there, i use 3ds max for creating game assets and prefer it. I wouldn't be able to say if it is actually better or not for the job as i haven't had much time spent using Maya but i would definitely recommend Max.
You have a few smoothing errors on this model are you planning to work on improving it or are you going to move on to model 11 ?
I will probably move on to my next model, since we are working with it in school too, and our current assignment is to make props.
I might do some work on the SMG at home though! Could you help me point out the smoothing errors, and give me some tips on how to fix them?
[QUOTE=Yffulf;38773470]Also not a student so can't get one of those student copies and don't feel like hoisting a Jolly Rodger etc for them.[/QUOTE]
You don't have to actually be a student to sign up as one. You can still get a copy of the program for free without having to resort to those means.
[img]http://i.imgur.com/AKNPk.png[/img]
Probably my 4th or 5th firearm I've modeled (i lost count). This one is a vast improvement over the PPK.
Spent some of this afternoon making a coffee cup to keep my modelling appendages warm:
[IMG]http://dl.dropbox.com/u/37546036/JustACoffeeCupNothingMore.png[/IMG]
Coincidentally, this is also the first prop I've ever made with gibs:
[IMG]http://dl.dropbox.com/u/37546036/MyCupHasCardboardOnIt.png[/IMG]
Only took me two years. V:v:V
Hey, I'm new to modelling. I've been modelling a bit on my own in Maya and I've just moved to 3DSMax.
[editline]10th December 2012[/editline]
Oh my god. Compiling seems so daunting.
[img]http://www.wauterboi.com/screenies/3.png[/img]
That's pretty much what I want to compile though. I'll get around to it tomorrow if I have free time.
Finally managed to get my barrel to bake normals (sort of) properly - here's the low poly with the normal map applied, it's still kind of lumpy in places, anyone know how to fix that? Low poly is about 450 tris by the way, is that a roughly appropriate number for a game asset?
[IMG]http://i.imgur.com/rnr3E.png[/IMG]
You can fix the wavyness by smudging the normalmap in PS, or you can fix it before the bake by adding more edges to the barrel.
Would that not make the barrel too high-poly for games? Or do I remove the edges after the bake?
[QUOTE=- Livewire -;38791997]You can fix the wavyness by smudging the normalmap in PS, or you can fix it before the bake by adding more edges to the barrel.[/QUOTE]
Softening the edges before baking (or the 3ds equivalent) might help more.
edit: I think
[QUOTE=ZombieDawgs;38792134]Softening the edges before baking (or the 3ds equivalent) might help more.
edit: I think[/QUOTE]
Unfortunately no, the wavyness happens when you project the highpoly to the low. If you remove edges after you've unwrapped you fuck stuff up also.
The best way afaik is to get your smudging hat on in PS.
[editline]11th December 2012[/editline]
[QUOTE=NotExactly;38792084]Would that not make the barrel too high-poly for games? Or do I remove the edges after the bake?[/QUOTE]
Yes and no, all depends on your budget, but for your model the best approach would be to edit it in PS, it's very simple though so don't worry.
How do I do it? Just use the smudge tool to push the lumps back in line? Most of them are appearing on the cap rather than the sides, meaning it's a circular shape I'll have to smudge, which seems harder.
Edit: what if I created a higher poly low-poly, say a 32 sided cylinder, then baked the normals to that, but then applied them to a 16 sided cylinder made of tris which would actually go in-game?
[QUOTE=- Livewire -;38791997]You can fix the wavyness by smudging the normalmap in PS, or you can fix it before the bake by adding more edges to the barrel.[/QUOTE]
don't fix wavy parts in photoshop ever
[url]http://www.polycount.com/forum/showthread.php?t=81154[/url]
[url]http://www.polycount.com/forum/showthread.php?t=107196[/url]
[editline]11th December 2012[/editline]
[QUOTE=NotExactly;38792552]How do I do it? Just use the smudge tool to push the lumps back in line? Most of them are appearing on the cap rather than the sides, meaning it's a circular shape I'll have to smudge, which seems harder.
Edit: what if I created a higher poly low-poly, say a 32 sided cylinder, then baked the normals to that, but then applied them to a 16 sided cylinder made of tris which would actually go in-game?[/QUOTE]
the mesh you are baking with should be the mesh that appears ingame. the way a normal map works is essentially by computing the per pixel difference between the low poly normals and the high poly normals. These are not supposed to be edited or changed after baking because they are made to be understood by a computer in a mathematical way.
it's literally storing mathematical data in a texture, and when you edit that you're changing that data. the idea is to get it right in the bake, because the computer knows best.
[QUOTE=DOG-GY;38792590]don't fix wavy parts in photoshop ever[/QUOTE]
I don't, but for someone who's new to it all it's a lifesaving thing to know, and understanding the averaging of normals takes some time to figure out, so while he's doing that atleast he's actually making progress, besides, it has no visual drawbacks (if done properly) so for someone in his situation it ain't a big deal.
Thanks for the links, but I read those a long time ago and understand it.
[QUOTE=DOG-GY;38792590]don't fix wavy parts in photoshop ever
[url]http://www.polycount.com/forum/showthread.php?t=81154[/url]
[url]http://www.polycount.com/forum/showthread.php?t=107196[/url]
[editline]11th December 2012[/editline]
the mesh you are baking with should be the mesh that appears ingame. the way a normal map works is essentially by computing the per pixel difference between the low poly normals and the high poly normals. These are not supposed to be edited or changed after baking because they are made to be understood by a computer in a mathematical way.
it's literally storing mathematical data in a texture, and when you edit that you're changing that data. the idea is to get it right in the bake, because the computer knows best.[/QUOTE]
So if I shouldn't fix them in photoshop, and I shouldn't apply them to a different mesh, is my only option to make this look better to create a higher poly low-poly?
I see the stuff about control loops in the polycount link but the problem area is the rim around the top, where would I put the loops then?
[QUOTE=NotExactly;38792771]So if I shouldn't fix them in photoshop, and I shouldn't apply them to a different mesh, is my only option to make this look better to create a higher poly low-poly?[/QUOTE]
No, it's to go and learn about how normals are averaged, which will blow your mind, that's why I suggested just smudging it for now so you can atleast get it through the pipeline so you get a better feel of what you need to do and how it all works together.
Basically DOG-GY is showing you the way it should be done whereas I'm showing you an acceptable workaround until you figure that out, however if you want to dive in and start understanding averaging then more power to you man!
I read through those polycount threads and only half of it made any sense to me. I mean, in Blender, I'm just pressing the 'bake normals' button and that's pretty much that. This is a fairly simple model so I'm having trouble seeing how I could adjust the geometry all that much.
the problem with modifying your normal map in photoshop is that everytime you have to rebake (could be to modify it, fix it or w/e) you would have to modify it in photoshop everytime as well.
tbh I would remove those lips and use those polys to add more divisions to your cylinder. You lose a little bit of the silhouette but you should lose the waviness too.
So have the low poly just be a cylinder, no other geometry?
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