• Digital 3D Art v9
    6,260 replies, posted
Testing lighting, including some props which are part of a set I shall complete and show.. [img]http://img705.imageshack.us/img705/6668/lightingn.jpg[/img]
did some more on my set extension (building on the right) [url]https://vimeo.com/43260747[/url] not happy with the blurry brick texture, need to fix the window reflections and i need some more dirt near the ground but i'm pleased with it overall
[QUOTE=Acezorz;36161664]did some more on my set extension (building on the right) [url]https://vimeo.com/43260747[/url] not happy with the blurry brick texture, need to fix the window reflections and i need some more dirt near the ground but i'm pleased with it overall[/QUOTE] I'd say it is pretty good. I was about to post asking where the object you put in was...
[QUOTE=Dolton;36161991]I'd say it is pretty good. I was about to post asking where the object you put in was...[/QUOTE] I'd say my work is done if you can't tell what is CG and what isn't, so thanks!
Practicing painting textures, any tips on how to do this effectively? [img]http://i.imgur.com/lEZzB.jpg[/img]
Would it be acceptable to ask some help questions here? I'll post my work when i'm done but this is a high school animation class project, and I'm new to the Maya software we are using, as is the teacher. Kinda need some help with issues im having, since I don't really want to re-start my model for the 3rd time.
[QUOTE=Rhenae;36163745]Would it be acceptable to ask some help questions here? I'll post my work when i'm done but this is a high school animation class project, and I'm new to the Maya software we are using, as is the teacher. Kinda need some help with issues im having, since I don't really want to re-start my model for the 3rd time.[/QUOTE] Any specific questions or just in general how to use Maya? Post your questions. For Maya in general[URL="http://www.digitaltutors.com/11/training.php?pid=501&autoplay=1"] http://www.digitaltutors.com/11/training.php?pid=512&autoplay=1[/URL] For modeling in Maya try this, [URL]http://www.digitaltutors.com/11/training.php?pid=493&autoplay=1[/URL] For animation in Maya [URL="http://www.digitaltutors.com/11/training.php?pid=501&autoplay=1"]http://www.digitaltutors.com/11/training.php?pid=501&autoplay=1 [/URL]
[QUOTE=Thlis;36164360]Any specific questions or just in general how to use Maya? For Maya in general[URL="http://www.digitaltutors.com/11/training.php?pid=501&autoplay=1"] http://www.digitaltutors.com/11/training.php?pid=512&autoplay=1[/URL] For modeling in Maya try this, [URL]http://www.digitaltutors.com/11/training.php?pid=493&autoplay=1[/URL] For animation in Maya [URL="http://www.digitaltutors.com/11/training.php?pid=501&autoplay=1"]http://www.digitaltutors.com/11/training.php?pid=501&autoplay=1 [/URL][/QUOTE] Having a specific problem? Thanks for the links too though, those should be helpful too when I continue :) Edit: When I opened my model yesterday, I attempted to just continue my work as before, but whenever I would move a vertex, it would leave one there and seem to "duplicate it" after some web work I figured that somehow most of my model had managed to duplicate it's faces. I have no idea when or how since it was working just fine when I finished up the day before. Anyway I found out eventually to select everything and merge, which should have combined all the overlapping faces. I continued working since that seemed to fix the problem, although the shader was being very weird : [IMG]http://fc01.deviantart.net/fs71/i/2012/154/7/1/shader_problems_by_rhenae-d524ne0.png[/IMG] which I think is probably indicating some underlying problem, since even if I re-start the shader decides to do this. If I move any line or vertex the shading goes back to normal. Problem now is that if I try to add an edge loop, rather than making an edge look all around it is making a little triangled durp thing... it pulls out random new lines for it that were not there before. [IMG]http://fc03.deviantart.net/fs70/i/2012/154/d/6/loop_tool_problems_by_rhenae-d524nmg.png[/IMG] So does anyone know what is wrong, or even if not what is wrong anything I can do that will probably fix it? It's going to be a werewolf model btw.
It was really fun to just not focus on poly count and such and just make something I liked. [t]https://dl.dropbox.com/u/43356210/Modelphotos/scrapaxe.png[/t] Based on this dudes concept. [IMG]http://fc06.deviantart.net/fs70/f/2012/148/e/6/scrap_axe_by_l0rentz-d51di6b.png[/IMG]
[QUOTE=Quinnjdq;36169768]It was really fun to just not focus on poly count and such and just make something I liked. [t]https://dl.dropbox.com/u/43356210/Modelphotos/scrapaxe.png[/t] Based on this dudes concept. [/IMG][/QUOTE] why is there a bit of metal bolted onto the blade edge, that would stop you murdering as easily.
[QUOTE=Rhenae;36164509] When I opened my model yesterday, I attempted to just continue my work as before, but whenever I would move a vertex, it would leave one there and seem to "duplicate it" after some web work I figured that somehow most of my model had managed to duplicate it's faces. I have no idea when or how since it was working just fine when I finished up the day before. Anyway I found out eventually to select everything and merge, which should have combined all the overlapping faces. I continued working since that seemed to fix the problem, although the shader was being very weird : [IMG]http://fc01.deviantart.net/fs71/i/2012/154/7/1/shader_problems_by_rhenae-d524ne0.png[/IMG] which I think is probably indicating some underlying problem, since even if I re-start the shader decides to do this. If I move any line or vertex the shading goes back to normal. Problem now is that if I try to add an edge loop, rather than making an edge look all around it is making a little triangled durp thing... it pulls out random new lines for it that were not there before. [/QUOTE] Can you upload an .obj of the model?
[QUOTE=Thlis;36174298]Can you upload an .obj of the model?[/QUOTE] Sure, Where could I host the file? I usually put my stuff up on DA to show through here but it doesn't accept that file type.
[QUOTE=Rhenae;36175350]Sure, Where could I host the file? I usually put my stuff up on DA to show through here but it doesn't accept that file type.[/QUOTE] Try p3d
[QUOTE=Rhenae;36175350]Sure, Where could I host the file? I usually put my stuff up on DA to show through here but it doesn't accept that file type.[/QUOTE] filesmelt
[thumb]http://puu.sh/yttJ[/thumb] Here are some binoculars I'm working on.
[QUOTE=alien_guy;36173789]why is there a bit of metal bolted onto the blade edge, that would stop you murdering as easily.[/QUOTE] True, I included it for detail but yeah, it makes absolutely no sense :v:
[QUOTE=guest91;36177677][thumb]http://puu.sh/yttJ[/thumb] Here are some binoculars I'm working on.[/QUOTE] they look nice, but light doesn't very well pass through metal. so as for actually being binoculars you might want to gather more reference. if you look closely they have bits of glass [editline]3rd June 2012[/editline] (im yanking ur chain)
Second practice model. [img]http://i.imgur.com/wSuUv.png[/img] Any tips at all on texture painting?
[QUOTE=Thlis;36178203]Second practice model. [img]http://i.imgur.com/wSuUv.png[/img] Any tips at all on texture painting?[/QUOTE] I think you've got it down pretty well. You do great low poly work.
I've heard a lot of people say to always stick with quads when modeling, but when I do I always seem to run in to this sort of thing [img]http://puu.sh/yuj3[/img],[img]http://puu.sh/yuj7[/img] When this happens, is it alright to add in some edges, like this: [img]http://puu.sh/yujR[/img] ??
yes
[QUOTE=Kiamberm;36178453]I've heard a lot of people say to always stick with quads when modeling, but when I do I always seem to run in to this sort of thing [img]http://puu.sh/yuj3[/img],[img]http://puu.sh/yuj7[/img] When this happens, is it alright to add in some edges, like this: [img]http://puu.sh/yujR[/img][/QUOTE] Using quads depends on what you're modelling really. For games, fuck quads as the engine will make your model tris anyway. Sticking with quads is more for hard-surface or really intricate organic deformation bits. Also, you can just modify the triangulation of your quads to fix that, too.
[QUOTE=OpethRockr55;36178472]Using quads depends on what you're modelling really. For games, fuck quads as the engine will make your model tris anyway. Sticking with quads is more for hard-surface or really intricate organic deformation bits. Also, you can just modify the triangulation of your quads to fix that, too.[/QUOTE] Ah, thanks. Every time I've had to put in a triangle to fix this, I've felt dirty :v: "Also, you can just modify the triangulation of your quads to fix that, too." I'm reeaaally new so I'm not quite sure what you mean by modifying the triangulation, mind elaborating?
[QUOTE=OpethRockr55;36178472]Using quads depends on what you're modelling really. For games, fuck quads as the engine will make your model tris anyway. Sticking with quads is more for hard-surface or really intricate organic deformation bits. Also, you can just modify the triangulation of your quads to fix that, too.[/QUOTE] modeling in quads is important in games too because it's easier to comprehend when you're sharing assets between different artists and also it makes rigging so much easier. really there is no downside to modeling in quads except it takes a bit more thought.
nah man, modelling in 7 siders is the way to gooooooo
[QUOTE=Acezorz;36180194]nah man, modelling in 7 siders is the way to gooooooo[/QUOTE] Dirty ngon [u][i]scum[/i][/u].
[URL]http://filesmelt.com/dl/WereWolf2.obj[/URL] Theres the file. Hopefully that worked
[QUOTE=Zyx;36154110]The normals aren't flipped, the UV's are just mirrored. I know 3ds max has a mirror function when unwrapping in both horizontal and vertical direction. Just select the mirrored UV's and click here. But you might as well unwrap it all before you mirror it. [IMG]http://dl.dropbox.com/u/99717/mirror.png[/IMG][/QUOTE] whoaoaA that's so colourful is that 2012?
hai, modeling with quads is essential when doing hard edge stuff, when you have to insert shit load of edge-loops, you can't do that with triangles (unless by hand). High poly: [t]http://www.1337upload.net/files/ame_midpistons_3.JPG[/t] Low poly (baked Normal and AO): [t]http://www.1337upload.net/files/ame_midpistons_4.JPG[/t]
[QUOTE=azgag;36182521]hai, modeling with quads is essential when doing hard edge stuff, when you have to insert shit load of edge-loops, you can't do that with triangles (unless by hand). High poly: [t]http://www.1337upload.net/files/ame_midpistons_3.JPG[/t] Low poly (baked Normal and AO): [t]http://www.1337upload.net/files/ame_midpistons_4.JPG[/t][/QUOTE] Cool design.
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