• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=Jeggis;37660796]I've fired, disassembled, cleaned and scrubbed each part of this weapon countless times, and let me tell you, this looks spot on! Great work! And the close-ups are sexy as hell! Planning on texturing it?[/QUOTE] Thanks a lot man! After I finish all the accessories, I'll have to make a lowpoly, bake all the stuff etc. aaaaand then it's going to be textured.
[IMG]http://gyazo.com/5a981b7d9ac99ac8250478845a94b140.png[/IMG] with working flip lights, cos why the fuck not.
at the end, make sure to delete the middle loop, there's loads of places you could still safe poly's as well. I'm not home atm, but i'll do a paintover when I am if you want :v
[QUOTE=cocknugget;37664384]I'm not home atm, but i'll do a paintover when I am if you want :v[/QUOTE] added
i have another pokemon done but i can't post it yet because i said i would post a starter first oh boy edit: now i can post [img]http://25.media.tumblr.com/tumblr_maclm0zlAi1qk6eteo1_400.gif[/img] [img]http://24.media.tumblr.com/tumblr_maclsls1Md1qk6eteo1_400.gif[/img]
[QUOTE=Segura;37664425]wow really, can i add you on steam or something[/QUOTE] Go head boiiiii
Anyone here willing to message (via any means) a beginner like me and help out with any queriesand such for 3DS Max? If so PM me :)
Finally started bodykitting :p [IMG]http://i.minus.com/iFQRwByUleKdv.png[/IMG]
[QUOTE=cocknugget;37666896]Finally started bodykitting :p[/QUOTE] Then a spoiler. Then some neon lights under the car. Then some chrome Spinners. Then you can charge people more for the model since it has upgrades.
[QUOTE=cocknugget;37665964]Go head boiiiii[/QUOTE] wtf that what I say booiiiii cause it a welsh thing
[QUOTE=Canary;37667136]wtf that what I say booiiiii cause it a welsh thing[/QUOTE] Guess not huh
you guys are gonna like what i'm doing today :~)
[img]http://puu.sh/155cU[/img] gotta love it when the viewport can't decide what's in front of what
[QUOTE=paul simon;37667637][img]http://puu.sh/155cU[/img] gotta love it when the viewport can't decide what's in front of what[/QUOTE] I'm scared. You gotta show us a "here's one I made earlier" so we at least know what the viewport butchered.
[IMG]http://gyazo.com/753f634bfa1abf8306f603f6d7593f49.png[/IMG] god i wish i could texture
[QUOTE=DOG-GY;37664502]i have another pokemon done but i can't post it yet because i said i would post a starter first oh boy edit: now i can post [img]http://25.media.tumblr.com/tumblr_maclm0zlAi1qk6eteo1_400.gif[/img] [img]http://24.media.tumblr.com/tumblr_maclsls1Md1qk6eteo1_400.gif[/img][/QUOTE] oh god please do litwick
[QUOTE=DOG-GY;37664502]i have another pokemon done but i can't post it yet because i said i would post a starter first oh boy edit: now i can post [img]http://25.media.tumblr.com/tumblr_maclm0zlAi1qk6eteo1_400.gif[/img] [img]http://24.media.tumblr.com/tumblr_maclsls1Md1qk6eteo1_400.gif[/img][/QUOTE] So what's modeling for this sort of stuff like? Do you use a different production method to ensure it looks proper when the shader is applied?
Hey guys, just made this wee simulation here, it seems to have worked fine bar some weird error I got while rendering. [media]http://www.youtube.com/watch?v=yDlZ94WlHok&feature=plcp[/media] [quote]RCGI 0.5 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.3 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.6 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.5 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.6 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.5 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.6 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.7 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.5 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.6 error 361001: photon emission shader returned miFALSE: aborting photon tracing RCGI 0.7 error 361001: photon emission shader returned miFALSE: aborting photon tracing [/quote] [editline]15th September 2012[/editline] Anyone got any ideas on how I can fix this? Rendering with Mental Ray btw.
[QUOTE=woolio1;37668932]So what's modeling for this sort of stuff like? Do you use a different production method to ensure it looks proper when the shader is applied?[/QUOTE] I always model it as a properly modeled low poly game asset. The shader looks best when the designs are made low poly because if it were to be high poly sub-d all the nice chunky outlines that the low poly gives would get smoothed until the form is ruined. With shaders, every single one is different, partly because i'm doing multiple generation's styles, but mostly because I keep adapting the shader to each pokemon and progressing it to get better. A lot of it is also floating geometry (voltorb and electrode's faces, charmander's eyes) and so far I haven't used textures so no uvs. That's pretty much it.
Character WIP for my Project Development class at school. [IMG]http://puu.sh/15bHt[/IMG] Original concept was shit so I'm ad-libbing it a lot. Need suggestions and crit please because my class just says, "l0oks gud!!1 prfect!!1" even though it really isn't.
i feel like the front of the knees should be more pronounced. like you did on the back. [editline]15th September 2012[/editline] in all honesty, it looks fine as a low poly mesh. everything else would have to be added in a normal map/whatever. plus would help if you showed wires.
Just a quick question, and I'm sure it all depends on the user, but what would be a good modeling program for creating models/characters for games? I'm interested in learning a program, but I don't want something where I have to jump through hundreds of hoops just to get a model ready and ported into a game like Half-Life 2. I'm currently looking at Maya, but I'm assuming most people here use 3ds Max?
[QUOTE=NuggetWarmer;37671313]Character WIP for my Project Development class at school. [IMG]http://puu.sh/15bHt[/IMG] Original concept was shit so I'm ad-libbing it a lot. Need suggestions and crit please because my class just says, "l0oks gud!!1 prfect!!1" even though it really isn't.[/QUOTE] So you are the person warming my nuggets huh?
[QUOTE=NuggetWarmer;37671313]Character WIP for my Project Development class at school. [IMG]http://puu.sh/15bHt[/IMG] Original concept was shit so I'm ad-libbing it a lot. Need suggestions and crit please because my class just says, "l0oks gud!!1 prfect!!1" even though it really isn't.[/QUOTE] Is that a mole on her chin? If so, it would look a little better if it was off center instead of right in the middle of her chin.
[QUOTE=IrregularToasty;37673026]Is that a mole on her chin? If so, it would look a little better if it was off center instead of right in the middle of her chin.[/QUOTE] Probably a lip piercing. She has her nose and eyebrow done too.
Not sure how many people here are interested in VFX for films, tv shows and commercials, but if you are you might want to check this out: [url]www.thevfxfestival.com[/url] [quote]The Visual Effects Festival celebrates 10 years of success in the UK Industry and is the first of it's kind, held across London from 10th - 13th October. The festival is aimed at inspiring a new generation of young people who want to apply their creative talent productively. The festival welcomes anyone who is interested in exploring their career options and are looking for routes into VFX. There will be showcases, workshops and panel discussions made throughout the festival by some of the leading production companies in the industry including Double Negative, The Mill, Framestore, Cinesite, MPC, Glassworks and Pixomondo. On Saturday (13th Oct) there will be a recruitment focus to the day ideal for those people looking to find out more about getting into the industry. The highlight of this will be a panel discussion with some of the recruiters from the top London VFX houses.[/quote] I'll be helping out there as a VFX Marshall, it's a great chance to talk to some of the leading post houses like The Mill, MPC, Framestore, Cinesite etc.
[QUOTE=slayer20;37672698]Just a quick question, and I'm sure it all depends on the user, but what would be a good modeling program for creating models/characters for games? I'm interested in learning a program, but I don't want something where I have to jump through hundreds of hoops just to get a model ready and ported into a game like Half-Life 2. I'm currently looking at Maya, but I'm assuming most people here use 3ds Max?[/QUOTE] You want to use 3ds Max. It's an objectively better modeling tool (non-linear, non-destructive modifiers, fairly clean ui, robust modeling tools right onscreene w/ edit poly tools + graphite). I'm sorry but maya is not a good modeling program, that's the reality. It's great for animation and rendering tho.
[IMG]http://puu.sh/15mv9[/IMG] [IMG]http://puu.sh/15mvH[/IMG] wires 4 u
[QUOTE=NuggetWarmer;37676569][IMG]http://puu.sh/15mv9[/IMG] [IMG]http://puu.sh/15mvH[/IMG] wires 4 u[/QUOTE] Not bad. I'm no topology expert, but it looks pretty clean.
Vrooommmm [IMG]http://25.media.tumblr.com/tumblr_maeofeeTXw1rg88a8o1_1280.png[/IMG] [IMG]http://25.media.tumblr.com/tumblr_maeofeeTXw1rg88a8o2_1280.png[/IMG]
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