Okay, I get you.
This isn't really relative to the majority of post's in the thread but it seems the most reasonable place to put it.
[video=youtube;4avBLnXZUCs]http://www.youtube.com/watch?v=4avBLnXZUCs&list=UU_7X6KbJayshecr660qZ_BQ&index=1&feature=plcp[/video]
I know it isn't perfect but I waited like 7 hours for it to render, maybe more I went to sleep.
Anyway C&C?
It's really nice but a bit boring to be honest.
Maybe add some variation to the visualization.
[QUOTE=Wickerman123;37091574]Okay, I get you.
This isn't really relative to the majority of post's in the thread but it seems the most reasonable place to put it.
[video=youtube;4avBLnXZUCs]http://www.youtube.com/watch?v=4avBLnXZUCs&list=UU_7X6KbJayshecr660qZ_BQ&index=1&feature=plcp[/video]
I know it isn't perfect but I waited like 7 hours for it to render, maybe more I went to sleep.
Anyway C&C?[/QUOTE]
I like it, I'll definitely sbuscribe!
But really, it's really cool. But I do agree, a bit of variety can't hurt.
[QUOTE=Wickerman123;37088547]Are interior parts of models not done entirely separately and then just placed inside the model with an attach modifier or something?[/QUOTE]
Depends on what you're doing. Being a helicopter, I can make individual pieces like seats and place them inside, but the actual interior itself had to be made inside the helicopter. I'm working on a really tight budget of ~6k triangles so I can't trust any modifiers to do things for me. In addition, the front is basically a half-sphere, so it's difficult to attach things to it.
[t]https://dl.dropbox.com/u/22565769/hh_wip3.png[/t]
[QUOTE=Mitsuma;37091905]It's really nice but a bit boring to be honest.
Maybe add some variation to the visualization.[/QUOTE]
I know it's quite boring, the guy who did the tutorial only had a song that lasted something like less than a minute!
It was just an experiment with particular, I've got Form too so I'm going to try and work that out, then maybe I'll put something together that's a bit more interesting to watch.
Thanks guys! :)
[editline]5th August 2012[/editline]
[QUOTE=Frisk;37091971]I like it, I'll definitely sbuscribe!
But really, it's really cool. But I do agree, a bit of variety can't hurt.[/QUOTE]
Thanks for pointing out the spelling mistake.
*Facepalm*
[QUOTE=Dr. Evilcop;37094674]Depends on what you're doing. Being a helicopter, I can make individual pieces like seats and place them inside, but the actual interior itself had to be made inside the helicopter. I'm working on a really tight budget of ~6k triangles so I can't trust any modifiers to do things for me. In addition, the front is basically a half-sphere, so it's difficult to attach things to it.[/QUOTE]
Depending on the game engine you don't need to connect it with the exterior.
Only if floating geometry isn't a problem, just overlap it a bit.
[QUOTE=Wickerman123;37091574]Okay, I get you.
This isn't really relative to the majority of post's in the thread but it seems the most reasonable place to put it.
[video=youtube;4avBLnXZUCs]http://www.youtube.com/watch?v=4avBLnXZUCs&list=UU_7X6KbJayshecr660qZ_BQ&index=1&feature=plcp[/video]
I know it isn't perfect but I waited like 7 hours for it to render, maybe more I went to sleep.
Anyway C&C?[/QUOTE]
The low note in that repetitive section isn't in sync all the time but other than that it's pretty sweet.
[QUOTE=Mitsuma;37095825]Depending on the game engine you don't need to connect it with the exterior.
Only if floating geometry isn't a problem, just overlap it a bit.[/QUOTE]
Players may or may not enter the helicopter, so I can't exactly put a box in there and call it a day :v: It's also pretty tough working with normals, making sure they're all the right way.
[QUOTE=Dr. Evilcop;37094674]Depends on what you're doing. Being a helicopter, I can make individual pieces like seats and place them inside, but the actual interior itself had to be made inside the helicopter. I'm working on a really tight budget of ~6k triangles so I can't trust any modifiers to do things for me. In addition, the front is basically a half-sphere, so it's difficult to attach things to it.
[t]https://dl.dropbox.com/u/22565769/hh_wip3.png[/t][/QUOTE]
It's suicide to model complex shapes like helicopter bodies with box modeling, you should give subdivision modeling a try. You can always use a lower poly for games and use the high poly for normal map baking. I don't think I've ever seen experienced modelers trying to make complex shapes without subdivision.
With subdivision modeling you could easily use very little geo for that front piece, which makes adding things to it extremely easy. Then you can always smash a turbosmooth modifier ontop of it and it will look super smooth (for when you're rendering or baking). If your smoothed result is good, but the low poly isn't to your liking, just convert the high poly to a low poly by removing some of the edge loops/rings. You would still have the smooth shape only a lot less hi-res.
Usually if you're doing curves that represent spheres / cylinders you won't need more than 8 polygons to define the shape properly unless you plan on adding little details in them (like cutting one of the polygon to put a hole in it etc.).
Example:
[url]http://img526.imageshack.us/img526/1949/turbosm.jpg[/url]
I've been going through and messing around with the things in the tutorial series for 3DS MAX and I was wondering if there were any other really good resource for beginners when it comes to 3d modelling?
Hey guys, I've been thinking about starting to learn 3d modeling, especially considering I'm going to school for Industrial Design and I'll need to learn it anyway. Do you think starting in UDK and Unreal Editor would be helpful in learning general 3d modeling, or should I just start in 3dmax/AutoCAD instead? I found UDK interesting because it gave you instant rendered results and I think that would help me be more motivated in work, especially while I'm not that good at it.
[QUOTE=Hawke7;37109156]Hey guys, I've been thinking about starting to learn 3d modeling, especially considering I'm going to school for Industrial Design and I'll need to learn it anyway. Do you think starting in UDK and Unreal Editor would be helpful in learning general 3d modeling, or should I just start in 3dmax/AutoCAD instead? I found UDK interesting because it gave you instant rendered results and I think that would help me be more motivated in work, especially while I'm not that good at it.[/QUOTE]
UDK isn't a modeling tool... It got simple and retarded tools for creating bsp meshes, but not 3D models.
(Sorry, but I'm angry at them since I'm used to Max).
So yeah, you should start learning 3Ds Max :P
Or blender, og Maya.
dump of things that people have probably already seen before (in chronological order!!)
thumbed to not annoy people who have seen it before
[t]http://media.moddb.com/images/members/1/96/95390/screenshot0.1.png[/t]
[t]https://dl.dropbox.com/u/1157653/press.png[/t]
[t]http://media.moddb.com/images/members/1/96/95390/dev_empty0001.png[/t]
[t]https://dl.dropbox.com/u/1157653/babydinosaur.png[/t]
[t]https://dl.dropbox.com/u/1157653/conscript/MK3A2.png[/t]
[t]https://dl.dropbox.com/u/1157653/conscript/binocs.png[/t]
Baking normals is my nemesis. I can't get it to look good at all.
[img]http://puu.sh/PnAh[/img]
[QUOTE=guest91;37117265]Baking normals is my nemesis. I can't get it to look good at all.
[img]http://puu.sh/PnAh[/img][/QUOTE]
Fix the pinching on the lenses.
[QUOTE=guest91;37117265]Baking normals is my nemesis. I can't get it to look good at all.
[img]http://puu.sh/PnAh[/img][/QUOTE]
Soften the edges on your high poly and make the low poly one smoothing group, unless you have 90 degrees angles then you should use a 2nd smoothingroup (though in some engines it doesn't cause problems)
You might also need some more polys on the lens cylinders so they match the high poly more accurately and reduce the waviness.
What I like to do is turbosmooth my low poly so any curves are nice and rounded before doing any baking, makes the normal look better.
So, I'm in max rendering with Vray, but its just not looking that good :/ [IMG]http://i45.tinypic.com/2j30j5t.jpg[/IMG] I want it dark like this, but the quality seems really bad and I'm not quite sure what i should do, any help?
[IMG]http://oi49.tinypic.com/29xyqz5.jpg[/IMG] edited a bit in ae
Does anyone know any good reference sites for characters? I've been sculpting one that has knee pads but I can't find any references for how the clothes would crease and fold with them on.
[QUOTE=TonyP;37118924]What I like to do is turbosmooth my low poly so any curves are nice and rounded before doing any baking, makes the normal look better.[/QUOTE]
That doesn't make any sense to me.
[QUOTE=markg06;37123437]Does anyone know any good reference sites for characters? I've been sculpting one that has knee pads but I can't find any references for how the clothes would crease and fold with them on.[/QUOTE]
[URL="http://www.3d.sk/"]3d.sk[/URL] got pretty much all your needs, if you are willing to cough up some dollars for a subscription that is
it's 1500 bucks for premium 1 year.
holy fuck, it must be glorious
[QUOTE=Logithx;37074483]Been working a lot on this thing recently, getting pretty close to finishing it. Can't wait to get it into a game engine once low poly and all that stuff are done.
I remember someone posting a whole ago that in the front view it looks like one of those three headed shavers, I'll probably name it after one. :smile:
[img]http://img717.imageshack.us/img717/3571/pc1mo.jpg[/img]
[img]http://img13.imageshack.us/img13/3495/pc2o.jpg[/img]
[img]http://img717.imageshack.us/img717/8518/pc3pe.jpg[/img][/QUOTE]
Holy shit!
May I inquire about your renderer?
It's rendered with Vray, the background was rendered seperately from the model. I made some minor adjustments in Photoshop afterwards (sharpening, color etc.)
The model is almost done now, will post a new pic soon.
[QUOTE=Stinky;37147247]Speaking of,
[img]http://25.media.tumblr.com/tumblr_m8h6gn8TGd1r6xotxo1_1280.jpg[/img][/QUOTE]
why didn't i know of this
Trying to get to grips with Maya 2013 but the Edit Mesh Menu has moved, more importantly can't find the Insert Edge Loop Tool. Any help?
I was trying to make (what I consider) the perfect male body in mudbox, but it crashed, and I don't feel like redoing all the shit I did but I did make this right before it crashed.
I suggest 720p and fullscreen otherwise you wont see any of the muscle details.
[video=youtube;TQS6U5rEkvo]http://www.youtube.com/watch?v=TQS6U5rEkvo[/video]
That's, eurgh, quite the arse.
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