[QUOTE=Jeggis;35649466]I've started rereading my old Spawn Comics. Got inspired and made this head in Zbrush:
[url=http://img546.imageshack.us/img546/8498/spawnrender.jpg][img]http://img829.imageshack.us/img829/9046/spawnrenderthb.jpg[/img][/url]
It's pretty plain and simple. Could use a lot of cloth folds and whatnot. Will perhaps update it later.[/QUOTE]
I have to say that something this "simple" could have been poly modeled with no need for sculpturing :)
So I hope for a more detailed sculpt ;)
[QUOTE=Domino;35650107]I have to say that something this "simple" could have been poly modeled with no need for sculpturing :)[/QUOTE]
This would probably have taken me hours to model without references in Max, instead of the 30 minutes it took to sculpt, retopologize and texture in Zbrush.
[QUOTE=Jeggis;35650235]This would probably have taken me hours to model without references in Max, instead of the 30 minutes it took to sculpt, retopologize and texture in Zbrush.[/QUOTE]
Good point, although you'd probably use reference in Max as well ;)
I got nDo2 and Marmoset this week so I've been messing about with them on my "Realistic Wind Waker Master Sword". I'm pretty pleased with the results, especially the Hilt Detail. The normal is still a bit funky though and I need to experiment more in Marmoset but this is a lot of fun :v:
[IMG]http://dl.dropbox.com/u/26739117/3d/mastersword%20%282%29.png[/IMG]
[IMG]http://dl.dropbox.com/u/26739117/3d/hiltdetail.png[/IMG]
[QUOTE=dookster;35651611]I got nDo2 and Marmoset this week so I've been messing about with them on my "Realistic Wind Waker Master Sword". I'm pretty pleased with the results, especially the Hilt Detail. The normal is still a bit funky though and I need to experiment more in Marmoset but this is a lot of fun :v:
[IMG]http://dl.dropbox.com/u/26739117/3d/mastersword%20%282%29.png[/IMG]
[IMG]http://dl.dropbox.com/u/26739117/3d/hiltdetail.png[/IMG][/QUOTE]
The blade looks like plaster, it's way too bumpy and doesn't have enough spec and gloss.
But still a very nice sword you got there.
[QUOTE=Quinnjdq;35645357]Very new to high poly, some tendency from modeling for games still persist. I will try my best to fix it.[/QUOTE]
did you not ever make normal mapped objects?
[QUOTE=DOG-GY;35652282]did you not ever make normal mapped objects?[/QUOTE]
I have not. As said, this is my very first experience with high poly modeling, it is smoothed just not much. Also, thanks for the tutorial, PLing.
[QUOTE=Domino;35651526]Good point, although you'd probably use reference in Max as well ;)[/QUOTE]
I didn't use any references, that was my point. I just sculpted a concept, and when I was satisfied with the form, retopo and texture. :)
[QUOTE=Jeggis;35653466]I didn't use any references, that was my point. I just sculpted a concept, and when I was satisfied with the form, retopo and texture. :)[/QUOTE]
Well then, good memory :)
This is a creature character I'm modeling in 3ds max.
TurboSmooth:
[thumb]http://i.imgur.com/v33PB.png[/thumb]
[thumb]http://i.imgur.com/dl8em.png[/thumb]
[thumb]http://i.imgur.com/NqR7C.png[/thumb]
low poly, so far 4,000 polys:
[thumb]http://i.imgur.com/G3xMP.png[/thumb]
I'm not sure if I got the proportions/anatomy right, since this is my first time modeling a nudish type of character..
Eeh, I'm new to this 3DCG thing, and I gotto say that, I suck at this
[IMG]http://i.imgur.com/GIAbQ.png[/IMG]
[QUOTE=Jocke;35659219]Eeh, I'm new to this 3DCG thing, and I gotto say that, I suck at this
[IMG]http://i.imgur.com/GIAbQ.png[/IMG][/QUOTE]
I like the model but what's with the smeared AO?
[QUOTE=dookster;35659277]I like the model but what's with the smeared AO?[/QUOTE]
Used the software for 2 days, have no idea what AO is:v:
If it's the shadows you're talking about is because there's a tree on the right side, but I found it to ankward to show it
edit:
The brush thingy was supposed to make it look mroe realistic on the shadow from the tree
[QUOTE=Jocke;35659219]Eeh, I'm new to this 3DCG thing, and I gotto say that, I suck at this
[IMG]http://i.imgur.com/GIAbQ.png[/IMG][/QUOTE]
Urgh, roofs aren't made like that. They have a wooden structure with tiles on them.
[QUOTE=~ZOMG;35659817]Urgh, roofs aren't made like that. They have a wooden structure with tiles on them.[/QUOTE]
There are roofs like these too, there's hundreds of different roof structures
The bricks would just fall through. That's a terribly designed roof.
[QUOTE=~ZOMG;35659978]The bricks would just fall through. That's a terribly designed roof.[/QUOTE]
Some of the bricks has already fallen, and I got a schack in my back yard with even taller roof, and they're still lying there
What's the best way to use heightmaps in Maya? I have a heightmap, but when I try and apply it as a displacement, it's never detailed enough, even when I add loads of resolution to my plane.
[IMG]http://i.imgur.com/JCfk5.jpg[/IMG]
Love it and it's great, but please choose another color:smile:
[QUOTE=cocknugget;35660299][IMG]http://i.imgur.com/JCfk5.jpg[/IMG][/QUOTE]
When you finish it, try get it into GTA 4.
[QUOTE=Jocke;35659301]Used the software for 2 days, have no idea what AO is:v:
If it's the shadows you're talking about is because there's a tree on the right side, but I found it to ankward to show it
edit:
The brush thingy was supposed to make it look mroe realistic on the shadow from the tree[/QUOTE]
Ah, I see. AO is Ambient Occlusion. I'd bake the AOs separately for each model then and maybe import the models into UDK or Marmoset. That'll give you the proper shadows on the side of the hut in your render, instead of having to paint them in.
[QUOTE=dookster;35660737]Ah, I see. AO is Ambient Occlusion. I'd bake the AOs separately for each model then and maybe import the models into UDK or Marmoset. That'll give you the proper shadows on the side of the hut in your render, instead of having to paint them in.[/QUOTE]
Why would he want to do that if he's just starting out. Why not render it with the app he's using?
@Jocke
I'd suggest you learn how to model, apply shaders and textures, light and render in the software you're using before even bothering with baking or exporting to other software.
[QUOTE=ben_lind;35662532]Why would he want to do that if he's just starting out. Why not render it with the app he's using?
@Jocke
I'd suggest you learn how to model, apply shaders and textures, light and render in the software you're using before even bothering with baking or exporting to other software.[/QUOTE]
I know how to make my own textures and all and all the settings in the software.
But modelling, like 1 hour of worktime, gonna take some time to learn :)
edit:
I got Mudbox and Zbrush, should use Zbrush I think
[editline]21st April 2012[/editline]
Anyone know any free/pay particle plugin for C4Dr13?
[QUOTE=ben_lind;35662532]Why would he want to do that if he's just starting out. Why not render it with the app he's using?
@Jocke
I'd suggest you learn how to model, apply shaders and textures, light and render in the software you're using before even bothering with baking or exporting to other software.[/QUOTE]
I was only suggesting a possible work method.
[QUOTE=dookster;35662946]I was only suggesting a possible work method.[/QUOTE]
You [B]guys[/B] shouldn't start an arguement, you both gave me good ideas
[QUOTE=Jocke;35662989]You [B]guys[/B] shouldn't start an arguement, you both gave me good ideas[/QUOTE]
We weren't trying to, man :smile:
[QUOTE=dookster;35663564]We weren't trying to, man :smile:[/QUOTE]
Oh, well felt like a beginning to me but that's good
[img]http://i.imgur.com/RboGs.jpg[/img]
Reworked the first skin, made a second. I want to do a few more skins for these. I'm also working on that shipping container, and I have some other objects planned.
Trying to learn subdivision modeling, looking for something to use I just went with the soda can on my desk.
What I have so far:
[t]http://dl.dropbox.com/u/24489264/Modeling/Renders/soda6.png[/t]
I should make the bottom hole of the pin rounder at the top edge instead of irregular.
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