• Digital 3D Art v9
    6,260 replies, posted
Does anyone have a idea why this site is down? [url]http://foto.zita.bedeicidenbf/[/url] It was best source for gun reference pictures.
[QUOTE=SinineSiil;36382950]Does anyone have a idea why this site is down? [url]http://foto.zita.bedeicidenbf/[/url] It was best source for gun reference pictures.[/QUOTE] That's a pretty weird top level domain... There's a photo upload site called [url]http://foto.zita.be/[/url] Sure that's not the one?
[QUOTE=clb;36383049]That's a pretty weird top level domain... There's a photo upload site called [url]http://foto.zita.be/[/url] Sure that's not the one?[/QUOTE] It might be that site, but I want that gun reference album back. It has been on my bookmarks over two years and now it's gone. [editline]18th June 2012[/editline] Weird, my bookmark is actually [url]www.pixagogo.com/DeicideNBF[/url]
Decided this morning, after I got off of work, that I'd sit down and start a new arab city product from the ground up, so I'm starting with much better references and I'm interested to see where it goes. Also for anyone who says do something different, my answer is money. [IMG]http://i14.photobucket.com/albums/a345/ajackss/bored.png?t=1340047422[/IMG] Pretty plain but that is what passes as a school in iraq.
[QUOTE=Ajacks;36385643]Decided this morning, after I got off of work, that I'd sit down and start a new arab city product from the ground up, so I'm starting with much better references and I'm interested to see where it goes. Also for anyone who says do something different, my answer is money. [img]http://i14.photobucket.com/albums/a345/ajackss/bored.png?t=1340047422[/img][/QUOTE] You made that... Since this morning. You're amazing.
[QUOTE=Ajacks;36385643]Decided this morning, after I got off of work, that I'd sit down and start a new arab city product from the ground up, so I'm starting with much better references and I'm interested to see where it goes. Also for anyone who says do something different, my answer is money. [IMG]http://i14.photobucket.com/albums/a345/ajackss/bored.png?t=1340047422[/IMG] Pretty plain but that is what passes as a school in iraq.[/QUOTE] What ever happened to the NYC stuff?
[QUOTE=areolop;36385674]What ever happened to the NYC stuff?[/QUOTE] I'm going to guess money. Because that's what Ajacks said above.
[QUOTE=Ajacks;36385643]Decided this morning, after I got off of work, that I'd sit down and start a new arab city product from the ground up, so I'm starting with much better references and I'm interested to see where it goes. Also for anyone who says do something different, my answer is money. [IMG]http://i14.photobucket.com/albums/a345/ajackss/bored.png?t=1340047422[/IMG] Pretty plain but that is what passes as a school in iraq.[/QUOTE] Where/how do you get your textures?
Just made my first ever rig. :dance: Never thought that it would be so fun to play with it afterwards.
Working on an HD/lowpoly remake of the deku shield. [IMG]http://puu.sh/BV4C[/IMG] [IMG]http://24.media.tumblr.com/tumblr_m5u0w5AQXf1r6xotxo1_1280.png[/IMG] 400tris
[QUOTE=Ajacks;36385643]Decided this morning, after I got off of work, that I'd sit down and start a new arab city product from the ground up, so I'm starting with much better references and I'm interested to see where it goes. Also for anyone who says do something different, my answer is money. [IMG]http://i14.photobucket.com/albums/a345/ajackss/bored.png?t=1340047422[/IMG] Pretty plain but that is what passes as a school in iraq.[/QUOTE] Do your Arab-themed assets make more money than your other assets or something? Just curious, great texturing work.
I said I was going to take a break from the shoe but I figured I might as well do some tweaking based on comments. I went ahead and did the shoelace texture too. I'll do the stitching bump/disp at some later point in time. [IMG]http://img407.imageshack.us/img407/1254/shei.jpg[/IMG] [IMG]http://img191.imageshack.us/img191/3851/lacem.jpg[/IMG]
damn that's looking pretty good dude. it almost looks photo realistic. [editline]18th June 2012[/editline] the specularity gives it out though, i guess.
Hmm you're right. It is weird Here's the real one. It's not quite that glossy in reality though they've probably polished it for the photo. It looks like i may have to use the leather bump as a specular map to create this effect? My sole is too thin too. Laces are not wide enough either. ughgh tweaking takes foreever. [img]http://www.suprafootwear.com/images/storage/image/FA11_Vaider_S28058_BKW_Profile.jpg[/img]
Now that I've seen the real one, I am now disappointed in the stitching. Still an awesome model nevertheless
What stitching? My model doesn't have stitching.
While the render's good, the model itself is lacking as you haven't really followed the actual shoe very well. It looks as though your shoe is made of pieces of leather, whereas the actual one has padding, resulting in far less flat geometry.
It looks like that because it doesn't have the stitching yet which is what gives it that bulgey padded look.
No it's not. You can clearly see the curvature of the strap in the real one: [t]http://www.suprafootwear.com/images/storage/image/FA11_Vaider_S28058_BKW_Profile.jpg[/t] Which is completely absent in yours: [t]http://img407.imageshack.us/img407/1254/shei.jpg[/t]
Yeah, and that's because without the stitching it isn't compressing it which is why it has that depth. If you just lay a blanket on a bed it will look flat, if you tie a rope around the bed it'll squeeze it and give it that lumpyish depth you're talking about. Same with the stitching.
So you intend on actually adding the stitching as geometry, not just in the texture?
No i'm going to use maps not modeling, either will do it in mudbox or handmake them in photoshop like i prefer with nonorganic objects. It will have the same effect either way. Also i'm basing the shoe off the one i have in my hand rather than the stock photos. I'm just using the stock photos to put into 3dsmax as easier to use references than holding up a shoe infront of the screen :P . The shoe, like most clothing items, doesn't look quite the same in person. It's alot more matte and has less depth in the grain and is more flat as well. The pictures on the online store are highly touched up and probably have a bunch of 'makeup' on the shoes (kinda like when they put glue in milk and cereal shots and stuff) [editline]19th June 2012[/editline] Oh the straps. They do flare out. I suppose my lighting setup made them look straight but they do flare out. I think I might flare them out a little bit more though. I'm not very good at making light setups. It seems I also blew out the laces and toe texture with the lighting too. I also mixed in a large-scale noise map to give a subtle lumpyness to the leather. I think it improves it significantly. Catches the light more and looks more soft and less like plastic. [img]http://img32.imageshack.us/img32/3566/newangleonlife.jpg[/img] I am impressed at how pretty and realistic my suede is though. [img]http://img812.imageshack.us/img812/1782/suede3.jpg[/img]
[QUOTE=TonyP;36391636]No i'm going to use maps not modeling, either will do it in mudbox or handmake them in photoshop like i prefer with nonorganic objects. It will have the same effect either way. Also i'm basing the shoe off the one i have in my hand rather than the stock photos. I'm just using the stock photos to put into 3dsmax as easier to use references than holding up a shoe infront of the screen :P . The shoe, like most clothing items, doesn't look quite the same in person. It's alot more matte and has less depth in the grain and is more flat as well. The pictures on the online store are highly touched up and probably have a bunch of 'makeup' on the shoes (kinda like when they put glue in milk and cereal shots and stuff) [editline]19th June 2012[/editline] Oh the straps. They do flare out. I suppose my lighting setup made them look straight but they do flare out. I think I might flare them out a little bit more though. I'm not very good at making light setups. It seems I also blew out the laces and toe texture with the lighting too. I also mixed in a large-scale noise map to give a subtle lumpyness to the leather. I think it improves it significantly. Catches the light more and looks more soft and less like plastic. I am impressed at how pretty and realistic my suede is though. [/QUOTE] I'm not a fan of this style in reality but damn those are pretty.
[IMG]http://i.imgur.com/61C12.png[/IMG] i am so bored right now
[img]http://www.cosplayisland.com/files/costumes/4330/56185/CI_56185_1326204150.gif[/img] ?
[img]http://scratch.mit.edu/static/projects/PandaGuy/1325902_med.png[/img] ?
[img]https://dl.dropbox.com/u/3975474/unitytest.JPG[/img] So, today I wanted to learn how to use "for" loops and this is what i ended up with. It's a script that generates minecraftish terrain from boxes using an image that's been also generated inside unity using a perlin function. You can change the chunk dimensions as you wish and modify a few parameters that's used inside the perlin map generation. Oh and I also learned how to make editor scrips, so you can see that custom "Tools" tab, it contains a few buttons that lets you generate the chunk inside the editor and save it as a prefab. Using a bit different setting here. [t]https://dl.dropbox.com/u/3975474/unitytest2.JPG[/t]
[QUOTE=TonyP;36391636]No i'm going to use maps not modeling, either will do it in mudbox or handmake them in photoshop like i prefer with nonorganic objects. It will have the same effect either way. Also i'm basing the shoe off the one i have in my hand rather than the stock photos. I'm just using the stock photos to put into 3dsmax as easier to use references than holding up a shoe infront of the screen :P . The shoe, like most clothing items, doesn't look quite the same in person. It's alot more matte and has less depth in the grain and is more flat as well. The pictures on the online store are highly touched up and probably have a bunch of 'makeup' on the shoes (kinda like when they put glue in milk and cereal shots and stuff) [editline]19th June 2012[/editline] Oh the straps. They do flare out. I suppose my lighting setup made them look straight but they do flare out. I think I might flare them out a little bit more though. I'm not very good at making light setups. It seems I also blew out the laces and toe texture with the lighting too. I also mixed in a large-scale noise map to give a subtle lumpyness to the leather. I think it improves it significantly. Catches the light more and looks more soft and less like plastic. [img]http://img32.imageshack.us/img32/3566/newangleonlife.jpg[/img] I am impressed at how pretty and realistic my suede is though. [img]http://img812.imageshack.us/img812/1782/suede3.jpg[/img][/QUOTE] imo the suede looks more rendered.
[QUOTE=nVidia;36411777][img]https://dl.dropbox.com/u/3975474/unitytest.JPG[/img] So, today I wanted to learn how to use "for" loops and this is what i ended up with. It's a script that generates minecraftish terrain from boxes using an image that's been also generated inside unity using a perlin function. You can change the chunk dimensions as you wish and modify a few parameters that's used inside the perlin map generation. Oh and I also learned how to make editor scrips, so you can see that custom "Tools" tab, it contains a few buttons that lets you generate the chunk inside the editor and save it as a prefab. Using a bit different setting here. [t]https://dl.dropbox.com/u/3975474/unitytest2.JPG[/t][/QUOTE] Teach me master (I've been trying to do the same thing for weeks, my main problem is optimization because I can't figure out how to join meshes so it's making a draw call for every single face)
[QUOTE=DeanWinchester;36413973]Teach me master (I've been trying to do the same thing for weeks, my main problem is optimization because I can't figure out how to join meshes so it's making a draw call for every single face)[/QUOTE] You just need to have dynamic and static batching enabled. Batchable objects must have the same geometry and material and also quite a low vertex count. I had thousands of drawcalls when I just changed instance color, but then i just made materials with different colors and used them instead and now I have about 80 drawcalls.
Sorry, you need to Log In to post a reply to this thread.