• Digital 3D Art v9
    6,260 replies, posted
[video=youtube;uk4rnICw3CM]http://www.youtube.com/watch?v=uk4rnICw3CM[/video] Low quality render cuz i was bored and also I am redoing the earth using vray materials so it's not as realistic as it was before.
I literally spent 3 hours on some of these pieces to get the curves to look clean. It's a real pain when the shapes don't align neatly on the standard XYZ. It's the typical 'moving vertices to fix one angle screws up another angle' scenario (sub-d modelers nightmare). Slowly getting somewhere though. Note that all the small details will be added later, the four large holes will be for the legs / arms, the opening in the front will be the door into the mech itself. Click for hi-res [img_thumb]http://img32.imageshack.us/img32/4886/mechsuitbw.jpg[/img_thumb]
You're a fucking monster
Any clue why this happens when I try to inset? [url]http://gyazo.com/f876e0eb627349146632f409a6d3f630.png?1337314507[/url] [url]http://gyazo.com/19ebe201ad802e5e6915bc6f20676a49.png?1337314115[/url] There are no visible segments on that bottom face, so I'm not sure why? :( I wish there was someone I could just bombard with questions.
looks like you're insetting too much and it's gone past the midpoint and it's overlapping itself. Try giving the inset a lower value
[QUOTE=Juniez;36000890]looks like you're insetting too much and it's gone past the midpoint and it's overlapping itself. Try giving the inset a lower value[/QUOTE] Wooow, I had the value at 1 4/100" when I wanted it at 4/100. Thanks a lot :)))
[QUOTE=ben_lind;35995020]Well maybe not but you see a lot of people thanking eachother for favoriting. Seems a bit weird to thank people for liking something. It's like thanking people for an opinion, I'm not thanking dookster for agreeing with me and I'm fine with you disagreeing with me. But as dookster said people don't even necessarily like what they favorite so that actually does make more sense to me.[/QUOTE] On DA there's a difference between thanking someone who commented on your work and someone who favourited. I never thank people for favouriting, it's just a button press and, to be honest, should be the favouriters personal thing which is still displayed to the artist for his/her inspiration. You don't need to thank someone for "liking" your work and putting it in their personal folder. I've also seen people do that and I'll agree it is a bit weak on their part. On the other hand, you should thank someone for commenting as thought goes into a comment and it's more genuine.
[QUOTE=Triarii;36002477]On DA there's a difference between thanking someone who commented on your work and someone who favourited. I never thank people for favouriting, it's just a button press and, to be honest, should be the favouriters personal thing which is still displayed to the artist for his/her inspiration. You don't need to thank someone for "liking" your work and putting it in their personal folder. I've also seen people do that and I'll agree it is a bit weak on their part. On the other hand, you should thank someone for commenting as thought goes into a comment and it's more genuine.[/QUOTE] Yes ofcourse that's a totally different matter and I agree. I was just referring to the thanking for fav part.
[QUOTE=Logithx;35998721]I literally spent 3 hours on some of these pieces to get the curves to look clean. It's a real pain when the shapes don't align neatly on the standard XYZ. It's the typical 'moving vertices to fix one angle screws up another angle' scenario (sub-d modelers nightmare). Slowly getting somewhere though. Note that all the small details will be added later, the four large holes will be for the legs / arms, the opening in the front will be the door into the mech itself. Click for hi-res [img_thumb]http://img32.imageshack.us/img32/4886/mechsuitbw.jpg[/img_thumb][/QUOTE] I have [I]no idea[/I] what that is but I want one so bad.
Made a cameratracking miniproject for a school assignment. This is what the platemail was for that I posted earlier. I know it's not even close to perfect but it was fun to do. Any C&C is welcome though, be as picky as you want. [video=vimeo;42372629]http://vimeo.com/42372629[/video] Also updated pic of the tincan. [t]http://dl.dropbox.com/u/2344342/platemailwip_023.png[/t]
Pretty solid track, what camera tracking software did you use? I was taught 3Dequaliser - really powerful program but the interface is hideous
[QUOTE=Acezorz;36002935]Pretty solid track, what camera tracking software did you use? I was taught 3Dequaliser - really powerful program but the interface is hideous[/QUOTE] I used blender for the whole thing. We were taught Autodesk Matchmover at school but I wanted to try out blender's tracker instead and it was quite good overall. I had to do a lot of manual adjustments and manually animate the camera at the end since the footage was pretty horrible to track but it worked out ok in the end.
i really have no idea if this is the best place to ask but its the closest i can think of i'm screwing around with a player model for source, and i want to make a part of the model floppy, with like physics and stuff (snakes bandana). how would i go about that? using 3dsmax pm me if u know and dont want to shit up the thread tyvm
Just copied what I PM-ed to Rusty: I think you wanna look at this link, because by the sound of it you need to rig and skin your character. The source engine will handle the rest, such as physics. [url]https://developer.valvesoftware.com/...ns_and_Rigging[/url] When you've made / adjusted the rig to the models physique, you want to skin it. There's tons of comprehensive skinning tutorials out there, so this part shouldn't be a problem, but skinning is a pain in the ass.. So be aware. My suggestion for rig: 3Ds Max built in CAT (Character Animation Tools) which is really easy to learn. [url]http://download.autodesk.com/esd/3ds...010/index.html[/url] Best of luck :)
If he would like the bandana to move around as the model moves, he should look into JiggleBones. They're what make the Antlion worker's antenna wiggle around when it jumps about the place. And they're also used a bunch in Tf2 for feathers and such. I'm hardly an expert on them, but: [URL=https://developer.valvesoftware.com/wiki/$jigglebone]https://developer.valvesoftware.com/wiki/$jigglebone[/URL]
You could however animate stuff like that, but if you really get into jigglebones, it would be the best option :P
[QUOTE=one free man;36005450]If he would like the bandana to move around as the model moves, he should look into JiggleBones. They're what make the Antlion worker's antenna wiggle around when it jumps about the place. And they're also used a bunch in Tf2 for feathers and such. I'm hardly an expert on them, but: [URL=https://developer.valvesoftware.com/wiki/$jigglebone]https://developer.valvesoftware.com/wiki/$jigglebone[/URL][/QUOTE] Thank you! This is what I need to learn to do
[QUOTE=one free man;36005450]If he would like the bandana to move around as the model moves, he should look into JiggleBones. They're what make the Antlion worker's antenna wiggle around when it jumps about the place. And they're also used a bunch in Tf2 for feathers and such. I'm hardly an expert on them, but: [URL=https://developer.valvesoftware.com/wiki/$jigglebone]https://developer.valvesoftware.com/wiki/$jigglebone[/URL][/QUOTE] [media]http://www.youtube.com/watch?v=tklf39vDJGc[/media] Jigglebones are pretty awesome.
I saw that one alarm clock last page and thought it was a great idea. So I also made mine. First modeling work in a long time though. [img]http://dl.dropbox.com/u/99717/AlarmClock.jpg[/img]
Speaking of Jiggle Bones in Source, is there anything in 3ds max that makes such similar effect for animations ? I saw some tutorials about animation in 3ds max, but none mentioned something similar.
Made this in my animation class. There are plenty of topology errors and the selector switch looks horrid, but that was me just being lazy and trying to finish it on time. Woops sorry for the large images, didn't think they were that big. [IMG]http://dl.dropbox.com/u/6092109/ak1.png[/IMG] [IMG]http://dl.dropbox.com/u/6092109/ak2.png[/IMG]
[QUOTE=ferdam;36006317]Speaking of Jiggle Bones in Source, is there anything in 3ds max that makes such similar effect for animations ? I saw some tutorials about animation in 3ds max, but none mentioned something similar.[/QUOTE] Spring constraint.
Awesome, I'll try that later. Thanks, nvidia.
Help! In video post in 3dsmax, the lense flares don't work when applied to the scene.. [img]http://img405.imageshack.us/img405/3509/52783538.png[/img] The top is how it should look, the bottom is when applied. As you can see, all the rings just pile up in one spot over the light..
[img]http://i.imgur.com/0QZx0.png[/img] 2nd attempt at making armor, think I'm getting the hang of it (i made the body real quick, ignore it)
[QUOTE=nVidia;36008363]Spring constraint.[/QUOTE] We had spring constraints in a rig for a project but afaik we ended up not using them since they aren't that animation friendly. Sure it helped solve physics for some parts but you couldn't really fine tune it afterwards so it was pretty problematic.
[QUOTE=Eeshton;36012620][img]http://i.imgur.com/0QZx0.png[/img] 2nd attempt at making armor, think I'm getting the hang of it (i made the body real quick, ignore it)[/QUOTE] What's with the nipples?
Progress: [IMG]http://dl.dropbox.com/u/26739117/3d/kousei/ramen_cart_2ndblock_front_left.png[/IMG] [IMG]http://dl.dropbox.com/u/26739117/3d/kousei/ramen_cart_2ndblock_front_right.png[/IMG] [IMG]http://dl.dropbox.com/u/26739117/3d/kousei/ramen_cart_2ndblock_back.png[/IMG]
[QUOTE=Tinter;36014936]What's with the nipples?[/QUOTE] [img]http://www.costumeworld.com/cart/images/P/5214.jpg[/img] Yeah they're a bit smoother but I didn't feel like messing with the topology to make them connect properly
[QUOTE=Eeshton;36018114][img]http://www.costumeworld.com/cart/images/P/5214.jpg[/img] Yeah they're a bit smoother but I didn't feel like messing with the topology to make them connect properly[/QUOTE] A bump map/sculpting them would be fine if you [i]really[/i] want nipples.
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