[t]http://i.imgur.com/gUZzG.jpg.[/t]
And so begins my long quest into the realm of 3D Modelling.
Got bored and decided to make Blaqk Audio's logo really quickly.
[img_thumb]http://i.imgur.com/7503P.jpg[/img_thumb]
Anybody know any good character modeling tutorials? I seem to have the most trouble modeling people, especially faces.
[img]http://filesmelt.com/dl/wiprender3.png[/img]
[editline]8th October 2012[/editline]
help me think of functional shit to add
a trigger!
[QUOTE=DOG-GY;37956204][img]http://filesmelt.com/dl/wiprender3.png[/img]
[editline]8th October 2012[/editline]
help me think of functional shit to add[/QUOTE]
ACOG
Foregrip
Bipod
Tac Light
Laser dot sight
Silencer
Cup holder
Hey guys. Just submitted my university mini assignment, we were tasked with making a brick in under 200 polies, 256x256 texture maps.
[img_thumb]http://geoffballington.com/brick/ballington_geoff_brick_B.jpg[/img_thumb]
[img_thumb]http://geoffballington.com/brick/ballington_geoff_brick_C.jpg[/img_thumb]
[img_thumb]http://geoffballington.com/brick/textures.jpg[/img_thumb]
[QUOTE=Vietnow;37956954]ACOG
Foregrip
Bipod
Tac Light
Laser dot sight
Silencer
Cup holder[/QUOTE]
Forgot underslung grenade and shotgun attachment
I made a quick and simple wallpaper for my laptop last night.
[url="http://i.imgur.com/fwHq8.jpg"][img]http://i.imgur.com/sRQvm.jpg[/img][/url]
[QUOTE=Sheogorath;37957939]I made a quick and simple wallpaper for my laptop last night.
[img]http://i.imgur.com/fwHq8.jpg[/img][/QUOTE]
Lovely, I wonder if it would look sexy if you removed the material and applied heavy ambient occlusion.
[editline]8th October 2012[/editline]
[QUOTE=Lazore;37947244]You need a real good hdri for some sexy reflections[/QUOTE]
I really want these sexy apple style reflections, do you have any good hdri for that purpose?
[QUOTE=moech;37958043]Lovely, I wonder if it would look sexy if you removed the material and applied heavy ambient occlusion.
[editline]8th October 2012[/editline]
I really want these sexy apple style reflections, do you have any good hdri for that purpose?[/QUOTE]
For apple reflections I'd just use manually placed vray lights. But be careful or you might get sued.
[QUOTE=moech;37958043]Lovely, I wonder if it would look sexy if you removed the material and applied heavy ambient occlusion.
[editline]8th October 2012[/editline]
I really want these sexy apple style reflections, do you have any good hdri for that purpose?[/QUOTE]
It'd look like this:
[url="http://i.imgur.com/JI1Xh.jpg"][img]http://i.imgur.com/63MJd.jpg[/img][/url]
I always here people saying how everything has to be quads. Yet I'm forever seeing model done using tris. Can someone explain the reasons for using either?
[QUOTE=Wickerman123;37959619]I always here people saying how everything has to be quads. Yet I'm forever seeing model done using tris. Can someone explain the reasons for using either?[/QUOTE]
As far as I know game engines work better with tris, so any model that's used for that reason gets triangulated. Quads are way better for smoothing.
Edit:
I present to you the new and improved sexiest fridge that ever existed on this planet.
[img]http://filesmelt.com/dl/Render41.jpg[/img]
Game engines usually triangulate the model automatically so it's best use quads whenever.
And some exporters also will give you the option of triangulating the model as well.
[QUOTE=Juniez;37959661][t]http://media.moddb.com/images/members/1/96/95390/smgtex.1.jpg[/t]
textured[/QUOTE]
I want to have sex with it.
Can I have sex with it?
I'm going to have sex with it.
if you really want to i guess you can. ..
um
[QUOTE=Wickerman123;37959619]I always here people saying how everything has to be quads. Yet I'm forever seeing model done using tris. Can someone explain the reasons for using either?[/QUOTE]
According to naughtydog, the only thing they care about for their engine is vertex count.
It seems like the new thing is to count vertices.
quads are intuitive to humans and we can use them easily for sub-d. All models are made of triangles and so when going into a game engine it gets triangulated anyways.
the vert count is the best metric for performance but that's not as easy to count in as triangles, and tri counts are good enough to show how optimized a model is. vert counting is harder to do because vertices get split in engine wherever there's a uv island break or a smoothing group break.
I once talked to this guy who was pretending to be an amazing game-engine programmer. He was going on how about he wrote a his own renderer so he could render quads. I asked him if he meant triangles, but he remained firm that his renderer only rendered quads because "quad polygons make nic edge loops". :v: Apparently he's amazing but he doesn't even know the basic function of a graphics card.
there's a couple game engines that do support quads but there's just no reason i can think of that a final mesh shouldn't be triangulated.
he's dumb tho.
e: legend what are you disagreeing with here??
I thought the architecture in a graphics card was specifically made to draw triangles with great efficiency. Why write a game-engine that uses quads?
you're right. i dont honestly know why you would want to draw quads, i just recall reading about a couple engines that are exceptions.
Does anyone have some good tutorials on texturing?
[QUOTE=kaine123;37962084]Does anyone have some good tutorials on texturing?[/QUOTE]
Texturing is one in the same with general art really. If you are doing hand painted stuff then just watch or read tutorials on how to paint or draw wood/what you need to draw. Textureing with using texture images is a bit different but still base artistic skills are what you need.
[IMG]http://i.imgur.com/v1y00.png[/IMG]
My second model so far.
Would you guys ever consider DigiPen as a college/university to apply for.
I'm a international student too.
What country are you from anyway ZombieDawgs?
GB
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