blueprints, no. but for reference i would just look at pictures of castles, make a unique design, and make it modular.
[QUOTE=~ZOMG;36612221][img]http://filesmelt.com/dl/GEOM.png[/img]
Also, some sublte AO couldn't hurt.[/QUOTE]
Do you realize that you didn't reduce the poly count... With the new edges, you'd still have five. And the way it is right now is cleaner then having edges all over the place.
[QUOTE=~ZOMG;36612221][img]http://filesmelt.com/dl/GEOM.png[/img]
Also, some sublte AO couldn't hurt.[/QUOTE]
I think two or three extra polygons is well worth the much better topology.
what needs to happen is all of those edges that don't define anything get removed. the topology for low poly should never be more than is needed.
[QUOTE=DOG-GY;36616549]what needs to happen is all of those edges that don't define anything get removed. the topology for low poly should never be more than is needed.[/QUOTE]
Then again, wouldn't that get messy in-engine?
I know naughty dog's engine doesn't worry about polygons, but Vertex count. But UDK triangulates everything, well.. So does Naughty dog Engine, but regardless.
Wouldn't it be easier for the engine to have a clean model to triangulate in the first place?
[QUOTE=~ZOMG;36612221][img]http://filesmelt.com/dl/GEOM.png[/img]
Also, some sublte AO couldn't hurt.[/QUOTE]
Oh yeah, I didn't notice that the edges on the top part aren't actually doing anything, I'll weld them together there. And I don't want to add AO cause I'm going for a kind of flat but kinda cell-shaded look, AO would totally get rid of that.
[QUOTE=Domino;36616727]Then again, wouldn't that get messy in-engine?
I know naughty dog's engine doesn't worry about polygons, but Vertex count. But UDK triangulates everything, well.. So does Naughty dog Engine, but regardless.
Wouldn't it be easier for the engine to have a clean model to triangulate in the first place?[/QUOTE]
Nah, it's fine for the engine. Every engine triangulates everything, even modeling apps. They just display in quads, but you don't really want that for games. Ideally a model should be triangulated before being put ingame, especially if it's a normal mapped asset because any difference between triangulation in the program the model was made in versus the engine will mean that the model looks way wrong.
[QUOTE=Domino;36616411]Do you realize that you didn't reduce the poly count... With the new edges, you'd still have five. And the way it is right now is cleaner then having edges all over the place.[/QUOTE]
Remove the edges circled in the top image labelled "unnecessary edges".
I thought that was pretty obvious...
[QUOTE=Domino;36616411]Do you realize that you didn't reduce the poly count... With the new edges, you'd still have five. And the way it is right now is cleaner then having edges all over the place.[/QUOTE]
You'd still have five?
Five quads =/= five triangles. He did reduce the polycount.
Don't give advice about lowpoly if you don't understand it. ~ZOMG is right about the optimization even if it only saves a few polys.
So... how many of the artists in here have had actual classes/training. (And what type I guess.)
The kind or "caliber" that you normally have to pay for. Or have been taught by a sort of "mentor" who had classes/training.
I'm just asking since with classes, they normally teach you things you don't know why you do until later on. Eventually leading to you doing very clean/efficient work habitually.
(Though there are exceptions.)
[QUOTE=Forge43;36626423]So... how many of the artists in here have had actual classes/training. (And what type I guess.)
The kind or "caliber" that you normally have to pay for. Or have been taught by a sort of "mentor" who had classes/training.
I'm just asking since with classes, they normally teach you things you don't know why you do until later on. Eventually leading to you doing very clean/efficient work habitually.
(Though there are exceptions.)[/QUOTE]
Probably not many people, it's not like classes can help people to be creative really. Learning the tools is easy compared to actually making something good with them.
That's why I never model, I don't have the creativity or patience - but I still know what I'm doing if I need to do it.
[QUOTE=Forge43;36626423]So... how many of the artists in here have had actual classes/training. (And what type I guess.)
The kind or "caliber" that you normally have to pay for. Or have been taught by a sort of "mentor" who had classes/training.
I'm just asking since with classes, they normally teach you things you don't know why you do until later on. Eventually leading to you doing very clean/efficient work habitually.
(Though there are exceptions.)[/QUOTE]
Really the only thing any art class can teach you is techniques. It's up to you to channel your creativity through the tools provided.
I don't know why people bother to teach others around here since everybody thinks they know it all anyway. Read more, get experience and find stuff out before you start shitting on people who know what they're talking about.
DOG-GY and ~ZOMG are right and the guys rating dumb/funny obviously think they know more than they do.
[QUOTE=MaroonMak;36601537]Once again, I am having some more troubles with UVW Unwrapping and Texturing. I get this weird problem along the lines of my texture. I also get this really weird dark effect on some places. I have been told to add more padding, but that doesn't work. I can use pictures to better explain it.
[IMG]http://puu.sh/FtK3[/IMG][IMG]http://puu.sh/FtKq[/IMG][IMG]http://puu.sh/FtJe[/IMG][IMG]http://puu.sh/FtM3[/IMG](The parameters)[IMG]http://puu.sh/FtNU[/IMG](The texture)
Anybody know how to fix it? Thanks in advance.[/QUOTE] Still having this problem, I did what Juniez said and put the padding up to 9, but it still did not work.
[QUOTE=ben_lind;36623721]You'd still have five?
Five quads =/= five triangles. He did reduce the polycount.
Don't give advice about lowpoly if you don't understand it. ~ZOMG is right about the optimization even if it only saves a few polys.[/QUOTE]
Well, a hit and miss on my behalf then.
I won't stop giving advices, but I hope to get corrected like this when I'm wrong :)
When it comes to teaching/learning stuff by a mentor/class.
They can only teach you the tool.
Most of your experience comes from watching countless tutorials anyway. :P
So taking classes in 3Ds Max isn't really needed.
I took a class in learning 3Ds Max and in my opinion, taking classes is an excellent way of learning how to work with 3D.
But not sure if it was worth paying 16500 USD for it.
[QUOTE=Domino;36630582]Well, a hit and miss on my behalf then.
I won't stop giving advices, but I hope to get corrected like this when I'm wrong :)
When it comes to teaching/learning stuff by a mentor/class.
They can only teach you the tool.
Most of your experience comes from watching countless tutorials anyway. :P
So taking classes in 3Ds Max isn't really needed.
I took a class in learning 3Ds Max and in my opinion, taking classes is an excellent way of learning how to work with 3D.
But not sure if it was worth paying 16500 USD for it.[/QUOTE]
I didn't tell you to stop giving advice but correcting what's not even wrong in the first place seems quite arrogant and bugged me is all. Also getting crap for trying to back someone up who's right seems a bit odd. I'm glad you don't have your head up your ass like some people around here seem to. Admitting you're wrong when you're wrong is admirable in my opinion.
The value of taking classes is really hard to tell beforehand because it can vary so much. I've never paid for any classes and thinking about it I really wouldn't have paid much for the stuff I've got from school. I've probably learned more from fellow students than my teachers really.
And yeah Eeshton you can rate me dumb all you want still doesn't make me wrong or you any less stupid.
[QUOTE=ben_lind;36630796]I didn't tell you to stop giving advice but correcting what's not even wrong in the first place seems quite arrogant and bugged me is all. Also getting crap for trying to back someone up who's right seems a bit odd. I'm glad you don't have your head up your ass like some people around here seem to. Admitting you're wrong when you're wrong is admirable in my opinion.
The value of taking classes is really hard to tell beforehand because it can vary so much. I've never paid for any classes and thinking about it I really wouldn't have paid much for the stuff I've got from school. I've probably learned more from fellow students than my teachers really.
And yeah Eeshton you can rate me dumb all you want still doesn't make me wrong or you any less stupid.[/QUOTE]
You pretty much told me to stop, not directly but indirectly :P
[QUOTE=ben_lind;36623721]Don't give advice about lowpoly if you don't understand it.[/QUOTE]
Sometimes I can be very stubborn and trying to lock myself in on what I believe is right.
And I understand that I might have seemed to be arrogant, but it's just me not having that good experience with modeling, especially low-poly.
I admit that I don't have much experience with low-poly, and since I'm gonna become an animator, I don't really know how much knowledge of topology I really need.
The reason I commented the way I did, was because what I've heard about low-poly stuff is that the model should look as clean as possible. Therefor it seemed that the optimization looked worse then the current topology.
[QUOTE=~ZOMG;36618480]Remove the edges circled in the top image labelled "unnecessary edges".
I thought that was pretty obvious...[/QUOTE]
I forgot to reply to you about this, it was obvious that the circled edges was gonna be removed, I was just thinking that your example was a lot messier, but when I look at it right now, you reduced the tri-count by 14.
[QUOTE=ben_lind;36630796]And yeah Eeshton you can rate me dumb all you want still doesn't make me wrong or you any less stupid.[/QUOTE]
Well isn't this a fat lot of unnecessary drama.
[QUOTE=Dr. Evilcop;36631100]Well isn't this a fat lot of unnecessary drama.[/QUOTE]
Actually no, IMO this gives everyone a better insight if they are in the same boat as me.
bit spammy but here's the final render!!
[t]http://media.moddb.com/images/members/1/96/95390/ks23finalrender.png[/t]
[QUOTE=Domino;36631064]You pretty much told me to stop, not directly but indirectly :P
[/QUOTE]
Well I meant advice that wasn't right. Maybe I worded it a bit rudely, sorry.
[QUOTE=Dr. Evilcop;36631100]Well isn't this a fat lot of unnecessary drama.[/QUOTE]
Well not really.
Some people seem to go on a tantrum and start calling everybody who try to give correct info stupid just because they don't like being wrong. Judging from your reactions it seems like you fit that description pretty well too.
[QUOTE=ben_lind;36631283]Well not really.
Some people seem to go on a tantrum and start calling everybody who try to give correct info stupid just because they don't like being wrong. Judging from your reactions it seems like you fit that description pretty well too.[/QUOTE]
When did I say you were wrong? Yes, the triangles would of been more optimized. It was my [i]opinion[/i] the few extra polygons were worth keeping the model nice and orderly.
You didn't say so specifically but still thought it was stupid of me to disagree or defend the remark that was unrightfully made fun of. I don't see anything wrong with backing someone who's right even if I was a bit blunt.
Finally got around to using 3ds Max 2013, I don't have V-ray for it though so unfortunately no more renders but viewport snapshots instead:
[img]http://img821.imageshack.us/img821/6530/35416065.jpg[/img]
[QUOTE=Logithx;36632457]Finally got around to using 3ds Max 2013, I don't have V-ray for it though so unfortunately no more renders but viewport snapshots instead:
[IMG]http://img821.imageshack.us/img821/6530/35416065.jpg[/IMG][/QUOTE]
Mental Ray?...
And I would love to see the wire on that beauty!
[QUOTE=Dr. Evilcop;36587419]Oh dear Jesus why are all those polygons there? You didn't listen to TonyP, did you?[/QUOTE]
What does a bunch of unneeded polygons have to do with anything I've said? I never recommended that people add polygons which wouldn't be needed.
What's a good starter gun? I'm not new to modeling just making guns so I want something a bit blocky and simplistic, not extremely detailed.
A glock may be good for you.
Or whatever this is
[img]http://img402.imageshack.us/img402/7373/48230126.jpg[/img]
Lowpoly Toyota Corolla Levin :3
[IMG]http://i.minus.com/ibct3N4mn3Yxen.png[/IMG]
Now for some textures
So cute. It's like PS1 again. You should remove the center loop.
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