• Digital 3D Art v9
    6,260 replies, posted
Nono, it's because they're learning to count.
[QUOTE=Scotchair;37229782]They use checkers because stretching becomes more easy to spot. The coloured grids folk download just make it easier to understand where your faces are on the UV map.[/QUOTE] It's also easier to have a sense of density, in the screenshot for example you can see parts that have higher density than others which may not be desirable.
old model i took and LPd / baked for a handheld game for some reason the normal maps of the front / back sights are darker ?? [img]https://dl.dropbox.com/u/1157653/battleriflelp.png[/img] 1024 baked maps and 1350 tris hp [img]http://media.moddb.com/images/members/1/96/95390/bullpup_render.1.png[/img]
Secondlife is now .. very much worth it! [IMG]http://i.imgur.com/Q8kzxl.jpg[/IMG]
So... people pay you real world money, for in game models of iphones in second life?
[QUOTE=Scotchair;37235996]So... people pay you real world money, for in game models of iphones in second life?[/QUOTE] Yes, yes they do
Sign me up!
So I'm modeling a Chechen rebel improv sub machine gun, and I'm trying to thing what kind of textures I should use for it later. It's basically a handmade gun, pieced together from everyday metal, pipes, and leftover gun parts. Despite being made by an amateur, it looks fairly workable, and it doesn't look like the typical overly dinged and scratched crappily made gun. I was thinking maybe using textures taken from pictures of grey cooking pots and pans for the metal, and maybe use a metal pipe texture for the barrel. The problem though is that those objects are typically hard to photograph flat textures from, and I don't have a decent camera. I was hoping you guys could maybe suggest some alternatives or post some textures I could use.
[img]https://dl.dropbox.com/u/10565588/Pictures/btlx2.png[/img] Redesign, still wip.
[QUOTE=dookster;37229671]I'm having some trouble unwrapping the sides of my LP Helmet without getting distortion in areas. Any suggestions for unwrapping this kind of shape more efficiently? [IMG]http://4stor.com/images/3i4J.png[/IMG][/QUOTE] ever since textools and then later versions of max I've always really loved the ability to break by smoothing groups. you should have uv breaks each time you have split normals anyways so it's super easy to just hit planar map, break by smoothing groups, relax, normalize and pack.
Yeah I'm tired of working on this thing. [t]https://dl.dropbox.com/u/22565769/hh_wip5.png[/t]
This is my first time at trying subdivision modeling. I think it went well. I haven't made a low poly version or anything like that yet. [img]https://dl.dropbox.com/u/48795891/untitled3.png[/img] I seen the concept for it on the TF2 blog.
Needs a larger silencer I think.
thought it was a baseballbat with a pistol grip freaking great pageking.
Working on a MP7. [img]http://img560.imageshack.us/img560/1787/mp7.png[/img]
[QUOTE=Jacen;37246701]This is my first time at trying subdivision modeling. I think it went well. I haven't made a low poly version or anything like that yet. [img]https://dl.dropbox.com/u/48795891/untitled3.png[/img] I seen the concept for it on the TF2 blog.[/QUOTE] You can't really see if it's high poly or not because of that clay render. I'd recommend adding a few omnis around it and making the material darker and shinier.
[QUOTE=Saccn;37248436]Working on a MP7. [img]http://img560.imageshack.us/img560/1787/mp7.png[/img][/QUOTE] Looks pretty goddamn awesome, but the MP7 foregrip is a lot more round than that.
[thumb]https://dl.dropbox.com/u/10565588/Dropbox%20Synced%20Work%20Files/BXTL.png[/thumb] New and updated ;o Still needs wear and tear, Daijitsu fucking respond to me.
Ready for finalization and LODs or no? [t]https://dl.dropbox.com/u/22565769/hh_wip5.png[/t]
imo the texture looks very poor
[QUOTE=MenteR;37260309]imo the texture looks very poor[/QUOTE] How can I improve it?
[QUOTE=Dr. Evilcop;37260542]How can I improve it?[/QUOTE] Add a bump map + spec map. Also the scratches should go along the edges and make sense. Random scratches actually aren't random, it is more ordered. Um, a little higher contrast would help but that might just be from the lack of bump/spec.
[QUOTE=MenteR;37260309]imo the texture looks very poor[/QUOTE] Good job telling him why.
[t]http://media.moddb.com/images/members/1/96/95390/bullpuptexfinal.png[/t] 1447 tris, 1024 n/d/s [t]https://dl.dropbox.com/u/1157653/a/props.png[/t] chair - 138 tris, table - 128 tris, lights 44 tris 1 256 d/s map for the 3 of them
i made this in daz studio, bryce, and modeled in blender, i then shaded the hell out of it in 3ds max. what do you think? [IMG][URL=http://imgur.com/jZ6xS][IMG]http://i.imgur.com/jZ6xS.png[/IMG][/URL][/IMG]
The fog/haze is covering the character a bit, maybe have it form begin the character? It's just too good to hide behind fog.
Small update. [img]http://img99.imageshack.us/img99/1434/mp72.png[/img]
[QUOTE=Dolton;37260713]Add a bump map + spec map. Also the scratches should go along the edges and make sense. Random scratches actually aren't random, it is more ordered. Um, a little higher contrast would help but that might just be from the lack of bump/spec.[/QUOTE] I totally forgot about the spec and bump map :v: [t]https://dl.dropbox.com/u/22565769/hh_wip6.png[/t] Looking better?
[img]http://puu.sh/W5vu[/img] AK47 from WW2
no you idiot that's the WW1 version
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