• Digital 3D Art v9
    6,260 replies, posted
Was a bit lazy with the drawn on rust [img]http://img62.imageshack.us/img62/2430/skipy.jpg[/img]
[QUOTE=Domino;36116200]Though I agree with you on most terms, I have to disagree about becoming very rounded. When I was at Animex we kinda interrogated the speakers, and we figured out that many of the businesses won't really pay attention to you if you're an all-around artist, but rather if you specify your area of expertise down to e.g. Animation, sculpting and modeling, concept and texturing. etc. etc.. You will have a much more solid portfolio because they would know where to put you instead of going: "Uuuuuhh..... Wtf do we do with this guy" Except if you're like Ajacks, and have done a lot of different areas and become really good at them. But generally I would recommend specifying your area of expertise.. Me e.g... I'm gonna become an animator.[/QUOTE] I like Valve's philosophy of "T-Shaped" people. Having a deep expertise in one area, and a broad range of experience in other areas.
Just about done with the bottom of PS3 slim. I never knew that matching fonts was so incredibly difficult. I also don't know why they have to use 5 different fonts in a single paragraph. I took pictures and then typed over it in photoshop. It's alot more tedious than it sounds. [img]http://img600.imageshack.us/img600/2256/bumpity.jpg[/img] [img]http://img39.imageshack.us/img39/7538/bottomy.jpg[/img]
Had a go at animating: [img]http://puu.sh/xz3z[/img] Tell me if the image is too big to be embedding and I'll link it instead. I would love any feedback that'll help me improve.
Only thing I can see wrong with it is that the box animates rather unsmoothly. Other than that, it's pretty nice, good job.
[QUOTE=PieClock;36122870]Had a go at animating: [img]http://puu.sh/xz3z[/img] Tell me if the image is too big to be embedding and I'll link it instead. I would love any feedback that'll help me improve.[/QUOTE] It's not too big imo. I think the kick is quite good but after that he puts his leg down in a manner that probably would make him fall down. He just moves his weight quite quickly from right to left after the kick without taking a broader step to keep his balance and that would probably make him fall.
[img_thumb]http://i14.photobucket.com/albums/a345/ajackss/comparison.png?t=1338326141[/img_thumb] Finished the low poly.
Beautiful work ajacks!
[url]www.youtube.com/watch?v=deGPOztBeT4[/url] 20 million particles doing things [editline]30th May 2012[/editline] Media tags don't work?
[img_thumb]http://i14.photobucket.com/albums/a345/ajackss/repetative.jpg?t=1338330807[/img_thumb] Excuse all the small renders, no point wasting time since I'm trying to publish within a few days. [img_thumb]http://i14.photobucket.com/albums/a345/ajackss/homes.jpg?t=1338332712[/img_thumb]
I think the blue tarps are slightly too frequent and maybe make some a faded pale blue so they look like they've been in the sun a long time and make some a little more vivid to look newer.
[QUOTE=TonyP;36125056]I think the blue tarps are slightly too frequent and maybe make some a faded pale blue so they look like they've been in the sun a long time and make some a little more vivid to look newer.[/QUOTE] I agree that they are too vivid, simple fix. But as far as the numbers of them, you'd be surprised how prevalent they are.
Ps3 model is now 99 percent complete including textures. The other 1 percent is material tweaking and a few words for the hdmi and other outputs on the back. [img]http://img38.imageshack.us/img38/1082/hghgax.jpg[/img] [img]http://img651.imageshack.us/img651/6001/bottomd.jpg[/img] What's funny about it lol
333,900 polygons
[QUOTE=The freeman;36127016]333,900 polygons[/QUOTE] I think each letter on the stickers is modelled individually.
[QUOTE=TonyP;36126437]Ps3 model is now 99 percent complete including textures. The other 1 percent is material tweaking and a few words for the hdmi and other outputs on the back. [img]http://img38.imageshack.us/img38/1082/hghgax.jpg[/img] [img]http://img651.imageshack.us/img651/6001/bottomd.jpg[/img] What's funny about it lol[/QUOTE] Nice! Now you have a ridiculously high res earth and a ridiculously high poly PS3! Just kidding. Nice attention to detail. Many don't have the patience for that.
Well, you know, if he were making models for things like engineering examples, he'd be doing very well... For scenes and things, though, that's just ridiculously high-poly.
[QUOTE=PieClock;36122870]Had a go at animating: [img]http://puu.sh/xz3z[/img] Tell me if the image is too big to be embedding and I'll link it instead. I would love any feedback that'll help me improve.[/QUOTE] The box should have some rebound, tilting in the kicker's direction as it sets down.
[QUOTE=Ajacks;36124736][img_thumb]http://i14.photobucket.com/albums/a345/ajackss/repetative.jpg?t=1338330807[/img_thumb] Excuse all the small renders, no point wasting time since I'm trying to publish within a few days. [img_thumb]http://i14.photobucket.com/albums/a345/ajackss/homes.jpg?t=1338332712[/img_thumb][/QUOTE] So what performance enhancing drug do you use? Tell us!
[IMG]http://i.imgur.com/3wWfG.jpg[/IMG] Cleaned up the topo a bit. It's still god-awful. This project was way beyond my Sub-D modeling knowledge and skill. I don't think I'm going to continue it, since it was set up wrongly from the start.
[QUOTE=Canary;36129242]So what performance enhancing drug do you use? Tell us![/QUOTE] A drug that improves modeling prowess, seems useful :v:
[QUOTE=The freeman;36127016]333,900 polygons[/QUOTE] It's turbosmoothed alot.
[QUOTE=SweetSwifter;36130443][IMG]http://i.imgur.com/3wWfG.jpg[/IMG] Cleaned up the topo a bit. It's still god-awful. This project was way beyond my Sub-D modeling knowledge and skill. I don't think I'm going to continue it, since it was set up wrongly from the start.[/QUOTE] really it doesn't look all that bad (model it all flat, then curve)
Model each individual thread with splines :quagmire:
that level of detail would be easy actually, make a lot of cylinders and use a couple displacement maps. a small tiling one to offset the threads so they look interweaved and then one large one on all threads to fit the form of the fabric. [editline]30th May 2012[/editline] normal map the fuck out of the threads too if you want to be really spergy about it
After much deliberation I've decided to remove the turbosmoothing (and the microbeveling since that isn't needed if not being turbosmoothed) on the internal hardware of all the plugs/ports and that took away 140k polygons. The microbeveling was so micro that i can't really see the difference unless i zoom in so a single pin fills the screen. I think I need to make a production quality ps3 controller now maybe?
[QUOTE=DOG-GY;36131101]that level of detail would be easy actually, make a lot of cylinders and use a couple displacement maps. a small tiling one to offset the threads so they look interweaved and then one large one on all threads to fit the form of the fabric. [editline]30th May 2012[/editline] normal map the fuck out of the threads too if you want to be really spergy about it[/QUOTE] Yeah, that was the first step where I went wrong. I started right on the 3D object, while I should have just stuck to 2D and curve it at the very end. The front of it looks decent, but the back is a huge mess. No way I can make that neat without facing tons of intersecting geometry and such. It was good practice nonetheless.
Finally im at the baking part of this damn gun. [IMG]http://i.minus.com/i60iVjJaBBwrW.jpg[/IMG] [IMG]http://i.minus.com/ij3zucNonFNyj.jpg[/IMG]
Baking is the best part right after texturing.
[QUOTE=nVidia;36131896]Baking is the best part right after texturing.[/QUOTE] You forgot UV-mapping...
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