• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=dookster;36456916]Hey guys, quick questions. I haven't got much experience with using Alpha channels and was wondering the best way to use them properly for this kind of scenario (The spokes). [IMG]http://i.cubeupload.com/N3aOTT.png[/IMG] Also, what's up with my specular? It's using the UV shell but nothing else and the UV shell shouldn't even be there as it's not on the specular map? [IMG]http://i.cubeupload.com/98mIRS.png[/IMG][/QUOTE] When you save out unwraps, the wireframe is also in the Alpha on the TGA This is looking great also, you should bake some AO on it to make it look even cooler
1836 polys so far. Not sure how I feel about the front grip, though I'm not sure what to do with it right now. [IMG]http://i47.tinypic.com/2u5fk9d.jpg[/IMG]
Decided to have a go at remaking my bolt pistol in semi low poly and actually texturing it. [IMG]https://dl.dropbox.com/u/43356210/Modelphotos/boltpistol2.png[/IMG] I am going to start uv'ing tomorrow.
[QUOTE=IrregularToasty;36466043]1836 polys so far. Not sure how I feel about the front grip, though I'm not sure what to do with it right now. [IMG]http://i47.tinypic.com/2u5fk9d.jpg[/IMG][/QUOTE] Everything is way too blocky.
[QUOTE=IrregularToasty;36466043]1836 polys so far. Not sure how I feel about the front grip, though I'm not sure what to do with it right now. [IMG]http://i47.tinypic.com/2u5fk9d.jpg[/IMG][/QUOTE] You know your method of modelling? Stop that and learn a new one.
[QUOTE=~ZOMG;36467148]You know your method of modelling? Stop that and learn a new one.[/QUOTE] IMO that's a bit harsh. Pointing out what you think is wrong with it and how to fix it would probably be more helpful and encouraging.
I don't mean to be mean but it would seem he is using a technique called (I think) box modelling, which from experience from modelling and seeing many newbies attempt that method, is pretty shit. He should look into a new method or just experiment.
i think that's what we learned to do during my one class i had i always knew teachers were full of shit
It's not necessarily a bad technique, just, in my opinion, inferior to a technique such as line modelling. It doesn't give you as much control.
[QUOTE=~ZOMG;36467534]It's not necessarily a bad technique, just, in my opinion, inferior to a technique such as line modelling. It doesn't give you as much control.[/QUOTE] hate to ask, but any good tuts for line modelling? wanna maybe get into it
I'm probably not the best person to ask, but what program are you using?
well none to model yet, only edit them. 3dsmax [editline]24th June 2012[/editline] but if there's any that's easier to use i'm open to change
I've realised I'm a moron; I didn't mean line modelling, I meant edge modelling (again, I'm not sure that's right, I'm no expert on the matter). Rusty, I had quick look around youtube and this tutorial for modelling a human face looks pretty good. Even though it's for Maya, the technique is universal. It also teaches the basics of modelling a human face, which is a very nice thing to get down. [video=youtube;FXdZfxmM-3Q]http://www.youtube.com/watch?v=FXdZfxmM-3Q[/video] [editline]24th June 2012[/editline] Thought this was quite interesting, although unrelated: [img]http://i4.photobucket.com/albums/y121/wootmonkey/elbow_test.jpg[/img]
[QUOTE=Rusty100;36467983]well none to model yet, only edit them. 3dsmax [editline]24th June 2012[/editline] but if there's any that's easier to use i'm open to change[/QUOTE] Polymodel dat shit sonnnnnn. Box modeling is way to messy man EDIT: Starting a highpoly car, the Daihatsu Move! [IMG]http://i.minus.com/iAIyQR2znrSvv.png[/IMG]
[QUOTE=Rusty100;36467433]i think that's what we learned to do during my one class i had i always knew teachers were full of shit[/QUOTE] Uhh, primitive based modelling is perfectly fine and methods of modelling depend on what you are creating, I and probably most experienced modellers here use this method on certain objects. That gun could probably in under ten steps be rounded off in the areas that need to be rounded and looking perfect. Oh and there's no Wright or wrong way of doing things, just faster and better.
Small update: Making a Mario model within Zbrush, but the eyes are so damn hard to do :/ Need to find a tutorial about making good looking eyes or something... [IMG]http://i.imgur.com/j8ubR.png[/IMG]
Okay, what is line modeling, and how is it different from box and subdivision modeling?
I think box is fine just you have to do more at the end to remove the box-ness [editline]24th June 2012[/editline] and it's quite messy
[QUOTE=Canary;36470729]Uhh, primitive based modelling is perfectly fine and methods of modelling depend on what you are creating, I and probably most experienced modellers here use this method on certain objects. That gun could probably in under ten steps be rounded off in the areas that need to be rounded and looking perfect. Oh and there's no Wright or wrong way of doing things, just faster and better.[/QUOTE] Got to agree. I tend to use a mix of Box, Poly and Spline modelling.
[QUOTE=dookster;36471749]Got to agree. I tend to use a mix of Box, Poly and Spline modelling.[/QUOTE] Yep, on some shapes it is way to trivial to try to box or poly model it so I just use splines and extrude. I use it very sparingly but there is no reason not to use all the tools.
I managed to get my Alpha problems sorted using help from TJ062, can't see it here, but it does work! :v: My Cart in UDK: [t]https://dl.dropbox.com/u/26739117/3d/kousei/UDK/ramen_udk_front.png[/t] [t]https://dl.dropbox.com/u/26739117/3d/kousei/UDK/ramen_udk_back.png[/t] I realise you're probably all sick of me posting this, but no deadlines had made me work very slowly on it.
[QUOTE=Canary;36470729]Uhh, primitive based modelling is perfectly fine and methods of modelling depend on what you are creating, I and probably most experienced modellers here use this method on certain objects. That gun could probably in under ten steps be rounded off in the areas that need to be rounded and looking perfect. Oh and there's no Wright or wrong way of doing things, just faster and better.[/QUOTE] This. I use box modelling for a lot of stuff. The only times you shouldn't use it is when something has a ton of curves (e.g. a face or maybe a body). Box modelling is great for a lot of things, and no technique should be shot down because someone made a blocky model. [editline]24th June 2012[/editline] [QUOTE=dookster;36471932]I managed to get my Alpha problems sorted using help from TJ062, can't see it here, but it does work! :v: My Cart in UDK: I realise you're probably all sick of me posting this, but no deadlines had made me work very slowly on it.[/QUOTE] It does look quite nice in-game! Perhaps a specular map for the ceramic/metal bits would be nice.
[QUOTE=Dr. Evilcop;36471938]This. I use box modelling for a lot of stuff. The only times you shouldn't use it is when something has a ton of curves (e.g. a face or maybe a body). Box modelling is great for a lot of things, and no technique should be shot down because someone made a blocky model. [editline]24th June 2012[/editline] It does look quite nice in-game! Perhaps a specular map for the ceramic/metal bits would be nice.[/QUOTE] Cheers. It's a REALLY basic spec just now, going to be fixing it tomorrow.
Also I made this with box modelling, I have a finished one but it's on my other Windows install so here's the earlier version... [img]http://img803.imageshack.us/img803/8913/benchwip.png[/img] Basically the the black part was literally a box which I cut the top face of and extruded the lines creating many boxes from it which I ended up chamfering and bevelling in some areas to the point where it's all smooth.
Box modelling is pretty good to get a basemesh with even distribution for sculpting too. Every technique has its place if you use it in the right situation imo.
im sorry guys. i need help here, see, i want to merge 4 textures into one, i have been told that i can do that with uvw unwrap...but i dont know how... [IMG]http://i895.photobucket.com/albums/ac158/falcont2t/Untitled-9.png[/IMG]
[QUOTE=autodesknoob;36473150]im sorry guys. i need help here, see, i want to merge 4 textures into one, i have been told that i can do that with uvw unwrap...but i dont know how... [IMG]http://i895.photobucket.com/albums/ac158/falcont2t/Untitled-9.png[/IMG][/QUOTE] You need to scale down the UVs and rearrange them to fit the box. Then, you'll have to do the same to the texture with an image editor to match the new UV coordinates.
[QUOTE=woolio1;36471533]Okay, what is line modeling, and how is it different from box and subdivision modeling?[/QUOTE] line modeling is edge modeling. You just extrude polys from an edge. Box modeling means starting off with a box and extruding faces. Subdivision modeling is using a subdivided cage that can be modeled however you want. So what that means is you can start with a box, box model and extrude faces, then use edge modeling to extrude polys from that and finish it up with some subdivision. subd modeling is all about the technique of modeling polygons to have a perfect shape. usually it's hardsurface stuff. [editline]24th June 2012[/editline] [QUOTE=Dr. Evilcop;36473371]You need to scale down the UVs and rearrange them to fit the box. Then, you'll have to do the same to the texture with an image editor to match the new UV coordinates.[/QUOTE] Nah don't do that. Set up two UV channels. One with the original uvs and one with new uvs. Then do a render to texture to just automatically make the new texture.
[QUOTE=Dr. Evilcop;36473371]You need to scale down the UVs and rearrange them to fit the box. Then, you'll have to do the same to the texture with an image editor to match the new UV coordinates.[/QUOTE] like this? [IMG]http://i895.photobucket.com/albums/ac158/falcont2t/y.png[/IMG] the ohter part..well, i really dont know how
[QUOTE=autodesknoob;36473150]im sorry guys. i need help here, see, i want to merge 4 textures into one, i have been told that i can do that with uvw unwrap...but i dont know how... [IMG]http://i895.photobucket.com/albums/ac158/falcont2t/Untitled-9.png[/IMG][/QUOTE] How in the fuck did you get MP3 character models
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