That's a good shark.
The dorsal fins are gonna need that same floppy bit in the back at the base that the pectoral fins have.
So I am having a problem.
[IMG]http://i.imgur.com/cbjAY.png[/IMG]
Pretty normal right?
Well when I uv and relax it this happens
[IMG]http://i.imgur.com/mn1Ci.png[/IMG]
It's happening all over this model for some reason and I have no clue what is causing the relaxing to go wonky
This happens because you scaled the object on just one or two axes. Go to the Utilities tab > Reset XForm > Reset Selected. Note that this sometimes will warp your object, and as far as I know the only way to revert it is to reload the file (undoing does jack). It is especially wonky with linked objects, so I recommend unlinking all child objects before resetting.
[editline]Edited:[/editline]
Also you should avoid snipping your questions so people finding posts by searching can benefit from it as well :)
[QUOTE=fewes;37890748]This happens because you scaled the object on just one or two axes. Go to the Utilities tab > Reset XForm > Reset Selected. Note that this sometimes will warp your object, and as far as I know the only way to revert it is to reload the file. It is especially wonky with linked objects, so I recommend unlinking all child objects before resetting.[/QUOTE]
Thanks man, little things like that I suppose I never learned.
Original question readded.
sorry fewes did you fix the oildrum yet i hope so or else you're a terrible modeler
Doodled this as a reference for a school project.
[img]http://filesmelt.com/dl/drawing21.png[/img]
i havent worked out the trigger yet
[QUOTE=ben_lind;37889253]Since you're probably not going for lowpoly I'd add some loops to clean up the topology. At the moment it looks pretty messy.[/QUOTE]
To be honest, I don't know what I'm aiming for. I just sat down and decided to make this model. It's not too high on the poly count right now, since I think I have some kind of fear of high poly.
I decided to try to create a painterly style.
[t]https://dl.dropbox.com/u/43356210/Modelphotos/Sword.png[/t]
700 tris 512x512 texture
I honestly feel it's probably my best texture to date.
(I know the sword design doesn't make much sense, it was just something to practice on)
[QUOTE=MenteR;37890989]sorry fewes did you fix the oildrum yet i hope so or else you're a terrible modeler[/QUOTE]
[b]Fine[/b] geeze.
Spot the seam!
[img]http://puu.sh/1aZi5[/img]
[QUOTE=fewes;37894368][b]Fine[/b] geeze.
Spot the seam!
[img]http://puu.sh/1aZi5[/img][/QUOTE]
repeating texture
0/10
would not use for oil
[QUOTE=fewes;37894368][b]Fine[/b] geeze.
Spot the seam!
[img]http://puu.sh/1aZi5[/img][/QUOTE]
Ground is not red enough. 0/10
Would not put my drums on that.
[QUOTE=Tinter;37888101]I just thought it looked horrible, the way that I had that ridge cut into the model, but maybe not?[/QUOTE]
It looks fine, although a tad irregular. That is, it doesn't look like an elongated circle, but rather an oval.
[QUOTE=~ZOMG;37895008]It looks fine, although a tad irregular. That is, it doesn't look like an elongated circle, but rather an oval.[/QUOTE]
No offense but if it's highpoly it's quite horrible topology. If it's lowpoly it's completely unoptimized.
So no it's not really good for either, but as Tinter said he didn't aim for either so that kinda shows through.
[QUOTE=Quinnjdq;37890711]So I am having a problem.
[IMG]http://i.imgur.com/cbjAY.png[/IMG]
Pretty normal right?
Well when I uv and relax it this happens
[IMG]http://i.imgur.com/mn1Ci.png[/IMG]
It's happening all over this model for some reason and I have no clue what is causing the relaxing to go wonky[/QUOTE]
Another old school trick is to add a cube and attach the mesh to that. Then delete the cube.
It's odd there doesn't seem to be a simple apply scale in Max.
If I had aimed for highpoly I would've probably started with a cylinder that has more than 8 sides :v:
How could I improve the optimization?
[QUOTE=ben_lind;37896407]It's odd there doesn't seem to be a simple apply scale in Max.[/QUOTE]
there is: reset xform. the whole point of Max is that it's mostly non-linear and non-destructive.
[editline]3rd October 2012[/editline]
[img]http://25.media.tumblr.com/tumblr_mbbzeroW3R1qk6eteo2_1280.png[/img]
WIP
[QUOTE=Tinter;37896685]If I had aimed for highpoly I would've probably started with a cylinder that has more than 8 sides :v:
How could I improve the optimization?[/QUOTE]
Well basically just collapse everything that doesn't add to the shape of the model.
You have a lot of edges that don't do anything for the silhouette/shape of the model. In other words they aren't needed for anything so you can get rid of them.
[QUOTE=DOG-GY;37897246]there is: reset xform. the whole point of Max is that it's mostly non-linear and non-destructive.
[editline]3rd October 2012[/editline]
[img]http://25.media.tumblr.com/tumblr_mbbzeroW3R1qk6eteo2_1280.png[/img]
WIP[/QUOTE]
Reset xform doesn't allow you to apply it in the same way that the modification would have been applied if you did it on the polyedit level, does it?
[QUOTE=DOG-GY;37897246]there is: reset xform. the whole point of Max is that it's mostly non-linear and non-destructive.
[editline]3rd October 2012[/editline]
[img]http://25.media.tumblr.com/tumblr_mbbzeroW3R1qk6eteo2_1280.png[/img]
WIP[/QUOTE]
Is that entire thing turbo-smoothed? If so, how did you solve the issue of adding control edges to the hole you cut in the barrel cylinder while still keeping the overall round shape clean? I ran into that problem some time ago and didn't manage to fix it.
just have a cylinder with a bunch of sides so you don't need control loops
[QUOTE=Socram;37889963]Started a leopard shark today, pretty happy with how far i got in a short amount of time.
[IMG]http://i.imgur.com/M9Uwc.png[/IMG]
Any comments or critiques?[/QUOTE]
You could change the geometry on the fins to something like this:
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/maybe.png[/IMG]
Right now, it could leave you artifacts...
[QUOTE=SweetSwifter;37899454]Is that entire thing turbo-smoothed? If so, how did you solve the issue of adding control edges to the hole you cut in the barrel cylinder while still keeping the overall round shape clean? I ran into that problem some time ago and didn't manage to fix it.[/QUOTE]
the answer is always add more geo
[QUOTE=DOG-GY;37897246]there is: reset xform. the whole point of Max is that it's mostly non-linear and non-destructive.
[editline]3rd October 2012[/editline]
[img]http://25.media.tumblr.com/tumblr_mbbzeroW3R1qk6eteo2_1280.png[/img]
WIP[/QUOTE]
Looks like a high-tech Flintlock pistol. I like!
-snip-
It is, I'll post the process I went through to design it when I'm at my main PC.
[editline]4th October 2012[/editline]
ok:
i started off with a few refs i found of cutlasses and flitlocks
[img]http://filesmelt.com/dl/Cutlass.png[/img]
Then i photoshopped them together
[img]http://filesmelt.com/dl/Merged.png[/img]
and then i made a scifi styled version as a really basic mockup for the model. I've still got to add a lot of details in and stuff but that's for the model
[img]http://filesmelt.com/dl/drawing21.png[/img]
[QUOTE=ben_lind;37899289]Well basically just collapse everything that doesn't add to the shape of the model.
You have a lot of edges that don't do anything for the silhouette/shape of the model. In other words they aren't needed for anything so you can get rid of them.
Reset xform doesn't allow you to apply it in the same way that the modification would have been applied if you did it on the polyedit level, does it?[/QUOTE]
Is there a better way of making that fit into the model? The thing I did is that I made it from a plane and a cylinder and then made it fit into the model, by slicing so I could collapse vertices. Probably not the best way, but I'm in no way a professional.
[QUOTE=DOG-GY;37904838]It is, I'll post the process I went through to design it when I'm at my main PC.
[editline]4th October 2012[/editline]
ok:
i started off with a few refs i found of cutlasses and flitlocks
[img]http://filesmelt.com/dl/Cutlass.png[/img]
Then i photoshopped them together
[img]http://filesmelt.com/dl/Merged.png[/img]
and then i made a scifi styled version as a really basic mockup for the model. I've still got to add a lot of details in and stuff but that's for the model
[img]http://filesmelt.com/dl/drawing21.png[/img][/QUOTE]
whats up with that green lines and stuff that makes it look like hi-tech mist?
its just visual interest, more for me than u
i like the whole lens flare high tech look so it's a visual reminder of what i'm theme shooting for.
idk if that makes sense
Low poly dagger doodle I did today
[IMG]https://dl.dropbox.com/u/43356210/Modelphotos/Woodendagger.png[/IMG]
Trying to get better at fully hand done textures and low poly
300tris and a 512x512 tex
Also here is the p3d which looks much better than a still [URL]http://p3d.in/R2qHh/shadeless[/URL]
You aren't putting any sense of materials in your textures. they're also coming out really blurry for a 512
[QUOTE=PLing;37910937][img]http://i.imgur.com/UokUN.png[/img]
[img]http://i.imgur.com/D2QUn.png[/img][/QUOTE]
I don't like the skis at that position. They look like they can break easily. Other than that it looks great.
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