I want your methods. I never get it to look as nice as that. :(
[QUOTE=Juniez;36549258]but why would rust only exist on edges[/QUOTE]
i meant any kind of wear and tear but i chose to say rust
[editline]29th June 2012[/editline]
also my bad guys, shouldn't have talked about drug use. i dont usually do that
Cool gun man, the edges might be a bit to soft though.. i dunno.
Also, started on my Daihatsu Move, I'm gonna transform it into a cool racing car thing.
[IMG]http://i.minus.com/iBN7KImAmm2b8.png[/IMG]
Been playing quite a bit of Battlefield Bad Company 2: Vietnam lately so I decided to put it to use and I made my own Vietnamese shack this evening. I think I might make a whole Vietnam product now, it's entertaining and challenging.
[img]http://i14.photobucket.com/albums/a345/ajackss/vietnam_shack.png?t=1341028096[/img]
I just slep for damn near 24 hours, and haven't got a single damn thing done. I need to start sleeping normal hours...
[QUOTE=Ajacks;36559241]Been playing quite a bit of Battlefield Bad Company 2: Vietnam lately so I decided to put it to use and I made my own Vietnamese shack this evening. I think I might make a whole Vietnam product now, it's entertaining and challenging.
[img]http://i14.photobucket.com/albums/a345/ajackss/vietnam_shack.png?t=1341028096[/img][/QUOTE]
You are amazing, sir. Share with us your secrets.
How would i go about doing this in Maya (2013)?
[img]http://niggaupload.com/images/NTH20.jpg[/img]
[IMG]http://i46.tinypic.com/xekkyb.png[/IMG]
Not so proud of it, could have been improved alot
[QUOTE=asXas;36561152]How would i go about doing this in Maya (2013)?
[img]http://niggaupload.com/images/NTH20.jpg[/img][/QUOTE]
Just make a cylinder that has loads of segments then select every polygon and bevel them.
what would be a good way to make an animated laser beam?(in blender)(video tutorial)
[QUOTE=nVidia;36561494]Just make a cylinder that has loads of segments then select every polygon and bevel them.[/QUOTE]
How would you do it if you wanted to subdivide it?
Also, how does one achieve a subdivided square based pyramid that can be tiled?
[QUOTE=~ZOMG;36562298]How would you do it if you wanted to subdivide it?
Also, how does one achieve a subdivided square based pyramid that can be tiled?[/QUOTE]
Create a plane. Divide it in squares. Create the bevels and such, subdivide it, then use a Bend modifier to bend it in shape and weld the seam.
I've never quite got the hang of bending geometry in Maya. It never quite meets up and it drives me mad.
Surely just bevel inner, then extrude out a bit?
[QUOTE=Ajacks;36559241]Been playing quite a bit of Battlefield Bad Company 2: Vietnam lately so I decided to put it to use and I made my own Vietnamese shack this evening. I think I might make a whole Vietnam product now, it's entertaining and challenging.
[img]http://i14.photobucket.com/albums/a345/ajackss/vietnam_shack.png?t=1341028096[/img][/QUOTE]
Share where you get your textures from, please.
[QUOTE=ZombieDawgs;36563563]Share where you get your textures from, please.[/QUOTE]
he's got chinese kids who take pictures for him whenever he wants.
[QUOTE=ZombieDawgs;36563563]Share where you get your textures from, please.[/QUOTE]
Dunno where he gets them, but CG Textures is pretty great.
Start of my first ever Blender model.
Only other thing I've used was 3DS Max in school a few years ago, and I was shit at it then.
[t]http://dl.dropbox.com/u/18418859/Models/PT320-001.png[/t]
[t]http://dl.dropbox.com/u/18418859/Models/PT320-002.png[/t]
[t]http://dl.dropbox.com/u/18418859/Models/PT320-003.png[/t]
[t]http://dl.dropbox.com/u/18418859/Models/PT320-004.png[/t]
All and all I think this is already going better than when I was at my best in 3DS Max and I've only been using this since... 5 hours ago.
There is probably a lot wrong with this, but hey, I know I have millions of things yet to learn.
Two more pics
[t]http://dl.dropbox.com/u/18418859/Models/PT320-005.png[/t]
[t]http://dl.dropbox.com/u/18418859/Models/PT320-006.png[/t]
[QUOTE=Rastadogg5;36569413]Start of my first ever Blender model.
Only other thing I've used was 3DS Max in school a few years ago, and I was shit at it then.
All and all I think this is already going better than when I was at my best in 3DS Max and I've only been using this since... 5 hours ago.
There is probably a lot wrong with this, but hey, I know I have millions of things yet to learn.[/QUOTE]
Lookin' great, topology on the ends could be better though.
[QUOTE=Dr. Evilcop;36571262]Lookin' great, topology on the ends could be better though.[/QUOTE]
I worked on that actually, let me get a pic of them.
[t]http://dl.dropbox.com/u/18418859/Models/PT320-007.png[/t]
[t]http://dl.dropbox.com/u/18418859/Models/PT320-008.png[/t]
How is that?
[QUOTE=Rastadogg5;36571309]I worked on that actually, let me get a pic of them.
How is that?[/QUOTE]
MUCH better. Have you learned how to use Blender's smoothing groups yet?
[editline].[/editline]
Also avoid ngons, they're awful and if you export them it could be not good.
[QUOTE=Dr. Evilcop;36571447]MUCH better. Have you learned how to use Blender's smoothing groups yet?[/QUOTE]
No, but that's actually what I was planning on figuring out next.
[editline]30th June 2012[/editline]
[QUOTE=Dr. Evilcop;36571447]MUCH better. Have you learned how to use Blender's smoothing groups yet?
[editline].[/editline]
Also avoid ngons, they're awful and if you export them it could be-not good.[/QUOTE]
What are ngons?
[QUOTE=Rastadogg5;36571461]No, but that's actually what I was planning on figuring out next.
[editline]30th June 2012[/editline]
What are ngons?[/QUOTE]
Ngons are polygons with more than four vertexes. This one highlighted in red is one:
[t]https://dl.dropbox.com/u/22565769/ngonSCUM.png[/t]
They're generally just bad practice because they're the most prone to rendering errors, and since most game engines use only triangles, the automatic conversion of ngons to tris is usually pretty nasty.
For smoothing groups in Blender, set the model to smooth, and add an edge split modifier. You can use the automatic one that works off of angles, or select an edge, press Ctrl + E, and click mark sharp to cut up the smoothing groups (if you don't want to use the automatic thing, unclick "angles".)
[IMG]http://i47.tinypic.com/szznrq.jpg[/IMG]
Picked this up as a little project to get myself back into the modeling and rendering. The bed is shitty, gonna redo the frame at least. This is the smallest bedroom of a 3 bedroom apartment I modeled. I'll do a quick overview render later on. so far though, I'm pleased considering it's been years since I've tired to sit down and model something substantial.
Everytime I see one of you post a project it makes me want to start/learn 3D modelling again.
I seriously need to take a class though to learn all of it since trying to learn it by myself never seems to end well.
[t]http://dl.dropbox.com/u/18418859/Models/PT320-011.png[/t]
[t]http://dl.dropbox.com/u/18418859/Models/PT320-012.png[/t]
[t]http://dl.dropbox.com/u/18418859/Models/PT320-013.png[/t]
Topology, mostly on the sides, needs a lot of work.
I hope that slide was modeled separately from the rest of the gun
[QUOTE=Juniez;36572944]I hope that slide was modeled separately from the rest of the gun[/QUOTE]
[del]8 hours experience, get off my case.[/del]
[del](I did however, realize that would be a much better idea about 10 minutes ago, and am going to attempt to fix that :v:)[/del]
Yes of course it is, what do you take me for?
Here it is a smooth and pretty!
[T]http://dl.dropbox.com/u/18418859/Models/pt320complete.png[/T]
I think I can call this a successful first model.
[sp]Help, it's melting, I don't know what to do. Oh god it's horrible.[/sp]
[QUOTE=Rastadogg5;36572982][del]8 hours experience, get off my case.[/del]
[del](I did however, realize that would be a much better idea about 10 minutes ago, and am going to attempt to fix that :v:)[/del]
Yes of course it is, what do you take me for?
Here it is a smooth and pretty!
[T]http://dl.dropbox.com/u/18418859/Models/pt320complete.png[/T]
I think I can call this a successful first model.
[sp]Help, it's melting, I don't know what to do. Oh god it's horrible.[/sp][/QUOTE]
Subdivide it, and it'll fix your problem :)
The model you have now looks to be a good low-poly, although there's probably more edges you could have deleted if you wanted to make a low-poly model.
BUT!! Now, subdivide it and make a high-poly!! Then bake it!
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