[QUOTE=NuggetWarmer;37676569][IMG]http://puu.sh/15mv9[/IMG]
[IMG]http://puu.sh/15mvH[/IMG]
wires 4 u[/QUOTE]
The topology looks fairly decent but could use some tweaking especially in the face. The proportions are quite a bit off though in my opinion.
The forearms look way too short compared to the upper arms and the knees are too low as well. Her breasts should also be a bit higher since by the looks of her I'm assuming she's pretty young. Her shoulders and hips are also quite masculine for a girl.
Good start, it just needs a bit of tweaking.
[IMG]https://dl.dropbox.com/u/90270097/SEGURA_toyotaTRUENOAE86.jpg[/IMG]
Going to change the textures
Decided to do a first serious attempt at hard surface modelling, I'm making a computer mouse from a reference image and so far the first part has gone fairly easy without any problems, now however I'm not sure how to proceed.
[img]http://puu.sh/15qTV[/img]
I'm currently modelling the second part to the left but I'm unsure of a few things:
# What is the best way to create a join between two separate parts
# How do you make the join look smooth (smoothing groups ?)
# Should an entire mesh be modelled as one or split up
# If split up what is better, separate objects or elements (3ds max)
# How should I go about filling the center hole (I've tried cap + inset with horrible results)
# Any tips on making hard seams in the geometry like at the lower right ?
[QUOTE=biodude94566;37668358]oh god please do litwick[/QUOTE]
litwick blows but i might do lampent
[editline]15th September 2012[/editline]
[QUOTE=Chryseus;37679182]Decided to do a first serious attempt at hard surface modelling, I'm making a computer mouse from a reference image and so far the first part has gone fairly easy without any problems, now however I'm not sure how to proceed.
[img]http://puu.sh/15qTV[/img]
I'm currently modelling the second part to the left but I'm unsure of a few things:
# What is the best way to create a join between two separate parts
# How do you make the join look smooth (smoothing groups ?)
# Should an entire mesh be modelled as one or split up
# If split up what is better, separate objects or elements (3ds max)
# How should I go about filling the center hole (I've tried cap + inset with horrible results)
# Any tips on making hard seams in the geometry like at the lower right ?[/QUOTE]
the main thing is keeping it all quads and all loops. you don't really want stars (a vertex where proper loops don't happen and edges terminate) and you want to make sure you put control edges in as needed. you can use floating geometry, but split parts up logically. should it be two pieces or should it be one? just think about each piece and work out what's the best option.
you need to post wires and a reference if you really want help
[QUOTE=DOG-GY;37679814]litwick blows but i might do lampent[/QUOTE]
litwick's the cutest in the line though :(
joltik's the cutest from gen 5 though
[img]http://media.moddb.com/images/members/1/96/95390/screenshot0.4.png[/img]
weeee e
Trying out 3ds Max. Luckily I already have a little bit of modeling experience, and I watched a couple of the videos it provides to get some idea of how to use things in it.
I google searched an image of a sword and this was the first one that showed up:
[img]http://filesmelt.com/dl/2405133600_4278633913.jpg[/img]
So I made some of it
[img]http://filesmelt.com/dl/broadswodmodel.jpg[/img]
[editline]17th September 2012[/editline]
I didn't make the handle of it (yet), and the top part I screwed up on so I'm going to have to re-do that.
i have to model only w/ primitives in maya for a school project. the model will be rendered as an AO pass as a basis for a painted work. so the final output will be 2d not 3d (though i may map the painting to an actual properly done model)
its an interesting limitation, really changes how you think about form and defining shapes.
[editline]17th September 2012[/editline]
oh and WIP
[img]http://24.media.tumblr.com/tumblr_mah457Q0W81qk6eteo1_400.png[/img]
dunno if i'm gonna keep it in this style, the texture iirc is a 2048 and it has a lot of painting to be done lol
the bits ive painted well look p good imo
[QUOTE=DOG-GY;37698841]i have to model only w/ primitives in maya for a school project. the model will be rendered as an AO pass as a basis for a painted work. so the final output will be 2d not 3d (though i may map the painting to an actual properly done model)
its an interesting limitation, really changes how you think about form and defining shapes.
[editline]17th September 2012[/editline]
oh and WIP
[img]http://24.media.tumblr.com/tumblr_mah457Q0W81qk6eteo1_400.png[/img]
dunno if i'm gonna keep it in this style, the texture iirc is a 2048 and it has a lot of painting to be done lol
the bits ive painted well look p good imo[/QUOTE]
Wait is that actually a 3D model? :O
yep
[img]http://gyazo.com/3b77d1d0edc7378682761abcb8424834.png[/img]
WIP high poly on the left, i think i'm gonna throw it in zbrush today.
Finally got serious about modeling and made this.
My first high poly.
[img]http://shrani.si/f/1Q/l8/3S9z1JTm/remington.jpg[/img]
[QUOTE=Zay333;37699421]Finally got serious about modeling and made this.
My first high poly.
[img]http://shrani.si/f/1Q/l8/3S9z1JTm/remington.jpg[/img][/QUOTE]
hmmmm, ive seen this before :)
3D Logo made out of vector lines, rendered with E3D in AE:
[url=https://www.dropbox.com/sh/lf77l0odscohqhv/y4UdTb_91X][img]http://imageshack.us/a/img20/8311/omegawallpapers01.jpg[/img][/url]
(Click image to see files)
[QUOTE=Jeggis;37699710]3D Logo made out of vector lines, rendered with E3D in AE:
[url=https://www.dropbox.com/sh/lf77l0odscohqhv/y4UdTb_91X][img]http://imageshack.us/a/img20/8311/omegawallpapers01.jpg[/img][/url]
(Click image to see files)[/QUOTE]
Brb, getting Element3D. It seems pretty awesome.
[editline]17th September 2012[/editline]
[img]https://dl.dropbox.com/u/3975474/asteroid.jpg[/img]
Emergency content, lowpoly asteroid.
[QUOTE=Segura;37699502]hmmmm, ive seen this before :)[/QUOTE]
You're correct. I followed a tutorial on polycount. Never the less, I'm still proud of it :downs:.
i keep trying to save a render out from maya and automatically click where 3ds max's save icon is and keep restarting the render
unrelated to my muscle memory problems maya has the worst interface
Gonna make a golf mk2!!
Eh we didn't win gamejam, why?
Well our coder was better than a lot there but he was still inexperienced but the main problem was he was lazy as hell and often didn't bother doing what we asked.
The winning game looked terrible but they had two things out game didnt music and coding.
The judges was very impressed wit the art (I used pre rendered things since it was 2D) they was confused thinking we used pictures even on once which hand made textures and they loved the game design, but we told the coder to make a lives system and add music I gave him music but he ddint do either so the judges where saying how it was to easy and there was no way to die and also that the enemies came from above only.
And the coder didn't bother putting in some art I made such as title on the main menu and a background for the scoreboard....to be fair it was tricky for him using visual studio and the fucking helpers(guys that are actually devs) only helped people that couldn't finish and shit instead of us that was actually worth helping.
[editline]17th September 2012[/editline]
Oh well.. :(
I'm tired as fuck though
[QUOTE=Canary;37701705]Eh we didn't win gamejam, why?
Well our coder was better than a lot there but he was still inexperienced but the main problem was he was lazy as hell and often didn't bother doing what we asked.
The winning game looked terrible but they had two things out game didnt music and coding.
The judges was very impressed wit the art (I used pre rendered things since it was 2D) they was confused thinking we used pictures even on once which hand made textures and they loved the game design, but we told the coder to make a lives system and add music I gave him music but he ddint do either so the judges where saying how it was to easy and there was no way to die and also that the enemies came from above only.
And the coder didn't bother putting in some art I made such as title on the main menu and a background for the scoreboard....to be fair it was tricky for him using visual studio and the fucking helpers(guys that are actually devs) only helped people that couldn't finish and shit instead of us that was actually worth helping.
[editline]17th September 2012[/editline]
Oh well.. :(
I'm tired as fuck though[/QUOTE]
I know, it sucks when you have to rely on people that can't get even the simplest of tasks done.
I was so lucky to have the team I did when directing our film... they were my best mates though, and I would scream and shout and be such a dick but they still got shit done to my overly-high standards, and we are still bezzies. Probably the last time I'll ever be in that situation though haha.
[QUOTE][IMG]http://i46.tinypic.com/6xyh4m.jpg[/IMG][/QUOTE]
Mighty Facepunch, I call upon your color coordination skills! I've got this knife. 798 polys, 1048 including the sheath. However, I can't decide if I should make it team neutral black, or use darker team colors. What do you guys think?
[QUOTE=IrregularToasty;37703438]Mighty Facepunch, I call upon your color coordination skills! I've got this knife. 798 polys, 1048 including the sheath. However, I can't decide if I should make it team neutral black, or use darker team colors. What do you guys think?[/QUOTE]
I say fluorescents, but that's just me.
[t]https://dl.dropbox.com/u/3975474/stump01.jpg[/t]
[t]https://dl.dropbox.com/u/3975474/stump_wire.jpg[/t]
Would you consider sexual intercourse with this sexy tree stump I made today?
3234 tris.
Texture too lowres 2/10 would not bang
[QUOTE=Jukka K;37703702]Texture too lowres 2/10 would not bang[/QUOTE]
It might be because of the slight dof. Anyways, she's crying now.
Just got started on my lowpoly mk2
[IMG]http://gyazo.com/62589e7b9ee84f530d15f4cb52cab779.png[/IMG]
[editline]17th September 2012[/editline]
[IMG]http://gyazo.com/983053a25dff639b803b2c85b328e2ef.png[/IMG]
Still playing around with 3ds Max. Turned that sword thing I was playing with earlier into this:
[img]http://filesmelt.com/dl/idksword.jpg[/img]
Still lots to learn.
Since I'm here, how would I go about creating a UV map for this so I can texture it myself?
[QUOTE=nVidia;37703688][t]https://dl.dropbox.com/u/3975474/stump01.jpg[/t]
[t]https://dl.dropbox.com/u/3975474/stump_wire.jpg[/t]
Would you consider sexual intercourse with this sexy tree stump I made today?
3234 tris.[/QUOTE]
Consider? I am already on my way over...
On a serious note that is actually a really good model
[QUOTE=nVidia;37703688][t]https://dl.dropbox.com/u/3975474/stump01.jpg[/t]
[t]https://dl.dropbox.com/u/3975474/stump_wire.jpg[/t]
Would you consider sexual intercourse with this sexy tree stump I made today?
3234 tris.[/QUOTE]
Post one without DOF. There's no real reason to put it in, and it blurs the sexy textures. :3
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