• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=Logithx;36704429]I know, just saying. I ran into many problems (especially with large flat surfaces) when using just 1 SM, after baking the lighting the normal map had wierd blobs on it (UDK). Looked a lot better when I added hard edges in areas you don't see.[/QUOTE] [QUOTE=dookster;36707075]Ahh, I was told you need to make the LP all one smoothing group. Any idea why can't seem to render out my normals? I've tried pressing continue but it literally just starts then stops half a second later.[/QUOTE] Replying to both of these because they're both wrong. The low poly model should have smoothing groups where it should have smoothing groups. You don't want shit like 90+ degree edges being smoothed, keep it logical and whatnot. In addition to the low poly you should have a separate projection cage. The projection cage must match the low poly exactly, except for being pushed out as little as possible and then with averaged normals (1 smoothing group). Always use a cage, always explode your meshes before baking. Another reason i hate baking in max is because it's so shit with setting up. xnormal is incredibly easy and has a lot more options for bakes than max.
Week 2 of modeling, learned a few things that make a whole lot more sense than what ever the fuck I was doing before. [t]http://dl.dropbox.com/u/18418859/Models/ss (2012-07-10 at 02.09.23).png[/t] And my topology (I think) makes more sense on this model than my last pistol. [t]http://dl.dropbox.com/u/18418859/Models/ss (2012-07-10 at 02.09.56).png[/t] [sp]Is making a 1911 a modeling cliche?[/sp] Also I'm perfectly well aware of the mirrored chamber.
That looks far too thin. You should always model from at least two references.
[QUOTE=Rastadogg5;36710347]Week 2 of modeling, learned a few things that make a whole lot more sense than what ever the fuck I was doing before. [t]http://dl.dropbox.com/u/18418859/Models/ss (2012-07-10 at 02.09.23).png[/t] And my topology (I think) makes more sense on this model than my last pistol. [t]http://dl.dropbox.com/u/18418859/Models/ss (2012-07-10 at 02.09.56).png[/t] [sp]Is making a 1911 a modeling cliche?[/sp] Also I'm perfectly well aware of the mirrored chamber.[/QUOTE] If you're planning on turbosmoothing it those triangles on the left where the lines all converge will probably give you some issues. Viewport grab from my Thompson. The version I'm modeling is slightly different from other ones because the set of reference pictures I'm using is of a a different version of it. [IMG]https://dl.dropbox.com/u/65410658/thompson2.png[/IMG]
[QUOTE=~ZOMG;36710665]That looks far too thin. You should always model from at least two references.[/QUOTE] I have a few, I realized that already, going to fix that and tweak the curve shapes.
[QUOTE=Dolton;36711108]If you're planning on turbosmoothing it those triangles on the left where the lines all converge will probably give you some issues. Viewport grab from my Thompson. The version I'm modeling is slightly different from other ones because the set of reference pictures I'm using is of a a different version of it. [IMG]https://dl.dropbox.com/u/65410658/thompson2.png[/IMG][/QUOTE] Your edges are a little too hard and that's not what the rear of any Thompson I've seen looks like.
[QUOTE=~ZOMG;36712225]Your edges are a little too hard and that's not what the rear of any Thompson I've seen looks like.[/QUOTE] Back end isn't done. What I have left is the front end of the barrel, back end details (what you pointed out), a few more details around the trigger, the trigger itself, and rivets via floating geometry. I also redid the port where spent casings are ejected to make it accurate. I had originally taken the lazy route but I basically redid the entire area which sucked and make so many n-gons to fix which also screwed up my edge loops. But its fixed for the most part.
[QUOTE=WubWubWompWomp;36686228]Just a question, how'd you get the grid thing on the magazine? I'm working on my first real model. did you use floating geometry or something? absolutely gorgeous model, btw, love it.[/QUOTE] I'm asking this again, just because anyone could help.
[QUOTE=WubWubWompWomp;36716425]I'm asking this again, just because anyone could help.[/QUOTE] Add edge loops around the mag, select the faces, extrude? Perhaps?
Just started blender, and I love it, made this train scene here :> Not finished yet, just a preview render :D [IMG]http://www.abload.de/img/train-render1tszwx.png[/IMG]
Just updated to 3ds 2013, I don't see why UV unwrap won't even resize my faces at all.
There we go :) Sounds fixed, and good to go. [video=youtube;tDKyHYE6XLk]http://www.youtube.com/watch?v=tDKyHYE6XLk[/video] Animated in two days.
Update: [img]http://img11.imageshack.us/img11/1905/render1rf.png[/IMG]
[QUOTE=Domino;36725333]There we go :) Sounds fixed, and good to go. [video=youtube;tDKyHYE6XLk]http://www.youtube.com/watch?v=tDKyHYE6XLk[/video] Animated in two days.[/QUOTE] I've been looking forward to seeing this!
[QUOTE=nemmises5;36726755]I've been looking forward to seeing this![/QUOTE] Thanks :) Considering this took two days, I'm kinda interested in animating tiny projects like this further on. So, any ideas on what could be funny for me to do? :)
How about make a series with Paul? just him doing random simple things and somehow fucking up in the process.
[QUOTE=s0ul0r;36717693]Just started blender, and I love it, made this train scene here :> Not finished yet, just a preview render :D [IMG]http://www.abload.de/img/train-render1tszwx.png[/IMG][/QUOTE] Holy crap what? It took me days to begin to understand the UI at which point I'd got bored and retreated back to Maya.
Why does Turbosmooth do this for me. I have never had any problems with it. I'ts always been predicable with quads. [t]http://i.imgur.com/e9DQp.jpg[/t] [t]http://i.imgur.com/0MJCF.jpg[/t] I'm doing this tutorial. [url]http://www.polycount.com/forum/showthread.php?t=100984[/url]
[QUOTE=~ZOMG;36727757]Holy crap what? It took me days to begin to understand the UI at which point I'd got bored and retreated back to Maya.[/QUOTE] UI? What UI? [t]https://dl.dropbox.com/u/22565769/ShortcutsMasterRace.png[/t] [editline].[/editline] Seriously, it's entirely possible to spend 90% of your time in Blender like that.
[QUOTE=SinineSiil;36727905]Why does Turbosmooth do this for me. I have never had any problems with it. I'ts always been predicable with quads. [t]http://i.imgur.com/e9DQp.jpg[/t] [t]http://i.imgur.com/0MJCF.jpg[/t] I'm doing this tutorial. [url]http://www.polycount.com/forum/showthread.php?t=100984[/url][/QUOTE] make sure there is no hole and no non-manifold geometry.
[QUOTE=~ZOMG;36727757]Holy crap what? It took me days to begin to understand the UI at which point I'd got bored and retreated back to Maya.[/QUOTE] I dunno I came from 3ds max, whereas I find blender way better imho... And also I'm experienced in 3d-engine programming, so Texture coordinates etc. are really not that hard, and the compositng makes a big difference :D
[QUOTE=Maya2008;36727985]make sure there is no hole and no non-manifold geometry.[/QUOTE] I didn't manage to find any bad geometry. Is there any tools for it in 3ds? I guess I need to make it again.
some progress on the rarri, rear needs work I know :p [IMG]http://i.minus.com/iktaJs6TTVzsu.png[/IMG]
[QUOTE=cocknugget;36728312]some progress on the rarri, rear needs work I know :p [IMG]http://i.minus.com/iktaJs6TTVzsu.png[/IMG][/QUOTE] Looks good, but the gradient on the doors could use some work. It looks painted on (assuming it's meant to look beveled).
[QUOTE=SinineSiil;36728297]I didn't manage to find any bad geometry. Is there any tools for it in 3ds? I guess I need to make it again.[/QUOTE] I seldom use max, but for maya, just do fill hole -> merge vertices within tolerance range -> clean up.
[QUOTE=Maya2008;36728379]I seldom use max, but for maya, just do fill hole -> merge vertices within tolerance range -> clean up.[/QUOTE] I'm downloading Maya just to try out cleanup command.
[QUOTE=Domino;36725333]There we go :) Sounds fixed, and good to go. [video=youtube;tDKyHYE6XLk]http://www.youtube.com/watch?v=tDKyHYE6XLk[/video] Animated in two days.[/QUOTE] Really liked the character animation, but if this is still a WIP I'd go and take another look at the camera work. Every shot is moving and I found it quite distracting to be honest, get some static establishing shots on there. You dont even know the hoop exists until the punchline. The shot of him walking down the street could be static too, the moving camera as the ball rolls was a really nice touch though. Nice stuff overall! I'm just being critical.
[QUOTE=Scotchair;36728826]Really liked the character animation, but if this is still a WIP I'd go and take another look at the camera work. Every shot is moving and I found it quite distracting to be honest, get some static establishing shots on there. You dont even know the hoop exists until the punchline. The shot of him walking down the street could be static too, the moving camera as the ball rolls was a really nice touch though. Nice stuff overall! I'm just being critical.[/QUOTE] It's all complete. And yes, being critical is good :) Makes me learn when I do the next one :) And well, camera motion isn't really my thing, but I thought it worked :P I'm more of a "moving camera is great" kind of guy. And also the space which I worked in would either need moving cameras, or really wide angles which would disturb the animation. What do you mean when you say: "you don't even know the hoop exists until the punchline"?
[QUOTE=Maya2008;36728379]I seldom use max, but for maya, just do fill hole -> merge vertices within tolerance range -> clean up.[/QUOTE] In 3ds, if you convert it to an editable poly you can go into vertex mode and select all vertices then open the weld dialog and set the range to 0.001 and it'll combine vertices like that as well.
[QUOTE=Onyx3173;36730039]In 3ds, if you convert it to an editable poly you can go into vertex mode and select all vertices then open the weld dialog and set the range to 0.001 and it'll combine vertices like that as well.[/QUOTE] I made new mesh instead and it works now. No idea what happened before because I did it exactly the same way.
Sorry, you need to Log In to post a reply to this thread.