yeah dude your model has nice poly distribution.
weren't you doing something with the blank space on your texture sheet? for some reason i seem to remember this. also i'm sure it's been said but i kinda feel like it would work better to mirror the sides. personally i would unwrap it to make sure the car's side uvs gets full 0-1 space on the y axis (obv keeping texel density even). it would use a lot more islands but would improve detail tremendously.
that said it's still a really clean unwrap.
[QUOTE=DOG-GY;37632075]yeah dude your model has nice poly distribution.
weren't you doing something with the blank space on your texture sheet? for some reason i seem to remember this. also i'm sure it's been said but i kinda feel like it would work better to mirror the sides. personally i would unwrap it to make sure the car's side uvs gets full 0-1 space on the y axis (obv keeping texel density even). it would use a lot more islands but would improve detail tremendously.
that said it's still a really clean unwrap.[/QUOTE]
I know, but for this model I want to do different body kits and paint jobs with texts and designs and what not. So mirroring wouldn't really work for texts that might go on there.
I did mirror the texture on my testarossa though
[IMG]http://chrisijzerman.net/images/Images/Cars/Ferrari_Testarossa/3.png[/IMG]
thanks, i tried to clean the bottom but cant seem to do it, any kind of video that would help that you know of?
Anyone have any good/practical texturing tutorial for things like weapons? (would help if it were TF2 orientated but I need to learn how to texture in general)
Swizzle from Polycount made a fuckin great thread on tf2 style texturing: [url]http://www.polycount.com/forum/showthread.php?t=73559[/url]
[editline]11th September 2012[/editline]
These are also just invaluable and would benefit you:
[url]http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf[/url]
[url]http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf[/url]
I've seen the first guide, will take a look at the ones you just posted, thanks, i iogotta sneeze oh god i gotta sgnnezze OH GOD JA aafs ok im done, thanks again.
Why aren't you making 3d worlds and shit with this shader.
[editline]12th September 2012[/editline]
It would look ~radical~
bro
a friend of mine and i working on a game that uses my shader design
@segura your render is plagued by the fact that it has no real shading so forms don't read at all and it looks like a lot of triangles and shit are getting outlines as well.
Well since it turned out to be a flop for a first model i just went and used your shader design, took some outlines out cos it was looking pretty bad, but meh im happy with it.
i would recommend to anyone that they steer clear of rendering until they are a proficient modeler, texturer and lighter.
like this: modeling -> texturing/simple shaders -> lighting -> rendering/complex shaders
the reason being that you have to build on your knowledge each time to become good at each one. skipping around is a waste of time. the way i see it you can't render and make complex shaders well without good lighting and modeling, you can't light well until you understand texturing and simple shaders and modeling, and you can't do any of those well until you can think in 3d (which is learned by learning 3d modeling). it all comes down to foundations and that's the reason why any course structure is structured almost exactly this way (including in the classes i taught back in high school!!).
and my last tip is to learn realism before u stylize
Thanks for the help :)
[img]http://puu.sh/14fBk[/img]
first texture :D
the metal isnt bleeding, in tf2, it's stabbed into someone's back
Text is way too small.
[QUOTE=Eeshton;37634792][img]http://puu.sh/14fBk[/img]
first texture :D
the metal isnt bleeding, in tf2, it's stabbed into someone's back[/QUOTE]
Someone with medium textures or high textures wouldn't be able to see that.
nobody would be able to see it because tf2 is fast paced and nobody would spend their valuable gameplay time reading some tiny text on a tiny scroll.
I would either have more text to fill out the space so it actually has some significance in the item or scrap it and put some sort of symbol on there.
[QUOTE=ben_lind;37630127]So you made a rig to move the camera or did I miss something?[/QUOTE]
I just parented it to an empty and spun it three-sixty.
[QUOTE=biodude94566;37638026]Looks a little... thin.[/QUOTE]
hes missing the spikes on his back because i was really really high.
i think i'll delete the post off tumblr and fix it tomorrow.
I've never heard of anyone modeling while high.
3D modeling anyways. :v:
There's an option for having stuff in the 3Ds Max 2013 viewport reflect the environment, but I'm not getting it to work.
Any hints?
So, coming from someone that's never modeled in anything but Cinema4D, how hard would it be to transition over to Blender? I'm aiming to model primarily for games, but I really want to avoid any potential legal issues as I don't own a proper copy of C4D (yet). I've heard a lot of conflicting opinions regarding C4D vs. Blender so I figured I'd ask you fine folks since y'all seem to know a hell of a lot more about 3D art then I do.
Followed these tutorials to make this dude.
[img]http://niggaupload.com/images/k9cJ.jpg/[/img]
[img]http://niggaupload.com/images/jwQ5m.jpg[/img]
I'll start texturing properly next then put some bones in him.
[QUOTE=paul simon;37639278]There's an option for having stuff in the 3Ds Max 2013 viewport reflect the environment, but I'm not getting it to work.
Any hints?[/QUOTE]
There's a popular script which enhances the nitrous rendering [URL="http://www.scriptspot.com/3ds-max/scripts/powerpreview-high-quality-nitrous-previews"]on scriptspot.[/URL] Worth a try, perhaps?
[QUOTE=Dippeggs;37639552]Followed these tutorials to make this dude.
[img]http://niggaupload.com/images/k9cJ.jpg/[/img]
[img]http://niggaupload.com/images/jwQ5m.jpg[/img]
I'll start texturing properly next then put some bones in him.[/QUOTE]
Great Scott.
[QUOTE=Dr. Evilcop;37638291]I've never heard of anyone modeling while high.
3D modeling anyways. :v:[/QUOTE]
overall it's when i model best really. makes it much more enjoyable once i get into the groove. you think of trying things you otherwise wouldn't and you learn a lot from that so i don't mind that it's easy to forget stuff when high (like pulling the sprite for the back of a pokemon as reference lmao)
I'm not experienced in modelling but I've tried max, maya and blender. So far blender is easier because if it's shortcuts like "f" for face. Are simulate features available in max and maya? So far I've not been able to do much in the auto desk stuff.
[QUOTE=DOG-GY;37640293]overall it's when i model best really. makes it much more enjoyable once i get into the groove. you think of trying things you otherwise wouldn't and you learn a lot from that so i don't mind that it's easy to forget stuff when high (like pulling the sprite for the back of a pokemon as reference lmao)[/QUOTE]
I want to try modelling on magic mushrooms, I've hacked someones PSP in what seemed like to time at all and nearly finished GTA until I got to a chase scene and eventually the shrooms wore off and I realized i'd been chasing closely behind the AI for god knows how long around a small town.
But pretty much on shrooms you do things and it seems like no effort or time at all..
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