[QUOTE=MenteR;35247188][img]http://filesmelt.com/dl/slaad16.png[/img]
[img]http://filesmelt.com/dl/slaad27.png[/img]
gonna detail the arms, then the back, then i'll go and finally start working on the pants! i'll leave the boots for last![/QUOTE]
The model was good, but my issue is that youre not thinking when adding those details, you seem to be adding them for details sake instead of thinking how it would be if this dude actually existed.
For example at the joints there should be wrinkles showing loose skin as he wouldnt be able to move well if there were scales there. Also while tough skin makes sense on the outer arms for protection, why would there be rough skin on the sides when they are blocked by the arms?
Humans for example have thicker skin and duller nerves on the outside of their arms and their thighs because these are high impact areas and are often touched. That is why when youre poked in the side you jump or feel ticklish because it is a sensitive area that is usually blocked.
Try to reference nature when adding in details, because it is that kind of attention to detail that will separate a good model from a great one.
New graphics for my game, ahoy!
[img_thumb]http://i.imgur.com/TNxjK.png[/img_thumb]
This is taken in-game, the model consists out of slightly less than 5000 tris and uses 2k textures that definitely don't look like 2k.
I wanted to make UVs symmetrical (like, left side of the face uses the same UV space as right side) but that created some bullshit artifacts when I was baking the textures.
I couldn't find the source of it so I just baked it normally instead. Which unfortunately resulted in slightly bloated textures.
I'm still satisfied with the result though.
[img]http://i.imgur.com/NHMVH.png[/img]
My friend asked me why on EARTH I was modeling with anything other than Autodesk Alias.
I recreated a cup on my desk to learn Alias, and after learning the basics, I can safely say that I have no idea. Alias is pretty great.
[QUOTE=Quinnjdq;35314385]Wow! Downthemall is actually really great, I was surprised to have the quality and stability of a torrent in a browser. Also, love what you did with the avatar request, really slick.
Sorry for the lack of content posts, I will make sure to have something rendered tomorrow.[/QUOTE]
And then I looked at your dA and realized it was a Q, and not an O with a cigarette.
I tried modeling Marco from Metal Slug:
[img]http://filesmelt.com/dl/MARC-OH.jpg[/img]
No textures yet. The face isn't very good since I am not good at modeling faces and trying to make something out of a sprite isn't easy either.
Couple more stills from the film. Colour grading is slightly different, still playing with that.
Just noticed an artificial in his hair on the 2nd render... volume light seems to be kicking up a fuss with changing the colour in post.
[IMG]http://4.bp.blogspot.com/-qc9f5DLbX7k/T3NBqqftGCI/AAAAAAAAASs/8CvD3kRtzuM/s1600/27.jpg[/IMG]
[IMG]http://4.bp.blogspot.com/-IZ3-Gdwl9dc/T3NBn8bac2I/AAAAAAAAASk/znOSGvoJcGU/s1600/11.jpg[/IMG]
[QUOTE=Scotchair;35331247]Couple more stills from the film. Colour grading is slightly different, still playing with that.
[/QUOTE]
Looks absolutely fantastic though I noticed a big abundance of shadows in there. No object shadows and no ambient occlusion, from what I can see.
Was it intentional or you just haven't gotten there yet?
Thanks man! Do you mean a lack of shadows?
We've got ambient occlusion on everything, if you look at the base of the time machine you can see it.
It's just got a slight purple tinge to stylise it a bit more, it's also lightened slightly.
The rest of the light is just bounce light, the entire room is technically a shadow... minus the over-exposed sunlight patches. We could have went in and added more bounce shadows in the corners etc but when you're rendering for animation you need to keep render times as low as possible. Right now I'm at about 6/7 minutes for all the passes in that frame, which is considered quite high.
Also, I wanted to keep it relatively stylized. Not quite flat looking... but not overly-3D. It gets kinda risky when you start getting into that really realistic lighting etc, because unless it's perfect it'll just never feel right.
So the short answer is, it's intentional :D
[editline]28th March 2012[/editline]
You can see the ambient occlusion better on those canisters to the right actually. It's more just contact shadows than anything.
how many passes is it per frame?
Reworking this silly thing
[IMG]http://chrisijzerman.net/images/Images/Stielhandgranate%20Model24/1.jpg[/IMG]
[QUOTE=DOG-GY;35332887]how many passes is it per frame?[/QUOTE]
That one's 4, I think that's the average. We've got diffuse, key light (sun), ambient occlusion, and volume light. Some shots have z depth too.
The character has his own AO and Diffuse for all shots, and the time machine has it's own layers in some shots. Some of the shatter shots I posted before had around 30 passes though.
[QUOTE=cocknugget;35333898]Reworking this silly thing
[IMG]http://chrisijzerman.net/images/Images/Stielhandgranate%20Model24/1.jpg[/IMG][/QUOTE]
These things make so much more sense than the traditional "Pineapple" Frag.
Seriously. Here, you've got a twist-off fuse, which prevents accidental arming by the pin snagging, you've got a nice handle for chucking long-distance, you've got what looks to be a calibrated weight distribution for optimal leverage when throwing, and they're lighter than the cast iron brick.
I really don't understand why we chose the Western Pineapple as our grenade during WWII. Do you?
[QUOTE=woolio1;35337089]These things make so much more sense than the traditional "Pineapple" Frag.
Seriously. Here, you've got a twist-off fuse, which prevents accidental arming by the pin snagging, you've got a nice handle for chucking long-distance, you've got what looks to be a calibrated weight distribution for optimal leverage when throwing, and they're lighter than the cast iron brick.
I really don't understand why we chose the Western Pineapple as our grenade during WWII. Do you?[/QUOTE]
Because the american government has a problem with our grenades looking like the enemy's.
The outcome of my boredom from the other night.
[img_thumb]http://i.imgur.com/raGoP.jpg[/img_thumb]
God, I suck at Maya.
[img]http://img825.imageshack.us/img825/7023/ak742y.png[/img]
Modeling a AK-74 in Blender for practice. Just need to add the ejection port and bolt and then it'll be time to UV unwrap it (Oh jesus).
you should also get some smoothing groups
Was talking with a buddy earlier about old cartoons, decided to quickly try and make some Dexter's Lab stuffs.
[img_thumb]http://i.imgur.com/UX8qt.png[/img_thumb]
[img_thumb]http://i.imgur.com/ftQsx.png[/img_thumb]
[img_thumb]http://i.imgur.com/Jwec4.png[/img_thumb]
[sp]Dexter is a cookie[/sp]
[editline]29th March 2012[/editline]
Worms and plastic minnows
[img_thumb]http://i.imgur.com/saTlU.png[/img_thumb]
WIP airtug thingy with bad render
[img]http://www.leet.cc/airtug_001.png[/img]
Inspired by Ian McQue's concept art
Anyone know where I can get tips/advice on texturing? I really, really, can't texture.
the most important thing to do when texturing is to have refs on hand and pull from photographs as needed.
I'll give you guys something funny to read.
[img]http://dl.dropbox.com/u/3975474/trbsqd.JPG[/img]
I mean what? [I]"Your model is described as high poly and as having textures. [U]While no textures are shown in the preview images this model[/U]"[/I] WELL THAT'S BECAUSE THE MODEL DOES NOT HAVE TEXTURES, like it clearly shows in the description!
[img]http://dl.dropbox.com/u/3975474/dgr.JPG[/img]
I think they're just jelly because it has more than 200k downloads, and how it's hurting the competing products, i just don't see how an incomplete model without textures could do that.
I bet Ajacks can relate to this.
Mang, I wanna get good.
But there's so many kids in class and only one teacher. Help is hard to come by.
Is there any way I can apply symmetry to something permanantly instead of having it there as a 'layer' so i can move the verticies without having it back to non symmetric?
In 3DSMax.
[QUOTE=Errorproxy;35353106]Mang, I wanna get good.
But there's so many kids in class and only one teacher. Help is hard to come by.
Is there any way I can apply symmetry to something permanantly instead of having it there as a 'layer' so i can move the verticies without having it back to non symmetric?
In 3DSMax.[/QUOTE]
Collapse the symmetry modifier by right click, collapse to.
Or just turn it into edit. poly again.
Finished my first project at Escape Studios, very proud of it. Learn shitloads in terms of modelling, texturing, lightning and rendering. Inserting this into the still was a nightmare to get right (adjusting the ground planes was the hardest part).
[IMG]http://i.imgur.com/wAjE4.jpg[/IMG]
Here's the breakdown for those interested:
[url]http://vimeo.com/39447731[/url]
Well done modeling that couch. I take it you composited a photo of the guitar in? :v:
Totally man, like the creases I got in the couch? :v:
Interestingly enough, it looks EXACTLY the same as the couch I have here at home.
Anyway, great work on that guitar, and the compositing.
[QUOTE=nVidia;35352992]I'll give you guys something funny to read.
[img]http://dl.dropbox.com/u/3975474/trbsqd.JPG[/img][/QUOTE]
All of her comment literally reads as *whine whine whine*.
[editline]30th March 2012[/editline]
I'm done rigging my character. woho!
[img]http://i.imgur.com/xifL0.png[/img]
[IMG]http://dl.dropbox.com/u/3975474/rooftile.jpg[/IMG]
[img]http://dl.dropbox.com/u/3975474/rooftilesss.jpg[/img]
I made a tileable rooftile displacement. :eng101:
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