[QUOTE=surfur;39222376][t]http://i.cubeupload.com/lixWWr.gif[/t]
I need to learn how to paint in mudbox or zbrush or something else for the details, been doing it all in photoshop.[/QUOTE]
What's wrong with making details in photoshop?
[QUOTE=Lt_C;39224295]What's wrong with making details in photoshop?[/QUOTE]
Nothing really, but i suppose i could get a lot more control in another program
also i wanted to see if this works...
Damn, it would be really awesome if the modeling section could get P3D tags for embeding so we could show our models in 3D on facepunch itself :v:
[B]LP Trunk[/B] ([URL="http://p3d.in/7kr1k"]View in 3D[/URL])
[URL="http://p3d.in/7kr1k"][IMG]http://p3d.in/model_data/snapshot/7kr1k[/IMG][/URL]
[t]http://i.cubeupload.com/qWcMIA.jpg[/t]
I need to stop posting, but this look better?
I have a bit of a question for you guys on workflow, when making a model, do you make the low resolution mesh, UV map it, then copy it and make the high resolution from that, then bake the normals/AO and all that? I'm not entirely sure how 3ds MAX would handle that (when modeling in edit poly).
I don't know about everybody else, but I usually do the high poly model first, then extract the details from that into a low poly mesh and UV map that.
[QUOTE=Korro Bravin;39229020]I have a bit of a question for you guys on workflow, when making a model, do you make the low resolution mesh, UV map it, then copy it and make the high resolution from that, then bake the normals/AO and all that? I'm not entirely sure how 3ds MAX would handle that (when modeling in edit poly).[/QUOTE]
The problem I found when making the low poly first is that it's a pain in the ass to make your edge loops. Do like Abigfatass said, but just before turbosmoothing your mesh, duplicate it so you can base your low poly off of that "mid poly".
[QUOTE=surfur;39225593]Nothing really, but i suppose i could get a lot more control in another program
also i wanted to see if this works...
Damn, it would be really awesome if the modeling section could get P3D tags for embeding so we could show our models in 3D on facepunch itself :v:
[B]LP Trunk[/B] ([URL="http://p3d.in/7kr1k"]View in 3D[/URL])
[URL="http://p3d.in/7kr1k"][IMG]http://p3d.in/model_data/snapshot/7kr1k[/IMG][/URL]
[t]http://i.cubeupload.com/qWcMIA.jpg[/t]
I need to stop posting, but this look better?[/QUOTE]
If that leather strappy looking thing below the latch is supposed to be a handle to carry it I think it could be a fair amount longer.
Low quality because fuck the GPU I'm stuck with right now, but I did get my door model into Source.
[i](Still have to finish the textures and add hinges to the model.)[/i]
[img]http://puu.sh/1Omly[/img]
I should have my new GPU sometime today!
My old HD 6870 died on me last week, so I'm stuck with a GeForce 6200 LE right now. :c
Edit:// Here's an older render of a previous texture, but it shows the actual quality at least.
[img]http://files.gamebanana.com/img/ss/wips/50b557f910aae.jpg[/img]
[QUOTE=Mech Bgum;39239617]Too bad it's not gonna look like that in Source :([/QUOTE]
With some more tweaking, it can.
[img]http://cloud-2.steampowered.com/ugc/595867109121637262/F65D949E8614DFF879C0189C70C07C50B0DD6544/[/img]
Been playing with mudbox for a little bit. It's a really nice tool to make organic things with
[IMG]http://i.imgur.com/5fHas.png[/IMG]
Been needing to practice organic modelling and wound up with a rather rodent like Ampharos:
[img]http://the303.org/imaeg/flibbles.gif[/img]
First time Ive really used lots of pelt mapping and viewport canvas. Its a start.
[QUOTE=Kosai106;39240295]With some more tweaking, it can.
[img]http://cloud-2.steampowered.com/ugc/595867109121637262/F65D949E8614DFF879C0189C70C07C50B0DD6544/[/img][/QUOTE]
I would open the fuck out of that door
[IMG]http://puu.sh/1P4O6[/IMG]
this one's for you jukka
[t]http://i.cubeupload.com/CLAqJP.gif[/t]
Worked on normal map things today, figuring out them a bit better.
[IMG]http://i.xomf.com/fcqqy.jpg[/IMG]
[QUOTE=yumyumshisha;39260736]I would open the fuck out of that door[/QUOTE]
I'm going to go ahead and take that as a compliment.
Keep up the impressive work people!
Anyway I'm going through some pretty crazy shit in my life right now, but I did manage to find the time to throw together a model or two. It's nowhere near done and only has test textures, but I think it's going pretty smoothly, especially for something I threw together last night.
1989 Chevrolet K5 Blazer, modeled in Blender, pictures in Sketchup:
[IMG]http://1.bp.blogspot.com/-JCgvBbMmmqM/UPma2hUIpBI/AAAAAAAAA5U/QH-GzKeYd0M/s1600/1989+Chevrolet+K5+Blazer.jpg[/IMG]
Comments and Criticism are welcome. After all, I want to make this into the best model I can.
[QUOTE=Biaxailemperor;39268705][IMG]http://1.bp.blogspot.com/-JCgvBbMmmqM/UPma2hUIpBI/AAAAAAAAA5U/QH-GzKeYd0M/s1600/1989+Chevrolet+K5+Blazer.jpg[/IMG]
Comments and Criticism are welcome. After all, I want to make this into the best model I can.[/QUOTE]
You should automatically get extra credit for making something NORMAL instead of an [i]"OMAIGAWD, $1.2M LAMBUGATTI ENZONDA: OVERRATED EDITION EDITION THAT LOOKS EXACTLY THE SAME AS EVERY OTHER CAR MY MANUFACTURER PUTS OUT"[/i] with neon rims, pink tinted windows and random anime vinyls or some crap.
The edges seem a tiny bit hard, but other than that it looks really good.
Doing this as a request for someone else, I still can't rig for shit. Thankfully, they have someone that can take care of the rigging for them.
[thumb]http://img217.imageshack.us/img217/8932/footbawl.jpg[/thumb]
[QUOTE=Rush_Freak;39269445]You should automatically get extra credit for making something NORMAL instead of an [i]"OMAIGAWD, $1.2M LAMBUGATTI ENZONDA: OVERRATED EDITION EDITION THAT LOOKS EXACTLY THE SAME AS EVERY OTHER CAR MY MANUFACTURER PUTS OUT"[/i] with neon rims, pink tinted windows and random anime vinyls or some crap.
The edges seem a tiny bit hard, but other than that it looks really good.[/QUOTE]
Thanks man! I'll keep that in mind as I go along and continue working out the kinks.
And for the record, while I don't mind the supercars that people like to model, I do think that too much of a good thing can hurt it, and that's what I see with a lot of people modeling cars lately: everyone and their grandma wants to model a supercar. I'm a bit of an oddball in that regard: I like to model cars that you could see on the road in everyday life. Not to mention I have access to many examples of real life models, so I can get the interiors and exteriors just right.
Also something of note: I plan to make an M1009 CUCV variant of this, for anyone interested.
[QUOTE=Biaxailemperor;39269696]
Also something of note: I plan to make an M1009 CUCV variant of this, for anyone interested.[/QUOTE]
Good luck with it, i had a go at making an M1008 and M1009 a while back using the L4D2 blazer as a base and mostly other l4d vehicle parts.
[img_thumb]https://dl.dropbox.com/u/9988278/CUCV_Blazer/m1008.jpg[/img_thumb][img_thumb]https://dl.dropbox.com/u/9988278/CUCV_Blazer/m1009.jpg[/img_thumb]
I've been intending to finish it for ages, since it just needs texture work and maybe some better wheels and it's done.
(it's a hack so i'll snip it if it's not wanted here, i just thought it'd be relevant to bring up :v:)
[QUOTE=FloaterTWO;39269741]Good luck with it, i had a go at making an M1008 and M1009 a while back using the L4D2 blazer as a base and mostly other l4d vehicle parts.
[img_thumb]https://dl.dropbox.com/u/9988278/CUCV_Blazer/m1008.jpg[/img_thumb][img_thumb]https://dl.dropbox.com/u/9988278/CUCV_Blazer/m1009.jpg[/img_thumb]
I've been intending to finish it for ages, since it just needs texture work and maybe some better wheels and it's done.
(it's a hack so i'll snip it if it's not wanted here, i just thought it'd be relevant to bring up :v:)[/QUOTE]
Thanks! Also you've done a fine job on that hack so far. A few minor adjustments and some new wheels and then it looks like it's ready for Primetime.
I'm going to go a bit further though: as you can tell from my pic I'm in the process of installing an interior. I want this to be a driveable vehicle with a detailed interior, akin to DanishMaster's Forza Ports and Master Chris's Charger.
Modeled this from scratch but I'm not sure about the design- it looks like two guns slapped together:
[IMG]http://i.xomf.com/rddpc.jpg[/IMG]
Some random things:
[IMG]http://i.xomf.com/jyclm.jpg[/IMG]
Hi guys,
This is my 4th or 5th attempt at doing a humanoid model, It's not meant to be photorealistic or anything.
[url]http://p3d.in/DeYdp[/url]
C&C appreciated.
I have a question though: If I want to make a model primarily for use in SFM, what is a reasonable number of polys/verts to be aiming for?
[QUOTE=crazymonkay;39298531]Hi guys,
This is my 4th or 5th attempt at doing a humanoid model, It's not meant to be photorealistic or anything.
[url]http://p3d.in/DeYdp[/url]
C&C appreciated.
I have a question though: If I want to make a model primarily for use in SFM, what is a reasonable number of polys/verts to be aiming for?[/QUOTE]
You desperately need to use reference images. There are so many things wrong with it, that are really very obvious, you just need to look at your model, and a real person, and spot the differences.
[QUOTE=~ZOMG;39301395]You desperately need to use reference images. There are so many things wrong with it, that are really very obvious, you just need to look at your model, and a real person, and spot the differences.[/QUOTE]
I probably should have mentioned that I'm going for an anime-type style, if that makes any difference. Also I did use reference images, like this one for the body:
[url]http://fc05.deviantart.net/fs9/i/2006/025/7/7/3D_character_reference_sheet_by_cika.jpg[/url]
[QUOTE=John117;39289949]Modeled this from scratch but I'm not sure about the design- it looks like two guns slapped together:
[IMG]http://i.xomf.com/rddpc.jpg[/IMG][/QUOTE]
bullshit, it clearly looks awesome
[QUOTE=crazymonkay;39302948]I probably should have mentioned that I'm going for an anime-type style, if that makes any difference. Also I did use reference images, like this one for the body:
[url]http://fc05.deviantart.net/fs9/i/2006/025/7/7/3D_character_reference_sheet_by_cika.jpg[/url][/QUOTE]
That's a very bad reference. When making stylized assets, there's a fine line between realistic and stylized that you have to aim for, and while that may look alright in 2D (eh), when recreated in a third dimension it just looks ridiculous.
[QUOTE=~ZOMG;39303540]That's a very bad reference. When making stylized assets, there's a fine line between realistic and stylized that you have to aim for, and while that may look alright in 2D (eh), when recreated in a third dimension it just looks ridiculous.[/QUOTE]
And here I was thinking it looked pretty good :v:. But I guess beauty is in the eye of the beholder. I'll probably just go model a cabinet or something and come back to this when i have more experience.
[QUOTE=crazymonkay;39304300]And here I was thinking it looked pretty good :v:. But I guess beauty is in the eye of the beholder. I'll probably just go model a cabinet or something and come back to this when i have more experience.[/QUOTE]
It's not a reflection on your talents, you can't expect to create a nice model when following a bad reference.
[QUOTE=~ZOMG;39306097]It's not a reflection on your talents, you can't expect to create a nice model when following a bad reference.[/QUOTE]
So are there any places you'd recommend for finding [B]good[/B] references?
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