• Digital 3D Art v9
    6,260 replies, posted
[video=youtube;pcCtqI49sAU]http://www.youtube.com/watch?v=pcCtqI49sAU[/video] Just finished the runcycle. Should match the speed to UDK's own animation.
[QUOTE=Ajacks;35027035]Just playing around with my fun low poly. Very entertaining, and Woolio, I sell on turbosquid (at the same time building quite an extensive portfolio as well) Nothing to major, just enough to keep me from having to work elsewhere and gives me enough money for toys. Currently I'm a full time university student, thinking of going for my doctorate in fine arts. [img]http://i14.photobucket.com/albums/a345/ajackss/having_some_fun.png?t=1331076563[/img] (Makes me want to model a mosque and do a terrain wrap around card, and not frame my renders with two identical buildings right next to each other, I'm usually pretty good about that, lol.)[/QUOTE] I'd try and get some height variation in there if I were you. maybe a couple of taller buildings, or a slope/hill?
Wanna see something funny? [video=youtube;lkC7BGk1Gy4]http://www.youtube.com/watch?v=lkC7BGk1Gy4[/video] Here's the runcycle with the mesh temporary skinned. ... LOADS to fix.
[media]http://www.youtube.com/watch?v=pOPwdFH1sx8[/media] Yay for biped
Polystyrene floor? On a serious note, the starting run up looks like it needs a bit more force, or obvious acceleration. looks good, though!
[QUOTE=Andreewww;35036977][media]http://www.youtube.com/watch?v=pOPwdFH1sx8[/media] Yay for biped[/QUOTE] The direction of momentum changes too fast before the wall.
Anyone experienced in character rigging in Max? I need to adjust and reuse a custom rig to fit another similar character. Similar as in humanoid. The rig is setup with a reversed IK foot rig, IK/FK arms with blending and matching, and the spine is done with basic orientation constraints. The hands are setup with a PEN_Attribute_Holder_2, with several presets. [img]http://img853.imageshack.us/img853/6843/rig1k.jpg[/img]
[IMG]http://dl.dropbox.com/u/17570140/v1wip.jpg[/IMG]
[QUOTE=Jeggis;35038614]Anyone experienced in character rigging in Max? I need to adjust and reuse a custom rig to fit another similar character. Similar as in humanoid. The rig is setup with a reversed IK foot rig, IK/FK arms with blending and matching, and the spine is done with basic orientation constraints. The hands are setup with a PEN_Attribute_Holder_2, with several presets. [img]http://img853.imageshack.us/img853/6843/rig1k.jpg[/img][/QUOTE] AFAIK making a rig a different scale or form in Max requires you to setup the IK chains and constraints again. Unless it's scripted to generate a new rig based on modifications. That's why rigging in Max is a pain.
so I've been using max for like 4-5 days [img]http://i.imgur.com/bdtVK.png[/img] first model that actually resembles something :v:
Usually when I model something and look at it, I get a sense of, I suppose, pride, but I'm just not getting a good vibe from this, so I'm ditching it. [img]http://filesmelt.com/dl/AK-572.png[/img]
[img]http://filesmelt.com/dl/dino17.png[/img] [img]http://filesmelt.com/dl/alien22.png[/img] [editline]7th March 2012[/editline] and here's how the tiger looks like but he looks dumb since i don't really have anything to simulate hair. not to mention that it was one of those 20 min sculpts so bleh, gonna leave it the way it is: [img]http://filesmelt.com/dl/lionfront2.png[/img]
I've been pretty tired, but decided to model something simple today, it's a Galaxy SII. [Img]http://img827.imageshack.us/img827/445/galaxysiirender02.png[/Img] The materials don't look exactly how I expected, but anyway, I'm accepting some suggestions on how to improve it (Vray and 3dsmax). Thanks.
Loving that alien MenteR
[IMG]http://img196.imageshack.us/img196/1587/screenshot2012030719332.png[/IMG] for a little unity project [editline]7th March 2012[/editline] in retrospect, stabilization fins are a stupid idea in space.
[img]http://filesmelt.com/dl/alien221.png[/img] [editline]7th March 2012[/editline] sorry if i'm bothering you guys posting so much of my stuff. it's just that i got this crazy urge to sculpt this week.
This topic needs more posts anyway.
[QUOTE=MenteR;35043451] sorry if i'm bothering you guys posting so much of my stuff.[/QUOTE] That's what this thread was made for. :) - Gonna spend more time now working on my car model, i'm a bit tired of working on the mech suit I did earlier. [img]http://img585.imageshack.us/img585/5473/wheele.jpg[/img]
[QUOTE=~ZOMG;35040520]Usually when I model something and look at it, I get a sense of, I suppose, pride, but I'm just not getting a good vibe from this, so I'm ditching it. [img]http://filesmelt.com/dl/AK-572.png[/img][/QUOTE] You should have kept the original Magazine man, it was the thing that made this gun stand out.
[QUOTE=~ZOMG;35040520]Usually when I model something and look at it, I get a sense of, I suppose, pride, but I'm just not getting a good vibe from this, so I'm ditching it. [img]http://filesmelt.com/dl/AK-572.png[/img][/QUOTE] It sort of seems anachronistic to have such futuristic attachments if you are going to stick with a wood finish.
I am working on an updated bolter. Old. [IMG]http://dl.dropbox.com/u/43356210/bolter.png[/IMG] New! [IMG]http://dl.dropbox.com/u/43356210/bolter2.png[/IMG]
[img]http://i.imgur.com/tgS6L.png[/img] So today I tried to learn UVW mapping, unwrapping and shit. Why do I get the feeling that this map doesn't cover all of my model group? I selected the faces of the entire group, yet once flattened out, I only see this. I did Cylindrical Map -> Reset -> Fit, and then Flatten. [editline]8th March 2012[/editline] Same result with Box map too. [editline]8th March 2012[/editline] Oh, this looks right, but it's resized a few things. Does this mean I have to go through and resize myself?
Looks like you used automatic mapping. Don't. Open the UVW modifier with the + and start selecting faces, then click planar or whatever way of projection you want to use. Also, it's good to uncheck normalize maps as that squeezes them out of proportion. It makes the pieces massive but holds the proportions and you can then rescale them to fit the square.
You should really do something with that alien. :D
[QUOTE=geogzm;35047730] [B]So today I tried to learn UVW mapping[/B][/QUOTE] welcome to the end
Animating at livestream.com/3dnoobinworks :) Making jump :3
[QUOTE=Kybalt;35050345]welcome to the end[/QUOTE] I'm imagining tons of selected faces raining down upon a city, resulting in jumbled, unorganized explosions of red lines and grids. [editline]8th March 2012[/editline] Not quite sure how to model a bone, namely a femur.
[QUOTE=geogzm;35051506]I'm imagining tons of selected faces raining down upon a city, resulting in jumbled, unorganized explosions of red lines and grids. [editline]8th March 2012[/editline] Not quite sure how to model a bone, namely a femur.[/QUOTE] I thought about it once, I would try plane modelling.
[QUOTE=Canary;35055615]I thought about it once, I would try plane modelling.[/QUOTE] Damn, I hate plane modelling :v: I'm terrible at finding blueprints
So, I decided to overclock my CPU, and bring my memory up to it's proper speed (actually a little overclocked). Running the CPU on 4.2 Ghz stable (3.6 ghz natively= [url]http://valid.canardpc.com/show_oc.php?id=2287745[/url]) And running the memory at it 1680 mhz (1600 mhz native). Did some quick prime95 torture testing, and it ran stable for 20 minutes without BSOD. Also did a render, and played BF3 for a little while. I'm pleased :)
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