• Digital 3D Art v8
    4,124 replies, posted
[IMG]http://i.imgur.com/YUYll.png[/IMG] Welcome to the eight iteration of the digital 3d art thread! Post your models, textures, renders, sculpts etc and of course questions here. [B]Useful links and such[/B] [URL="http://steamcommunity.com/groups/3Dart"]Steam Community Page[/URL] - is this active? I don't know but I'll add it on this list anyways. [URL="http://www.facepunch.com/threads/1062648-Digital-3D-Art-V7"]Digital 3D art v7[/URL], [URL="http://www.facepunch.com/threads/964538-Digital-3D-Art-v6"]v6[/URL] and [URL="http://www.facepunch.com/threads/924115-Digital-3D-Art-v5"]v5[/URL] - could be nice I guess. [URL="http://www.moddb.com/tutorials/beretta-9000-video-tutorial"]Beretta 9000 video tutorial[/URL] - 4 hours long video tutorial on plane modelling a pistol in 3ds Max. [URL="http://wiki.polycount.com/"]The Polycount-wiki[/URL] - a catalog of information aimed at artists in game development, whether professional, student or hobbyist. [URL="http://www.nextgenhardsurface.com/index.php?pageid=racer445"]Texturing tutorial[/URL] - learn about observation, structure, shape and frequency. Some text and a ~60 minutes long video. [URL="http://www.polycount.com/forum/showthread.php?t=56014"]How u model dem shapes?[/URL] - hands-on mini-tuts for mechanical sub-division modeling. [URL="http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.php"]Modeling Joan of Arc[/URL] - tutorial on modeling, unwrapping, texturing and skinning a character in Max and Photoshop. [URL=http://vimeo.com/11052708]A Comprehensive Look at Hard Surface Modeling for Video Games[/url] - video tut on high/low poly modeling, unwrapping, and baking. - PM me if you know of a tutorial or whatever that is worthy of this list.
[IMG]http://i53.tinypic.com/2ah642q.jpg[/IMG] [editline]12th June 2011[/editline] Also, here's a (crappy) banner I made. [IMG]http://i56.tinypic.com/10fwbc4.jpg[/IMG]
[QUOTE=kevlar jens;30407129]->Welcome to the eight[b]h[/b] iteration of the digital 3d art thread!<-[/QUOTE] Fix'd
Can anyone using VRay show me a good Render Setup? I'm not really sure what's good :) Thanks.
8 threads in nearly 4 years. Too bad most D3DA-threads have been deleted. [URL="http://img233.imageshack.us/img233/6938/dofcornell.jpg"][IMG]http://img233.imageshack.us/img233/6938/dofcornell.th.jpg[/IMG][/URL] Concrete Cornell box. [editline]12th June 2011[/editline] [quote]Can anyone using VRay show me a good Render Setup? I'm not really sure what's good :) Thanks.[/quote] [URL="http://www.aversis.be/tutorials/vray/vray_studio_lighting.htm"]Aversis - Basic Vray Studio Setup[/URL]
head study [img]http://i.imgur.com/wZHrD.png[/img]
Really deep jaw bone
Boredom and Vray: [img]http://puu.sh/2y6B[/img]
Can't wait when my wacom bamboo arrives, so going to sculpt a penis.
Fullsize render. [quote][IMG]http://i.imgur.com/TZnio.jpg[/IMG] 1920x1080[/quote]
[QUOTE=SweetSwifter;30408642]Fullsize render.[/QUOTE] Reminds me of Mirrors Edge. [editline]13th June 2011[/editline] also the one you posted just then is 1600x900 not 1920x1080.
yay a new 3d thread [editline]12th June 2011[/editline] wow im tired of this we need v9
My another practice tillable panel, 8,164 polygons with no optimisation, I've done all the major layout and divided all parts and now I need to do detail pass with all the floating geometry and tweak geometry, then low polygonal model for uv's and baking. [img]http://dl.dropbox.com/u/30693265/Floor_Panel_003_Practice.jpg[/img]
[QUOTE=Appolox;30410004]My another practice tillable panel, 8,164 polygons with no optimisation, I've done all the major layout and divided all parts and now I need to do detail pass with all the floating geometry and tweak geometry, then low polygonal model for uv's and baking. [img]http://dl.dropbox.com/u/30693265/Floor_Panel_003_Practice.jpg[/img][/QUOTE] That's a lot of technical talk for a panel.
Quick question that I've always wondered. When you have a high poly polygon model, do you have to UV unwrap the high poly version, or can you do it to a low poly version. If so, how do they match up.
[QUOTE=MelonGuy;30410129]Quick question that I've always wondered. When you have a high poly polygon model, do you have to UV unwrap the high poly version, or can you do it to a low poly version. If so, how do they match up.[/QUOTE] You unwrap the low poly version of the model, normals from high detail model will transfer to uv's of the low one.
[QUOTE=SweetSwifter;30408642]Fullsize render.[/QUOTE] What if you try to make one using displacement instead of the bump? :) I think it'd look nice
Looks nice, Appolox. Remember not to keep the edges too sharp, as they won't read very good on the bake if so. (not saying the edges are too sharp, I can't tell from the picture, but it's a very common rookie-mistake so I thought I'd mention it)
[QUOTE=Ajacks;30410125]That's a lot of technical talk for a panel.[/QUOTE] I have such hard on for panels, I may soften the edges though as [b]kevlar jens[/b] mentioned it might not render them into normals properly, but it's a quickie, model is pretty much instanced.
[QUOTE=MelonGuy;30410129]Quick question that I've always wondered. When you have a high poly polygon model, do you have to UV unwrap the high poly version, or can you do it to a low poly version. If so, how do they match up.[/QUOTE] high poly unwraps don't matter. basically there are rays shot out that are supposed to hit the high poly model, and when they do they describe the surface normals/ao/etc by what they return
[QUOTE=wingless;30408722]Reminds me of Mirrors Edge. [editline]13th June 2011[/editline] also the one you posted just then is 1600x900 not 1920x1080.[/QUOTE] Noticed it when I posted it, and fixed it already. Full size is up now. [editline]12th June 2011[/editline] [QUOTE=Domino;30410256]What if you try to make one using displacement instead of the bump? :) I think it'd look nice[/QUOTE] If you mean the walls, they aren't actually bumped. I couldn't manage to create a good bumpmap from the image. I'll most likely replace the texture. Right now, it's just a bitmap and nothing else.
have you tried crazybump?
Yeah. It was the original bitmap that's the issue. I need to properly paint over the separate bricks. They were completely white, with them only showing due to the shading around their edges. Since this'll create an improper heightmap, it can't be converted that easily. [editline]12th June 2011[/editline] This is a bump only, I created by selecting all the bricks, making them a light gray, then displacing that from the original texture to randomize the edges some. I'll probably use this in conjunction with some form of light concrete texture. [IMG]http://i.imgur.com/52ms9.jpg[/IMG] [editline]12th June 2011[/editline] Looses it's 'clean' look a bit, but the results are somewhat decent. Better than the pure white, anyway. [IMG]http://i.imgur.com/4eEKV.jpg[/IMG] I should really stop posting this.
I made a Seat [URL=http://squint911.deviantart.com/art/Car-Seat-WIP-212853719][IMG]http://fc00.deviantart.net/fs71/f/2011/163/8/7/car_seat_wip_by_squint911-d3iq6zb.png[/IMG][/URL] This is for the VW Camper model i posted near the end of the last thread
[QUOTE=Squint911;30414230]I made a Seat [URL=http://squint911.deviantart.com/art/Car-Seat-WIP-212853719][IMG]http://fc00.deviantart.net/fs71/f/2011/163/8/7/car_seat_wip_by_squint911-d3iq6zb.png[/IMG][/URL] This is for the VW Camper model i posted near the end of the last thread[/QUOTE] It's perfect, love the bump mapping on the leather and the overall attention to detail. Simulating chains with MassFX :D [img]http://dl.dropbox.com/u/9038221/VRay%20renders/chains.jpg[/img]
[QUOTE=Legend286;30414608]It's perfect, love the bump mapping on the leather and the overall attention to detail. Simulating chains with MassFX :D [img]http://dl.dropbox.com/u/9038221/VRay%20renders/chains.jpg[/img][/QUOTE] I guess the idea is the physics, but chain links are almost never that shape. This image from google shows a better shape [url]http://www.secondpicture.com/tutorials/3d/3d_chrome_chain_in_3ds_max_using_a_bump_map.jpg[/url]
[QUOTE=Jallen;30415108]I guess the idea is the physics, but chain links are almost never that shape. This image from google shows a better shape [url]http://www.secondpicture.com/tutorials/3d/3d_chrome_chain_in_3ds_max_using_a_bump_map.jpg[/url][/QUOTE] Just doing what the tutorial says really, plus a bit of my own stuff because beyond the initial set up MassFX is piss to use, something I can't say the same about with Reactor. [img]http://dl.dropbox.com/u/9038221/VRay%20renders/chains3.jpg[/img]
[IMG]http://i.imgur.com/wj0a0.jpg[/IMG] nyrm
vroom rockets~
[QUOTE=SweetSwifter;30411019]Yeah. It was the original bitmap that's the issue. I need to properly paint over the separate bricks. They were completely white, with them only showing due to the shading around their edges. Since this'll create an improper heightmap, it can't be converted that easily. [editline]12th June 2011[/editline] This is a bump only, I created by selecting all the bricks, making them a light gray, then displacing that from the original texture to randomize the edges some. I'll probably use this in conjunction with some form of light concrete texture. [IMG]http://i.imgur.com/52ms9.jpg[/IMG] [editline]12th June 2011[/editline] Looses it's 'clean' look a bit, but the results are somewhat decent. Better than the pure white, anyway. [IMG]http://i.imgur.com/4eEKV.jpg[/IMG] I should really stop posting this.[/QUOTE] Oh nice! NOW! use displacement instead of bump ;)
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