• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=DOG-GY;37341426]AAA quality wood texture[/QUOTE] MW3 would be proud
i changed the wood grain guys guys are you happy guys
Make the stock carbon, for extra accuracy!
Make the whole thing out of red jello.
Better put some ACOGS there to make it ~N3xtGenReady~
Not enough Canary skill to make it look sexy, sorry. nVidia better model me a webcam so I stream my death imaginatively. I don't even know...
[QUOTE=Juniez;37341917]i changed the wood grain guys guys are you happy guys[/QUOTE] still looks like 3ds max procedural wood
[img]http://dl.dropbox.com/u/1157653/shotgunmaterials.png[/img] [img]http://24.media.tumblr.com/tumblr_m8z070pPcp1qhagklo13_r1_400.png[/img] go me
You could make OC's with that shotgun and post it on deviantart. [IMG]http://i.minus.com/iI4Zd1qultZPR.png[/IMG]
[QUOTE=Acezorz;37340161]Rendering a breakdown for my reel using after effects, but I'm having trouble finding a lossless codec that isn't too large for Vimeo (limit is 500mbs) Any suggestions?[/QUOTE] Youtube :)
[QUOTE=DOG-GY;37341027](except for the front bit) that's my low poly ao bake fucking up. textools has been baking ao with poor regard for smoothing recently and I can't figure out why. as for the front, i don't know what you find wrong because it's just a giant circle over the whole opening. i don't see why you think it's blocky?? the polycount is pretty perfect for an hl2 mod and matches the budget of the other weapons we've made that are already in engine. anyways, i'm animating that hand model i posted a while back. once i get it done and in unity i'll post a video or at least gifs or something. -tried to edit but couldn't access fp for a few minutes there[/QUOTE] The front bit is clipping.
[QUOTE=Eeshton;37345890]The front bit is clipping.[/QUOTE] fuck yeah it is
ok then
well, iv never tried moddeling, so here is the best i could do. i started with just a basic biped clay figure,then took 3 days of sclulpting and lighting. used 3ds max, daz studio pro, and a whole lot of time in blender and photoshop. [i have different versions of it to,with different after-effects, if you want to see them]. advice? [IMG][IMG]http://i.imgur.com/STk3E.png?2[/IMG][/IMG]
[QUOTE=cocknugget;37344270]You could make OC's with that shotgun and post it on deviantart. [t]http://i.minus.com/iI4Zd1qultZPR.png[/t][/QUOTE] hi this looks great and can I know how you did the color variations in the metal?
After a gazzillion hours of modeling, I finally finished the model. It was long trip. [img]http://img407.imageshack.us/img407/5418/pulsecannonfinal01small.jpg[/img] [img]http://img43.imageshack.us/img43/5412/pulsecannonfinal03small.jpg[/img] [img]http://img13.imageshack.us/img13/2514/pulsecannonfinal02small.jpg[/img] If you're interested in knowing how this model progressed over time, or want to see higher resolution images, see this thread: [url]http://www.nextgenhardsurface.com/showthread.php?1175-Pulse-Cannon[/url]
[QUOTE=cocknugget;37344270]You could make OC's with that shotgun and post it on deviantart. [IMG]http://i.minus.com/iI4Zd1qultZPR.png[/IMG][/QUOTE] yo where did you get that smudge overlay it looks nice
[QUOTE=Juniez;37350313]hi this looks great and can I know how you did the color variations in the metal?[/QUOTE] I'm guessing colourful specular map.
[QUOTE=Logithx;37350758]After a gazzillion hours of modeling, I finally finished the model. It was long trip. [img]http://img407.imageshack.us/img407/5418/pulsecannonfinal01small.jpg[/img] [img]http://img43.imageshack.us/img43/5412/pulsecannonfinal03small.jpg[/img] [img]http://img13.imageshack.us/img13/2514/pulsecannonfinal02small.jpg[/img] If you're interested in knowing how this model progressed over time, or want to see higher resolution images, see this thread: [url]http://www.nextgenhardsurface.com/showthread.php?1175-Pulse-Cannon[/url][/QUOTE] I want to see un-smoothed wire-frames. Just to see how on Earth you lay your control edges whilest avoiding pinching/un-smooth curves everywhere.
[QUOTE=Acezorz;37340161]Rendering a breakdown for my reel using after effects, but I'm having trouble finding a lossless codec that isn't too large for Vimeo (limit is 500mbs) Any suggestions?[/QUOTE] Not exactly lossless, but I like Xvid. Great video quality but small file size.
[QUOTE=DOG-GY;37331799][img_thumb]http://filesmelt.com/dl/Bike_Tute.png[/img_thumb] p simple, i didnt cover lighting because thats unnecessary and would change drastically depending on what mood etc u want[/QUOTE] Thanks! I love the effect, I actually went and did something based on the tut. (Yes, it is sort of rip-offish on the subject and colors, but I often learn best by reverse engineering) [IMG]https://dl.dropbox.com/u/64154701/older%20stuff/Bike_Rotate.gif[/IMG]
[img]http://media.moddb.com/images/members/1/96/95390/ak74_wire.1.PNG[/img] wip hl2 pistol
~retro grain~ [img]http://filesmelt.com/dl/ship1.gif[/img] no grain: [img]http://filesmelt.com/dl/ship21.gif[/img] i did this just to try mixing in some textural stuff
[QUOTE=Juniez;37359921][img]http://media.moddb.com/images/members/1/96/95390/usp_hp.PNG[/img] wip hl2 pistol[/QUOTE] Damn, that's some fine work.
[img]http://filesmelt.com/dl/oh_ship.gif[/img] [editline]22nd August 2012[/editline] next gen
[img]http://i.imgur.com/RQIsK.png[/img] Am I doing it right with the polygons and whatnot, or am I doing it wrong?
well you've basically got cardboard cutout syndrome. it's a silhouette of a single direction rather than a 3d form
[QUOTE=DOG-GY;37362479]well you've basically got cardboard cutout syndrome. it's a silhouette of a single direction rather than a 3d form[/QUOTE] I don't understand what you mean, could you explain it in a way a dumb person could understand?
[QUOTE=KillerTele;37362693]I don't understand what you mean, could you explain it in a way a dumb person could understand?[/QUOTE] When making a 3D model, you have to consider what it will look like from an infinite points of view, rather than just the side, which is what it seems like you've done. For example, if you looked at that car you modelled in the front, orthographic view then it would appear as a rectangle, whereas real objects, cars in particular, are far more complex than that. [editline]22nd August 2012[/editline] Basically, distribute your work flow evenly between all viewports, rather than focusing primarily in one. [editline]22nd August 2012[/editline] It's difficult to explain, but I'll gladly elaborate if you're still struggling to understand from my bad explanation.
[QUOTE=KillerTele;37362693]I don't understand what you mean, could you explain it in a way a dumb person could understand?[/QUOTE] It looks like you were using a side-view image of a car as a reference to model it, but you only designed the model with the side view in mind. If you look at your model from top-view, it's just a square. If you look at the model from front-view, it also looks like a square. The way to work around this is to have reference images from side, top, and front view angles, or to have the look of the car in your mind before you model it. [editline]22nd August 2012[/editline] Actually just listen to ZOMG, he explained it better.
Sorry, you need to Log In to post a reply to this thread.