• Digital 3D Art v9
    6,260 replies, posted
Ah now I understand, thank you so much guys! I don't have any references for the "car" since I just make it as I go along, going for a boxy model. I'll see if I come up with anything to make it look better from the top, front and rear.
[QUOTE=~ZOMG;37363119]I actually have some blueprints from a car or two I modelled ages back, all aligned and edited to the best of my abilities. I'll upload them shortly. [editline]22nd August 2012[/editline] Car one: [IMG]http://filesmelt.com/dl/back13.png[/IMG] [IMG]http://filesmelt.com/dl/front13.png[/IMG] [IMG]http://filesmelt.com/dl/side10.png[/IMG] [IMG]http://filesmelt.com/dl/top7.png[/IMG] Car two: [IMG]http://filesmelt.com/dl/de-tomaso-mangusta_back.gif[/IMG] [IMG]http://filesmelt.com/dl/de-tomaso-mangusta_front.gif[/IMG] [IMG]http://filesmelt.com/dl/de-tomaso-mangusta_side.gif[/IMG] [IMG]http://filesmelt.com/dl/de-tomaso-mangusta_top.gif[/IMG] [editline]22nd August 2012[/editline] If a mod could thumb those I'd appreciate it because I'm trying but the edit function keeps fucking up because my internet is wank.[/QUOTE]
[img]http://i.imgur.com/8jXfS.png[/img] better?
It certainly looks a lot better, but don't just add details, actually modify the geometry of the body. Imagine the shape of each segment; at the moment they're all just rectangular which is bad.
I wrote a tutorial on how to texture in realism. [QUOTE]Step 1. Add as much black and grey as you can Step 2. Add static Step 3. Add a fuck load of scratchs Step 4. Marmalade tool blog.[/QUOTE] [sp]/joke[/sp]
:~(
[QUOTE=KillerTele;37364597][img]http://i.imgur.com/8jXfS.png[/img] better?[/QUOTE] Just a few things I can think of quickly when looking at that: The roof shouldn't be quite as wide as the body. The fenders would likely be flared out at least a little bit. The front of the car would be a lot less flat, being as flat as it currently is would catch air really badly.
Has anyone played this yet? [URL]http://www.turbosquid.com/3d-expert[/URL] I think it's a nice way of advertising new unrated products on the site, but some of the rating are just ridiculous. Someone voted a simple smooth cube and it got a 7/10, then a superbly modeled house gets a 5.5/10 right after it. I'm #500th on the leaderboard anyways, it's kind of addicting to be honest.
[QUOTE=tarkata14;37369173]Has anyone played this yet? [URL]http://www.turbosquid.com/3d-expert[/URL] I think it's a nice way of advertising new unrated products on the site, but some of the rating are just ridiculous. Someone voted a simple smooth cube and it got a 7/10, then a superbly modeled house gets a 5.5/10 right after it. I'm #500th on the leaderboard anyways, it's kind of addicting to be honest.[/QUOTE] It's really cool and I like the idea behind it, but I feel like there's way too much abuse on the system with items being graded opposite of what they should. It feels less like I'm rating an item based on its actual merits, and rating what I think the community thinks it is. [editline]23rd August 2012[/editline] I've noticed a very heavy trend of things being in the 4-6 range, mostly. People aren't critical enough on low(er) quality models, and are too afraid to rate legitimately bad or easy items low (oh look someone made a sphere, slapped a picture of earth on it, and rendered it without any lighting), but are overly critical of high quality models (what I would consider perfect, or near perfect items on all fronts [render, texture/material, topology] are rated 8 or below, typically below). It's hard to be accurate because no one else is, or are trying to game the system, or whatever.
So I decided to bother to try making something in Sculptris and made this thing. [img]http://i50.tinypic.com/2yuyaza.png[/img] I have no idea what I'm doing.
[QUOTE=biodude94566;37369695]It's really cool and I like the idea behind it, but I feel like there's way too much abuse on the system with items being graded opposite of what they should. It feels less like I'm rating an item based on its actual merits, and rating what I think the community thinks it is. [editline]23rd August 2012[/editline] I've noticed a very heavy trend of things being in the 4-6 range, mostly. People aren't critical enough on low(er) quality models, and are too afraid to rate legitimately bad or easy items low (oh look someone made a sphere, slapped a picture of earth on it, and rendered it without any lighting), but are overly critical of high quality models (what I would consider perfect, or near perfect items on all fronts [render, texture/material, topology] are rated 8 or below, typically below). It's hard to be accurate because no one else is, or are trying to game the system, or whatever.[/QUOTE] Right, I voted extremely honestly regardless of the points system, it's extremely hit or miss. It almost seems like the more verts a model has the higher rating it gets haha, I noticed slight trends, like models with a subdivision smooth modified were very aesthetic to people I guess. Speaking of an absurd about of verts, I'm up to 340,000 on this model [quote][IMG]http://i.cubeupload.com/GkMX1S.png[/IMG] [IMG]http://i.cubeupload.com/GYzUgt.png[/IMG] [IMG]http://i.cubeupload.com/hXSsrA.png[/IMG] [/quote] Don't mind the minor repetitiveness and general fuckery, it will be fixed soon I hope. Very simple rendering as well. [B]EDIT: [/B]Update because sleep is for pussies. [quote][IMG]http://i.cubeupload.com/C9nKdW.png[/IMG] [IMG]http://i.cubeupload.com/VZr7vL.png[/IMG] [IMG]http://i.cubeupload.com/cczPn4.png[/IMG][/quote] 320,000. This is purely a high poly model, I don't plan on optimizing it anymore than I need to so my PC will run it smoothly, I'll get a wire up soon as well.
Not overly happy with how it came out, but I made the rifle from the original Xcom. [IMG]https://dl.dropbox.com/u/64154701/Xcom_Rifle.gif[/IMG] based on: [IMG]https://dl.dropbox.com/u/64154701/BIGOBS01.GIF[/IMG]
[QUOTE=LurkietheLurker;37372263]Not overly happy with how it came out, but I made the rifle from the original Xcom. [IMG]https://dl.dropbox.com/u/64154701/Xcom_Rifle.gif[/IMG] based on: [IMG]https://dl.dropbox.com/u/64154701/BIGOBS01.GIF[/IMG][/QUOTE] You make me want to model based of off some sprites, I haven't seen a sprite sheet in years
Progress on my UDK hangar thingy [img_thumb]http://www.leet.cc/hangar_011.png[/img_thumb]
[QUOTE=PLing;37373256]Progress on my UDK hangar thingy [img_thumb]http://www.leet.cc/hangar_011.png[/img_thumb][/QUOTE] It's really coming together now, nice.
[IMG_thumb]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-sss-new.jpg[/IMG_thumb] The model is now done, now to attack it in Mudbox Wire: [URL]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-wire.png[/URL]
Decided to give modelling a try once more. Haven't touched any software for more than 6 months. This is supposed to be a Willys 1942 jeep. [img]https://dl.dropbox.com/u/5625513/willys_wip.PNG[/img] Only mirrored everything for the shot. The wheels are rough for now, I'll detail them later on. Somewhat pleased with the work I've done so far.
[QUOTE=tarkata14;37369173]Has anyone played this yet? [URL]http://www.turbosquid.com/3d-expert[/URL] I think it's a nice way of advertising new unrated products on the site, but some of the rating are just ridiculous. Someone voted a simple smooth cube and it got a 7/10, then a superbly modeled house gets a 5.5/10 right after it. I'm #500th on the leaderboard anyways, it's kind of addicting to be honest.[/QUOTE] It's a nice idea but people playing it seem to have no idea what makes a good model.
I just realized that Paul's hands should be twisting the other way -__________- Oh well.. Fuck it.
I don't mean to keep updating this, it started as more of an experimental project, but I doubt it has any real scene usage, especially when you look at the amount of geometry. Here a final and a quick wireframe. [quote]Right-Click=>View Image [IMG]http://i.imgur.com/jL9We.png[/IMG] [IMG]http://i.imgur.com/REaWE.jpg[/IMG] [img]http://i.imgur.com/ZCjOg.jpg[/img] [/quote] Crits or Comments anyone?
[QUOTE=tarkata14;37383889]I don't mean to keep updating this, it started as more of an experimental project, but I doubt it has any real scene usage, especially when you look at the amount of geometry. Here a final and a quick wireframe. Crits or Comments anyone?[/QUOTE] The one thing that really bugs me is that the stairs would collapse if it was a real bridge, some support beams would be nice.
[QUOTE=kirederf7;37384396]The one thing that really bugs me is that the stairs would collapse if it was a real bridge, some support beams would be nice.[/QUOTE] Yeah, once I got far enough into it I realized it would need support from either mortar or some maybe pillars?
[QUOTE=tarkata14;37384504]Yeah, once I got far enough into it I realized it would need support from either mortar or some maybe pillars?[/QUOTE] Make the arch like this: [IMG]http://s0.geograph.org.uk/photos/04/46/044610_3a82cf8d.jpg[/IMG] The bricks in the arch will hold the bricks abovem, adding some mortar would be a good idea too. Also for the support under the stairs put an arch under them like the one of the main bridge. If you do that it will look pretty good.
[QUOTE=SweetSwifter;37353117]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] It takes practice. As you spend endless hours modeling you start to recognize how to solve certain problems, what kind of topology to use to get a certain shape without it pinching etc. I will post wires in the future once the game model is done. As far as control edges go, put them anywhere you want to get the result you need, regardless of how many n-gons or uglyness your wireframe has. It doesn't matter in the end, only the smoothed result matters so that your normal map for the game model looks clean. This might not be very helpful, but as I said I will provide pics later.
To add: the thing about control edges is that you have to know how to add them into curved surfaces without pinching which can often take some problem solving skills with (3ds terms) ffd modifiers and bends and such. There's a lot of work that should be put into your mesh to make sure highlights aren't made wonky by slight pinching. Starting with a flat surface and then bending it into the right shape is often a good option
This is approximately how his muscles will look like when he uses his super strength :P Though I have to redo it, because I'm gonna fix the twisting of his arms. [IMG_thumb]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-sss-Muscle.jpg[/IMG_thumb]
Dat ass. Edit: Progress! [img]https://dl.dropbox.com/u/5625513/willys_d2_wip.PNG[/img] Some fixes here and there, basic body shape done, windshield is pretty much done as well. The proportions and whatnot aren't as good as I'd want them to be, but oh well.
finished up this ol thing [img]https://dl.dropbox.com/u/1157653/hk1911_2.PNG[/img]
is anyone interested in working on a game project in UDK? it'd be a nice portfolio booster i swear plus once it gets finished and shipped you'll get paid some [sp]i don't know how to word this without being a cock[/sp]
Can't really tell much from that info, you need to tell us how large it is, how many custom assets need to be made and so on.
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