• Digital 3D Art v9
    6,260 replies, posted
[img]http://i59.photobucket.com/albums/g316/dominoegnallange/D3DV9.jpg[/img] -banner courtesy of Domino Welcome to the ninth 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/1096961"]Digital 3D art v8[/URL], [URL="http://www.facepunch.com/threads/964538-Digital-3D-Art-v6"]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.
Getting back to my issue, which was the last post: Something's wrong and I don't know what My settings: [t]http://filesmelt.com/dl/Untitled-asd.jpg[/t] Example: [img]http://filesmelt.com/dl/gda.jpg[/img]
Set Min Rate to 0 and Max to something like 4. See what happens. edit: In the Adaptative subdivision part..
Nope, still the same
How about changing AA filter from area to something else?
Made this pistol! [img]http://geoffballington.com/showcase/pistolrender1.jpg[/img] Slide back, hammer down. [img]http://geoffballington.com/showcase/pistolrender2.jpg[/img]
Anyone know why when I convert a 659MB avi into mp4 using vlc media player, the converted video plays less smooth than the huge avi does?
[QUOTE=Fingers!!!;34496954]Getting back to my issue, which was the last post: Something's wrong and I don't know what My settings: Example: [/QUOTE] I'd like to know a solution as well
[QUOTE=alien_guy;34500460]Anyone know why when I convert a 659MB avi into mp4 using vlc media player, the converted video plays less smooth than the huge avi does?[/QUOTE] Use SUPER direct DL: [url]http://www.erightsoft.info/GetFile.php?SUPERsetup.exe[/url] It's free, and friggin awesome. Site: [url]http://www.erightsoft.com/S6Kg1.html[/url]
Finished the first frame of our film today, huzzah! [IMG]http://4.bp.blogspot.com/-eK4M7GEn7hU/TynBabIWiwI/AAAAAAAAAPo/I3etPNnfNwA/s1600/Watch_1.png[/IMG] As well as a test comp of the room, which is very overdone... I pretty much tested every single effect and technique I'm going to use in compositing on this single frame. Lens flares, lens dust, chromatic abberation, grain... fucking everything. The final edit will be done on a shot by shot basis, so don't crit it too much... just wanted to share it :) [IMG]http://4.bp.blogspot.com/-vBstcdmpi2I/TylMlW2NX4I/AAAAAAAAAPY/4wFFQoDpF2g/s1600/Room_Comp_1.png[/IMG]
Thoughts on what to improve or fix? Thanks. Made this in school. [img]http://filesmelt.com/dl/PicShopped.png[/img]
[IMG]http://img221.imageshack.us/img221/4397/screenshot2012012719444myil.png[/IMG] texturing go
How should I go about modeling a gun grip? I tried using my (extremely limited) knowledge of subdivision modeling, and was planning on cleaning it up. [img]http://i.imgur.com/2GX7D.png[/img] I'm terrible with modeling curved surfaces if it's more than just a sphere or portion of a sphere.
Just thought I'd post my old Weapon model renders. Shame I lost this model. I was proud of it. :P [img_thumb]http://img863.imageshack.us/img863/6309/minigunnewfeed.png[/img_thumb] [img_thumb]http://img684.imageshack.us/img684/5228/minigunnewfeed2.png[/img_thumb] [img_thumb]http://img838.imageshack.us/img838/8849/minigunnewfeed3.png[/img_thumb]
Did another normal bake of those steps. Right now, they have ugly, fake gradient AO. I'm trying to bake the AO from the sculpted mesh to the low-poly mesh, but it's not working, as the low-poly clips with the high-poly. Even when I use VrayDirt with the option set to include no other objects but itself, it still causes issues. [img]http://i.imgur.com/z2ev3.jpg[/img]
Damn why did FP add that weird scrolling thing when the image is going over the border? Now if it's a big image I need to first scroll to bottom of the post to get to the horizontal scrollbar and then scroll it and move back up. So annoying. I liked it more when images went over the border. Sorry a bit offtopic but it's kinda relevant here.
[QUOTE=SweetSwifter;34509070]Did another normal bake of those steps. Right now, they have ugly, fake gradient AO. I'm trying to bake the AO from the sculpted mesh to the low-poly mesh, but it's not working, as the low-poly clips with the high-poly. Even when I use VrayDirt with the option set to include no other objects but itself, it still causes issues. [img]http://i.imgur.com/z2ev3.jpg[/img][/QUOTE] are you using a cage?
The scrolling thing with large images is really fucked up. So rescaling images would be apriciated.
[QUOTE=DOG-GY;34509153]are you using a cage?[/QUOTE] Yes. Pushed out enough not to clip with the highpoly. The normal map baking isn't giving any issues.
[QUOTE=biodude94566;34508329]How should I go about modeling a gun grip? I tried using my (extremely limited) knowledge of subdivision modeling, and was planning on cleaning it up. [img]http://i.imgur.com/2GX7D.png[/img] I'm terrible with modeling curved surfaces if it's more than just a sphere or portion of a sphere.[/QUOTE] Look up a shit ton of reference material. It looks like you're going for a Revolver style so maybe start there. From that use the reference to adjust the model until you get it looking how you want it, with a believable level of realism. Right now, it looks a bit too thin and would be uncomfortable to hold. Maybe use a FFD modifier to thicken it?
update on my model from the v8 thread. made a lot of changes. obviously still heavily wip / unfinished parts [img]http://img268.imageshack.us/img268/8168/hgjhm.jpg[/img]
[QUOTE=Logithx;34509798]update on my model from the v8 thread. made a lot of changes. obviously still heavily wip / unfinished parts [img]http://img268.imageshack.us/img268/8168/hgjhm.jpg[/img][/QUOTE] What was this modelled in? looks fantastic!
Thanks, I use Autodesk 3ds Max 2010.
[QUOTE=SweetSwifter;34509624]Yes. Pushed out enough not to clip with the highpoly. The normal map baking isn't giving any issues.[/QUOTE] hmm what are you baking with?
[QUOTE=DOG-GY;34510242]hmm what are you baking with?[/QUOTE] Tried two manners of baking. Using a VrayLightMaterial with the color map set to VrayDirt on the highpoly, which in turn was set to ignore any object but itself. Second fashion was also using Vray, using blank, white materials, some environment light, but that also returned weird results. Going to try it with Light Tracer now.
it's another step to export but might i recommend using xNormal (mostly because you can put it on the gpu) and the results are always fantastic
[QUOTE=DOG-GY;34510480]it's another step to export but might i recommend using xNormal (mostly because you can put it on the gpu) and the results are always fantastic[/QUOTE] I'll check out xNormal. Heard good things about that, and I have a decent GPU, so if it's a tad faster, it'd be great.
also it's really great with padding settings and whatnot. the only downfall to using the gpu versus cpu is that it doesn't support AA, so you have to render it at 2x your target resolution and then scale back down to half size to get good AA. It's still loads faster than cpu based renderings even considering that. oh and it comes with some great photoshop filters like normalize normal maps and normals -> cavity which works great as a diffuse/spec popper.
[img]http://i.imgur.com/CrKsU.jpg[/img] Xnormal produced the AO. Turns out it wasn't my renderer being weird, just that the AO looked different than I expected. Each step is six triangles, and I'm pretty happy with the results. Need to add more moss/dirt against the underside of the steps though, since that would be the most logical place for it to be, aside between the large stones.
I love fluid simulations: [IMG]http://i.imgur.com/Y7Tts.gif[/IMG] The triple wave thing near the end is just awesome. [IMG]http://i.imgur.com/RRyii.gif[/IMG]
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