• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=kaine123;38080937]How do you guys suggest I make something look like it's made of brushed metal without it looking like shit?[/QUOTE] Noise map with zero tiling in one direction.
[QUOTE=~ZOMG;38079931]Perhaps I've misunderstood, but I mean complex tubular shapes. To create a plane, cylindrical tube I can just extrude a circle, but obviously the results are very basic. How can I get a cylindrical mesh to bend along a curve?[/QUOTE] This should work for what youre looking for minus the twists and stuff [img]https://dl.dropbox.com/u/27535259/howtotube.gif[/img]
I think this is the first time I've ever rated anything useful for being useful.
[QUOTE=Overworld;38082101]This should work for what youre looking for minus the twists and stuff [img]https://dl.dropbox.com/u/27535259/howtotube.gif[/img][/QUOTE] Damn, I was taught to do this in Cinema 4D but the twisting is so much better with that
[QUOTE=Overworld;38082101]This should work for what youre looking for minus the twists and stuff [img]https://dl.dropbox.com/u/27535259/howtotube.gif[/img][/QUOTE] I was on the right lines I guess :v: I was tired, let's go with that.
Make sure you give em plenty of segments cause segments make models sassy.
[t]https://dl.dropbox.com/u/10565588/Pictures/SEEM.png[/t] SEEMS REASONABLE, LET'S SHIP IT THE GAME IS COMPLETE.
It's a damn pain [IMG]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-snc7/466415_10151049434146198_1217802789_o.jpg[/IMG]
[QUOTE=cocknugget;38090005]It's a damn pain [IMG]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-snc7/466415_10151049434146198_1217802789_o.jpg[/IMG][/QUOTE] I thought you said it was a pan at first. I was wondering how the fuck you cooked eggs on that.
What kinda pans you use man!? lol
[img]https://dl.dropbox.com/u/45707598/porktank.png[/img] Tadaaaah
[QUOTE=Fatfatfatty;38091123][img]https://dl.dropbox.com/u/45707598/porktank.png[/img] Tadaaaah[/QUOTE] When I first looked I thought that exhaust was a wind-up pin and was going to make a bad pun but now I can't I hope you're happy with yourself. But also the AO is very grainy, the main barrel (along with a few other areas) has visual hard edges, try smoothing them out (I'm assuming it's that and not the AO) and there are black lines on the side view, are they from the bake too or not? The model is great and the textures (at least looking at the tracks) seem to be progressing a good direction. I like it, but there's just a few things that need fixing.
[QUOTE=ZombieDawgs;38091192]When I first looked I thought that exhaust was a wind-up pin and was going to make a bad pun but now I can't I hope you're happy with yourself. But also the AO is very grainy, the main barrel (along with a few other areas) has visual hard edges, try smoothing them out (I'm assuming it's that and not the AO) and there are black lines on the side view, are they from the bake too or not? The model is great and the textures (at least looking at the tracks) seem to be progressing a good direction. I like it, but there's just a few things that need fixing.[/QUOTE] I noticed all the seams and whatnot, but I really have no idea how to remove them without having to edit each indivudial UV thingamajig, the black lines however dissapear when you zoom in close enough, might have something to do with texture scaling. Also I dont know how to reduce the grain at all, the only thing I figured was making the texture 4096x4096 and then shrinking it to 1024x1024
[QUOTE=Fatfatfatty;38091333]I noticed all the seams and whatnot, but I really have no idea how to remove them without having to edit each indivudial UV thingamajig, the black lines however dissapear when you zoom in close enough, might have something to do with texture scaling. Also I dont know how to reduce the grain at all, the only thing I figured was making the texture 4096x4096 and then shrinking it to 1024x1024[/QUOTE] To get rid of the lines, increase this: [img]https://dl.dropbox.com/u/48795891/Untitled.png[/img]
[QUOTE=Fatfatfatty;38091333]I noticed all the seams and whatnot, but I really have no idea how to remove them without having to edit each indivudial UV thingamajig, the black lines however dissapear when you zoom in close enough, might have something to do with texture scaling. Also I dont know how to reduce the grain at all, the only thing I figured was making the texture 4096x4096 and then shrinking it to 1024x1024[/QUOTE] different programs will obv have different names but increase sampling, increase rays, increase padding. also idk what it's called in other programs but the "spread" of the AO bake is what causes the appearance of hard edges where the normals are actually smooth.
Damn this topo man [IMG]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/51937_10151051985376198_18236026_o.jpg[/IMG]
Retopology is the work of devilspawn
[img]http://img687.imageshack.us/img687/2721/hatlq.jpg[/img]
[QUOTE=cocknugget;38092008]Damn this topo man [IMG]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/51937_10151051985376198_18236026_o.jpg[/IMG][/QUOTE] It looks very clean though, nice job! The only crit i have (and this is kinda nitpicky) is that the screws look like their indents are very sharp (realistic in that sense but they don't read well) and they don't really mimic the indents of real philips head screws: [img_thumb]http://i00.i.aliimg.com/photo/v0/391510180/Stainless_Steel_Machine_Screw_Flat_Head_Phillips.jpg[/img_thumb] [img_thumb]http://upload.wikimedia.org/wikipedia/commons/8/8a/Phillips_screwdriver_2.png[/img_thumb] If you look at this you can see that indent actually changes shape as it goes goes down into the head of the screw. there's some variety in these small shapes from screw to screw but as far as i know you never see a perfect, downward extrusion as an indent because the indents are made to be roughly fitting to the shape of a philips head screwdriver: [img]http://www.photos-public-domain.com/wp-content/uploads/2012/08/tip-of-phillips-head-screwdriver-600x400.jpg[/img] a flat indention like yours could be prone to stripping
[QUOTE=Stinky;38082725]I think this is the first time I've ever rated anything useful for being useful.[/QUOTE] I've got more of them, actually. a bunch of helpful images and minitutorials like that. I should upload them all eventually.
speaking of tutorials, should I make a comprehensive video on normal mapping objects and how to model, uv and bake properly for games? with the recent correction to something that I very slightly misunderstood I could make a really dank tutorial, hopefully mostly understandable by even a novice.
[IMG]http://i46.tinypic.com/oa69vp.jpg[/IMG] Here's my second attempt at creating an environment. I did this Parisian salon for my 3D modeling class. All models are mine but the shaders are other peep's. Batch renders in mental ray.
recognize the shaders? idk how that's really possible most all of the time. what engine did you render it in? can't you just look at the shader name? unless you mean textures?
[QUOTE=DOG-GY;38093425]speaking of tutorials, should I make a comprehensive video on normal mapping objects and how to model, uv and bake properly for games? with the recent correction to something that I very slightly misunderstood I could make a really dank tutorial, hopefully mostly understandable by even a novice.[/QUOTE] I wouldn't mind seeing a tutorial on that. I've only ever used this nDo plugin for Photoshop a friend linked me at one point to make normal maps from textures.
[QUOTE=DOG-GY;38093425]speaking of tutorials, should I make a comprehensive video on normal mapping objects and how to model, uv and bake properly for games? with the recent correction to something that I very slightly misunderstood I could make a really dank tutorial, hopefully mostly understandable by even a novice.[/QUOTE] Please for the love of god yes. If not does anyone have some good tutorials like this I could look at?
yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes
well i started on it. i think i'm gonna make it a video so i typed up a rough script. i'm literally starting from defining normals and normal maps talking in detail about everything from why we use them to how a computer understands them. I plan to make some p good visual aids so hopefully by the end of it i'll have something intelligible by most everyone. it could be done and uploaded over the next few days, depending on my school workload. I also finally sought help from my college's counseling for my ADD, which is pretty severe and has been left unmedicated my whole life (i was only diagnosed a couple months ago). I've gotten to the point where I am completely unproductive and am at risk of jeopardizing my school career. i guess dealing with that'll take some of my time up for probably the following week.
[t]http://media.moddb.com/images/members/1/96/95390/grab.png[/t]
How do you render normal maps right in vray, because it just looks like shit, it looks like it's rendering the normal maps at 1/8th resolution.
[QUOTE=DOG-GY;38095124]well i started on it. i think i'm gonna make it a video so i typed up a rough script. i'm literally starting from defining normals and normal maps talking in detail about everything from why we use them to how a computer understands them. I plan to make some p good visual aids so hopefully by the end of it i'll have something intelligible by most everyone. [/QUOTE] You are a wonderful individual.
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