• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=Squint911;35411425]Sexy, would love to know how you achieved that effect with cloth sim. If you wouldnt mind sharing your secrets :D[/QUOTE] I assume he just clothed the mesh with a high rigidity, then scrubbed to a point where it had suitable deformation, then removed the cloth attributes. In maya you can just delete the cloth nucleus and it'll freeze the mesh like that, then remove your history and voila.
[QUOTE=Domino;35420100]If you're using mental ray, you need to up the value on the "glossy reflection precision" Though this will bring the render time up a lot.[/QUOTE] Ah thanks, I found problem, no I am using V-ray but your suggestion pointed me in right direction. I had Fresnel reflections set up on window and it somehow fucked up.
Made my barrels seam free, added some more scratches. Found it hard to make the top dirty, so I ended up leaving it pristine, and chocking it up to the lid having been removed before the spill occurred down the sides, leaving the lid clean. [img]http://i.imgur.com/2mXCD.jpg[/img] Also, I think I need to give Marmoset a try. 3DS Max lacks anti-aliasing, which ruins the screenshot somewhat.
It must have AA somewhere...
It does have AA, but it requires a restart of the program to turn it on, which is rather cumbersome.
No harm putting this here too, I suppose [t]http://i.imgur.com/dqqIn.jpg[/t]
Looks like it belongs in Half life 2, or 3 :v
Looks good. I don't like the rust all that much though. Gives it a cell-shaded like look, which doesn't fit with the rest of it. Also, some wear and tear around the edges would be nice. Model looks great though.
[QUOTE=SweetSwifter;35424871]Looks good. I don't like the rust all that much though. Gives it a cell-shaded like look, which doesn't fit with the rest of it. Also, some wear and tear around the edges would be nice. Model looks great though.[/QUOTE] There's no rust, I was trying to go for the peeling paint look, I suppose the bumpmap didn't really define that well enough though. And yeah, i'll try adding a bit more wear to the edges
Anyone mind lending me a few bucks? [img]http://i40.tinypic.com/s450r6.png[/img]
Don't get me wrong, the models are good but the textures look like they were extremely sharpened, also the green looks way too bright and non-natural, unless you were going for a cell-shading look imho the textures ruin the model.
dean look at the price lol [editline]4th April 2012[/editline] [QUOTE=gothiclampshade;35424895]There's no rust, I was trying to go for the peeling paint look, I suppose the bumpmap didn't really define that well enough though. And yeah, i'll try adding a bit more wear to the edges[/QUOTE] Paint doesn't peel so uniformly. A good method that a lot of people follow is to just make two or so layers, paint and the rust under the paint, and then manually scratch the paint away at the edges. Also try to think about where dirt would gather and what would get touched or hit or rubbed the most. Lastly make sure that you remember when paint is peeled off the exposed parts are always rusted. [editline]4th April 2012[/editline] More crits on ur model: I was looking at the high versus the low and it seems like you have a lot of disparity in your details in relation to size. You have large areas like the screen up at the top that have a bevel on the high but no geometry on the low. Then you look at small cylinders and they have too much geometry. You could easily reduce your polygon count on the cylinders and increase it for the parts that matter the most. Also it looks like on the back of the model you have a cylinder that intersects other geometry at both ends. Usually a cylinder like that can be dropped to an even lower polygon count without people noticing.
Oh god :v:
[QUOTE=ARustySpoon;35426893]Anyone mind lending me a few bucks? [img]http://i40.tinypic.com/s450r6.png[/img][/QUOTE] At only $1,250,000 a tree, you'd be a fool [B]NOT[/B] to buy this!
Alright, thanks for the input, I've done some work on the metal and paint layers. Hopefully the weathering reflects the shape and function of the object a bit better, plus I added a little more damage to the metal. [t]http://i.imgur.com/mv90u.jpg[/t] Better? Worse? And Doggy it's funny you should mention that, I was thinking the same thing but I eventually figured that I should think more about the silhouette of each object than details like that. Probably not the right choice though
[url=http://postimage.org/][img]http://s13.postimage.org/45njeq0tz/Capture.jpg[/img][/url] nothing says "professional modeling" like 78 polygon houses. My first try at buildings, an abject failure at best, and the scale isnt even the same in the photo (my bad). It's for PMC Somalia, ArmA 2/ArmA 3 addon. The map will be populated with thousands of these, some without entrances & some with furniture. The houses in Somalia are mostly small, square and rectangular shaped buildings with either a metal roof or this kind of tiled roof. Arma has some pretty strict requirements as far as wall width so characters (with their clunky collision LOD) can fit through doorways and not run through walls. I'm a character artist , this is very foreign to me. Anyone have a good tutorial, something for starters perhaps? I use Modo.
architecture has details that you just completely ignored :/ can you post your character art?
[QUOTE=DOG-GY;35441569]architecture has details that you just completely ignored :/ can you post your character art?[/QUOTE] enlighten me, as I said, I have no idea what I'm doing. Mind you windows and doors are put in using the arma 2 editing program, not during the modeling. as for the character work, here's my latest stuff , specifically for VBS2/ArmA series. If you have any qualms about the proportions, it is accurate for the arma 2 skeleton. All the character models follow this profile. pardon the compression. The hands, weapon, and face are from ArmA 2, I didn't make them. [url=http://postimage.org/][img]http://s15.postimage.org/r14cl84pn/Capture.jpg[/img][/url] [url=http://postimage.org/][img]http://s7.postimage.org/f3w6nixaz/Capture.jpg[/img][/url] Fire away , criticism is where I derive my creativity & inspiration from.
Taken directly from my Videogame Architecture lecture slides: Main functions of Architecture in Video games: Restriction Occlusion Obstacle Exploration When building something you have to think of what its purpose is going to be, is the house going to just block the player from going somewhere? then you don't need interiors. Is the house supposed to have weapons inside, are they hard or easy to find? that determines on how you decorate the house and how much of it the player has to explore. As for obstacle it can serve as an obstacle to the players path or an obstacle to enemies (shooting at you, take cover, house serves as an obstacle so build it accordingly by providing places where the player can take cover and shoot back, giving him an advantage). Apart from that you're just missing the usual architectural details that you see on the outside of a house but that's probably added in the game's editor so I can't comment on it.
I felt quite bored today, so I decided to make this high-poly gas-canister transportation cart, complete with canister. Not sure if I'll make a low-poly version and bake the normals. It would go well with my barrel though. Could end up making some sort of dirty industrial tools and objects pack. Would go nicely onto my Turbosquid account, I suppose. [editline]6th April 2012[/editline] [img]http://i.imgur.com/ITrI5.png[/img]
Here's 3D stuff of my new video [img]http://filesmelt.com/dl/Pre-comp_11_0.00_.22_.22_.jpg[/img] [img]http://filesmelt.com/dl/Pre-comp_11_0.01_.18_.14_.jpg[/img] [img]http://filesmelt.com/dl/Pre-comp_11_0.00_.52_.04_.jpg[/img] It's almost done :3
[video=youtube;pRgRXw0L4PY]http://www.youtube.com/watch?v=pRgRXw0L4PY&list=UUet384Ch8yxR2T_bng4F9EQ& index=1&feature=plcp[/video] did some FumeFXing
[QUOTE=Hayate;35454058]Here's 3D stuff of my new video [img]http://filesmelt.com/dl/Pre-comp_11_0.00_.22_.22_.jpg[/img] [img]http://filesmelt.com/dl/Pre-comp_11_0.01_.18_.14_.jpg[/img] [img]http://filesmelt.com/dl/Pre-comp_11_0.00_.52_.04_.jpg[/img] It's almost done :3[/QUOTE] Limbo, Mirror's Edge, Rollercoaster Tycoon? :v:
Can you repost the other ones you done? Showing my flatmate and I can't find 'em.
They're outdated, though [img]http://filesmelt.com/dl/Schermafbeelding_2012-03-11_om_20.18_.06_.png[/img] [img]http://filesmelt.com/dl/Schermafbeelding_2012-03-11_om_20.16_.59_.png[/img] [img]http://filesmelt.com/dl/Schermafbeelding_2012-03-11_om_20.17_.43_.png[/img]
started zbrush today [t]http://dl.dropbox.com/u/1157653/scrn/brick_high.png[/t] [t]http://dl.dropbox.com/u/1157653/scrn/brick_low.png[/t] it doesn't tile though but okay
[img]http://content.screencast.com/users/Eeshton/folders/Jing/media/b0523173-3228-4795-bee6-d773a548c217/2012-04-06_1544.png[/img] I feel kinda stupid asking this, but anyone know how to fix this? I'm going on an animation venture with 3ds Max and trying to make a minecraft fight scene, could use some help on how to fix this weird render glitch.
[IMG]http://dl.dropbox.com/u/26739117/3d/shark.png[/IMG]
[QUOTE=Eeshton;35459014][img]http://content.screencast.com/users/Eeshton/folders/Jing/media/b0523173-3228-4795-bee6-d773a548c217/2012-04-06_1544.png[/img] I feel kinda stupid asking this, but anyone know how to fix this? I'm going on an animation venture with 3ds Max and trying to make a minecraft fight scene, could use some help on how to fix this weird render glitch.[/QUOTE] is it the blurriness of the textures? you can either upscale it in photoshop as nearest neighbor or disable texture filtering. [quote]no antialiasing: Either grab the viewport or un-check the "Antialiasing" checkbox in Renderer tab of the Render settings. no texture filtering: For viewport, go to Customize & Preferences & Viewports tab & Configure Driver and set Texel and Mipmap Lookup to "Nearest" and "None". For rendering, un-check "Filter Maps" in the Renderer tab. [/quote]
-snip, Juniez ninja'd me with a much better answer-
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