• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=Eric95;38410206]I finally got around to learning how to properly rig with IK so I made this to test it out [IMG]http://i.imgur.com/mZqvG.gif[/IMG] I didn't make the model but I did make the animation rig and textures[/QUOTE] she looks like such a smug fucker i mean look at the fucking zipper arhahrhra
[b][/b] ([url=http://p3d.in/O3AiA/wire]View in 3D[/url]) [url=http://p3d.in/O3AiA/wire][img]http://p3d.in/model_data/snapshot/O3AiA[/img][/url] Hey guys, I'm learning modelling in 3DS MAX at the moment and I was wondering if there's anything extremely wrong with this model I'm working on. It's not near finished yet but would you mind looking at the wireframe and tell me if there's any glaringly obvious problem?
you can probably save a bunch of polies if you don't connect the barrel / hammer thing to the body also smoothing
Thanks for the tip. I ended up connecting the tube to the body because It has a sort of funnel shaped thing connecting it. But yeah I'm working on the smoothing groups trying to make it look more "smooth." It seems like a lot of the triangles I have that are very thin are causing problems with the smoothing, is that normal? [editline]12th November 2012[/editline] [b]shotgunwip2[/b] ([url=http://p3d.in/CzJrv]View in 3D[/url]) [url=http://p3d.in/CzJrv][img]http://p3d.in/model_data/snapshot/CzJrv[/img][/url] Here's an updated version.
Topology [I]seems[/I] fine in a lot of areas, could be brought down if you really push it (which is a great exercise to do) just watch it towards where the barrel connects with the cartridge area, if you subdiv it goes AWOL, try avoiding having huge amounts of edges converge on a single position. Also when you're building a mesh (I don't know if 3ds max has this function) constantly look in and out of smooth preview - it can give an indication of where your mesh could possibly mess up or break. Keep at it though, and try using a weapon reference next time (blueprints etc) and bringing them in as an image plane.
I'm doing that with this gun, but I'm using different parts from different guns and trying to scale it accordingly so it doesn't look too bad.
-snip- No one likes free stuff.
Just curious. Any of you guys/girls actually work in the industry? Games/Film Cheers
[QUOTE=mootybog;38432450]Just curious. Any of you guys/girls actually work in the industry? Games/Film Cheers[/QUOTE] Futuremark. Doin' particles and shit for the upcoming 3dmark for windows 8.
[QUOTE=nVidia;38432718]Futuremark. Doin' particles and shit for the upcoming 3dmark for windows 8.[/QUOTE] Cool I'm sorta in the industry I get paid to use photoshop, 3ds max, lightwave But not for games or movies
So i heard you guys like acid. [IMG]http://i.imgur.com/VvRbq.png[/IMG]
Another question about the industry, I hear that you have to be able to draw well if you want to go for a job in the industry. Could anybody tell me about this?
Well, drawing is all about spatial awareness. If you can project a 3D image in your head or from a real-life object and draw it, it means your modelling will be better as well, since you can apply that projection skill in any visual medium. I'm following a high-level college education on Visual Arts for the game industry, I can't draw for shit, but I'm doing pretty well. From what I understand, it depends on what you're doing. If you're making 3D models of architecture, or from someone else's concept drawings, I don't think drawing is that important, but it can certainly help.
[QUOTE=SweetSwifter;38435016]Well, drawing is all about spatial awareness. If you can project a 3D image in your head or from a real-life object and draw it, it means your modelling will be better as well, since you can apply that projection skill in any visual medium. [/QUOTE] I can't draw worth shit, it never affected my modeling skills.
[QUOTE=Tinter;38434853]Another question about the industry, I hear that you have to be able to draw well if you want to go for a job in the industry. Could anybody tell me about this?[/QUOTE] this is something they tell you in art foundation classes and other entry level art school stuff to force you to draw. being able to draw on paper isn't even a necessity for concept artists/illustrators. if you go a for a job with a really strong portfolio in your given field and you can demonstrate you're able to work as part of the pipeline then you'll be hired. no one will turn you down based on the fact you're not good with graphite
[QUOTE=Logithx;38435284]I can't draw worth shit, it never affected my modeling skills.[/QUOTE] Aye, I didn't mean that if you can't draw, it means you can't model. But it'll make certain modelling problems easier to solve if you're able to imagine objects well.
[QUOTE=Tinter;38434853]Another question about the industry, I hear that you have to be able to draw well if you want to go for a job in the industry. Could anybody tell me about this?[/QUOTE] At least at Bugbear we both model and texture the assets we make ourselves so being able to draw certainly helps when creating the textures. Even if you photosource textures you'll most of the time have to fix them up, add shadows and highlights, mix different materials, add grunge etc. and most of that requires brushwork. Planning your models with a pen and being able to create your own modelling sheets is also a pretty handy skill to have.
[QUOTE=mootybog;38432450]Just curious. Any of you guys/girls actually work in the industry? Games/Film Cheers[/QUOTE] I work as a motion graphics designer for TV2, a national TV broadcast station. Here I work a lot on virtual sets (greenscreen + camera motion tracking), and also do a lot of 2D/AE work for new concepts. [QUOTE=Tinter;38434853]Another question about the industry, I hear that you have to be able to draw well if you want to go for a job in the industry. Could anybody tell me about this?[/QUOTE] This is what I've heard ever since I started learning 3D. And I've focused a lot on my drawing skills these last few years, and can honestly say it's payed off a lot when it comes to modelling, sculpting and texturing, and just the plain eye for details. But a lot of the guys I work with are not familiar with any kind of drawings, and do not even seem comfortable with a tablet and pen. And they're producing great 3D works, so it's all about your subjective experience, and whether being able to do hand drawings helps you visualize what's in your head in an efficient way.
[QUOTE=Lazore;38433225]So i heard you guys like acid. [IMG]http://i.imgur.com/VvRbq.png[/IMG][/QUOTE] Would it be possible to this in 1920x1080? I'd love to have it as my background.
[QUOTE=~ZOMG;38436675]Would it be possible to this in 1920x1080? I'd love to have it as my background.[/QUOTE] Sure thing son, ill render one up for you.
"so i heard you guys like chromatic aberration"
[QUOTE=~ZOMG;38436675]Would it be possible to this in 1920x1080? I'd love to have it as my background.[/QUOTE] Here you go: [url]http://filesmelt.com/dl/dag49.png[/url] If you want to i can turn of the Chromatic aberration. Used it on this one because i found it fitting the "theme", stop the hatin' Doggy
I don't know why, but I just think that looks so goddamn cool. Thanks, man, you've secured yourself a place on my desktop for the foreseeable future.
[img]http://25.media.tumblr.com/tumblr_mdgaf1iXHr1r3svwqo1_400.gif[/img] I made lip sync phonemes for Ash so here she is mouthing “Fuck you” and flying away. I also made her look incredibly pale and sickly. You can probably guess why I didn’t put this on the development blog. Yep.
[url=http://www.flickr.com/photos/paul_simon/8183687365/][img]http://farm9.staticflickr.com/8341/8183687365_c6e23238dd_c.jpg[/img][/url] [url=http://www.flickr.com/photos/paul_simon/8183687365/]3D car render[/url] by [url=http://www.flickr.com/people/paul_simon/]PaulTheSimon[/url], on Flickr I'm doing a new attempt at matchmoving. The final animation will probably take a week to render :v:
[QUOTE=Lazore;38437459]If you want to i can turn of the Chromatic aberration. Used it on this one because i found it fitting the "theme", stop the hatin' Doggy[/QUOTE] why would you want to simulate a bad lens
[QUOTE=DOG-GY;38442526]why would you want to simulate a bad lens[/QUOTE] 3D artists often want their stuff to look noisy and crappy, as if it was produced by a bad camera. Because a too clean looking render is the most usual mistake when trying to achieve realism. Some tend go overboard with the CA and noise, however :v:
this is my opinion but i think realism comes from the quality of the content itself and using noise and shit like CA is just masking work that falls flat anyways.
I know that this is probably an incredibly idiotic question, but should I be making the hi poly or low poly model first?
highpoly usually edit [img]http://media.moddb.com/images/members/1/96/95390/bm_udk_props2.jpg[/img] made some props probably going to redo the benches but i am struck with the lazies edit 2: fixed up some scaling stuff
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