[QUOTE=TonyP;36317686]I'm not sure how i'm going to do those rolled/piping-esque seams yet. Also still needs quite a bit of tweaking and also needs the fabric padded inside stuff
[img]http://img507.imageshack.us/img507/6039/shoey.jpg[/img][/QUOTE]
Looking better! :D
Still needs sharper bump! :P
Trying to make other materials so I made suede and hemp.. the hemp shit the bed on the side panel for some reason.
It's the rasta colorway of this shoe.
By the way the leather doesn't need to be sharper. These shoes use a smooth leather with a barely visible grain.The reason it looks so sharp in that photo is because the shoe was probably waxed and polished and unsharp masked. I have that shoe and i have to squint to see the grain.
[img]http://img6.imageshack.us/img6/8417/rastashoey.jpg[/img]
looks like a toy now. it looked more realistic in the other render.
no here's the real one. it's supposed to have those colors. mine looks a bit toylike because there's no fine details only the panels and sole and basic laces. the horrible attempt at hemp doesnt help much :P
[img]http://scene7.zumiez.com/is/image/zumiez/180229-0090-front?$product_detail_modal$[/img]
[editline]14th June 2012[/editline]
I need to remake the panel that the shoelaces go through. Mine is terrible.
[QUOTE=TonyP;36319104]Trying to make other materials so I made suede and hemp.. the hemp shit the bed on the side panel for some reason.
It's the rasta colorway of this shoe.
By the way the leather doesn't need to be sharper. These shoes use a smooth leather with a barely visible grain.The reason it looks so sharp in that photo is because the shoe was probably waxed and polished and unsharp masked. I have that shoe and i have to squint to see the grain.
[IMG]http://img6.imageshack.us/img6/8417/rastashoey.jpg[/IMG][/QUOTE]
The thing that this render doesn't have, is subsurface scattering on the sole.
It would look really good with it :)
Also you could dim the bump on the textured fabric.
Yeah I'm gonna put a dash of SSS in there. I may also put a little bit on the leather (it is skin after all)
[QUOTE=TonyP;36319309]Mine is terrible.[/QUOTE]
Not at all!
EDIT: Well, compared to my lack of skills, at least :)
I can't figure out how to make the SSS look like the gum sole in that picture :(
Another thing, it looks like your shoe was never completely assembled. The shoe in the picture is all connected while yours has much more shadow (likely a lot to do with the lighting as well) but it seems like it's not all attached, like the parts weren't stitched together everywhere. For example the green(?) bit at the back, yours looks like it's hanging off on the edges while the real shoe looks like it's been solidly stitched in.
Edit:
Of course overall I think it's very impressive, excellent work and amazing speed of progress, sir :)
I am not really happy in a lot of places, I had no clean concept to model of the version I wanted to so I had to use one with around 400x91 resolution.
[IMG]http://puu.sh/ANNH[/IMG]
Still a work in progress of course.
is there any good tuts (for blender) on rigging objects for a game( cannons, ships, turrets,etc)
[QUOTE=nemmises5;36321052]is there any good tuts (for blender) on rigging objects for a game( cannons, ships, turrets,etc)[/QUOTE]
Parent mesh to bones with automatic weights -> Put skeleton into pose mode -> Go into weight paint mode on mesh -> Polish weightmap, move bones around to see how it moves with the skelly. If it's for source, good luck, Source sucks to do anything with.
[media]http://www.youtube.com/watch?v=81GWV4L9bg8[/media]
it's a custom engine so i don't know
[QUOTE=kekedakis;36314736]I have a quick question regarding game modeling. I've googled this topic- I'd just like all your opinions.
Now before I ask this question, let me just say I've been taught how to model & shade for film (few of my instructors are from Pixar). I use Maya, and I'm used to modeling with quads and with a low poly count in mind. I am wanting to create characters & assets for a 2.5D game, using 3D models, that do not need to be very detailed as the player will not be close to them to really notice.
With that said, I was wondering if any of you model with quads and then triangulate the model after it's finished? Or is there a more effective way going about doing this? I'm not really sure how to approach this, so any input would be greatly appreciated![/QUOTE]
It depends a lot on what platform you're aiming for. If you're not making games for iOS you probably can model all quads and triangulate afterwards. For iOS the polycount matters more so you get more optimized models by actually taking triangles into account when modelling. Even if you're not modelling for iOS you should check how the mesh is triangulated incase you have non planar quads the quad can be triangulated in two different ways.
[t]http://www.love-from-russia.be/415.jpg[/t]
The middle one is with the non planar quad. Left one is triangulated in a way that a "ridge" is formed. The right one is triangulated the other way and it results in a "valley".
[t]http://www.cgmascot.com/blog/wp-content/uploads/posts/lowpoly_edges.jpg[/t]
More info and opinions.
[URL="http://wiki.polycount.com/PolygonCount?highlight=%28%5CbCategoryCharacterModeling%5Cb%29"]http://wiki.polycount.com/PolygonCount?highlight=%28%5CbCategoryCharacterModeling%5Cb%29[/URL]
[URL="http://virtualanvil.wordpress.com/2009/02/02/triangles-are-your-friends-free-low-poly-anime-character/"]http://virtualanvil.wordpress.com/2009/02/02/triangles-are-your-friends-free-low-poly-anime-character/[/URL]
[QUOTE=nemmises5;36321416]it's a custom engine so i don't know[/QUOTE]
What platform is it for?
PC windows7
[QUOTE=nemmises5;36322635]PC windows7[/QUOTE]
Okay. Custom engine doesn't say a lot though. Different engines support different kind of rigs afaik. And different platforms have various limitations.
Wasn't really sure where to post this stuff, not really a model or anything like that but it's some of my mapping I'm doing for CryEngine 3
[media]http://www.youtube.com/watch?v=_pQtHuGeCTQ&feature=plcp[/media]
This ones a bit older
[media]http://www.youtube.com/watch?v=ttbXGG6lQRQ&feature=plcp[/media]
[QUOTE=Bloodshot12;36330112]Wasn't really sure where to post this stuff, not really a model or anything like that but it's some of my mapping I'm doing for CryEngine 3
[media]http://www.youtube.com/watch?v=_pQtHuGeCTQ&feature=plcp[/media]
This ones a bit older
[media]http://www.youtube.com/watch?v=ttbXGG6lQRQ&feature=plcp[/media][/QUOTE]
Not the right thread but there's a cryengine mapping thread somewhere. It's pretty dead though..
I've tried atleast 6 times to import a simple box into the SDK. Not once has it worked, either there's not collision mesh, or the textures are fucked up. I've spent hours googling it, nothing has come up. The Cryengine 3 SDK is the work of the devil.
If anybody is familiar with doing SSS effect in vray could they help me get this looking right?
[img]http://img38.imageshack.us/img38/9823/sssole.jpg[/img]
It actually looks almost like what I am trying to do when you look in the blocky parts where it did the irradiance map, but when it actually renders it doesn't look right.
[img]http://lh6.ggpht.com/_kI0eWgNQxaE/TTrGEXSmSkI/AAAAAAAAAxg/JXp0Jizezmw/s1600/gum%5B6%5D.jpg[/img]
See how it kinda almost glows from the SSS on real ones? I've been tweaking the vray mat for hours and that's the best I got so far.
[QUOTE=Tinter;36332043]I've tried atleast 6 times to import a simple box into the SDK. Not once has it worked, either there's not collision mesh, or the textures are fucked up. I've spent hours googling it, nothing has come up. The Cryengine 3 SDK is the work of the devil.[/QUOTE]
It took me years to successfully compile a character model for source.
[b]Years.[/b]
I finally managed to stop procastinating the fixing of the model. I was distracted by playing with pretty vray materials on the shoe. Now that I resumed doing the model I made some massive improvements. I'll put a picture in a few minutes.
[B]EDIT:[/B]
okay maybe a few hours actually
If I want to start putting models in games what engine would be best for me to start with?
[QUOTE=nemmises5;36336069]If I want to start putting models in games what engine would be best for me to start with?[/QUOTE]
UDK or Unity.
[QUOTE=nemmises5;36336069]If I want to start putting models in games what engine would be best for me to start with?[/QUOTE]
Unity is super easy. I think you'd get more valuable experience from UDK.
[editline].[/editline]
Oh hello new page. Have some AO bakes.
[t]https://dl.dropbox.com/u/22565769/sentry_ao-bake.png[/t]
[t]https://dl.dropbox.com/u/22565769/tripod_ao-bake.png[/t]
[t]https://dl.dropbox.com/u/22565769/barrel_ao-bake.png[/t]
I haven't unwrapped the legs yet, but I'm having a horrible time doing so.
It's really easy to get models into UDK. Rigged models require some extra steps but nothing too complicated.
[QUOTE=TonyP;36333037]If anybody is familiar with doing SSS effect in vray could they help me get this looking right?
[img]http://img38.imageshack.us/img38/9823/sssole.jpg[/img]
It actually looks almost like what I am trying to do when you look in the blocky parts where it did the irradiance map, but when it actually renders it doesn't look right.
[img]http://lh6.ggpht.com/_kI0eWgNQxaE/TTrGEXSmSkI/AAAAAAAAAxg/JXp0Jizezmw/s1600/gum%5B6%5D.jpg[/img]
See how it kinda almost glows from the SSS on real ones? I've been tweaking the vray mat for hours and that's the best I got so far.[/QUOTE]
Try messing with the scale value, also lightning has a huge impact on the look.
I've got a problem in 3dsmax. I keep getting random hard edges, and it isn't related to smoothing groups and there's not a microbevel doing it either. i have to delete the edge and remake it. Why is this happening.
TonyP, are you sure the edges' vertices are welded properly and such? Polygons cannot be smoothed if they are not connected.
Post a screenshot.
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