andekfuhsrukg i suck at this shit. but i will continue
i.e. guccc > jfdjafgia=the trueyg
[QUOTE=Stathis;23409334]i.e. guccc > jfdjafgia=the trueyg[/QUOTE]
what?
Should i show my pogress on my ford so far?
I really suck at this shit, but i will not give up before its done.
Depends, if you've got two polygons laid out then no. If you've got some progress, sure. We can totally help.
Also, nobody starts off amazing. Calling yourself bad is honestly pointing out the obvious. Someone's always going to be better than you and all you can do is work.
[QUOTE=DOG-GY;23409983]Depends, if you've got two polygons laid out then no. If you've got some progress, sure. We can totally help.
Also, nobody starts off amazing. Calling yourself bad is honestly pointing out the obvious. Someone's always going to be better than you and all you can do is work.[/QUOTE]
Kay, rendering now, shouldnt have put the aa so high :P taking some time.
aaaagh, fucked something up, gotta do it tomorrow.
edit: meh, been thinking a bit, dont think theres any point of showint it yet.
Finished my model:
[img]http://img713.imageshack.us/img713/94/hammermodel.png[/img]
Modelled and UV Mapped in Maya
Detailed in ZBrush
Rendered with 3ds Max and Mental Ray
Guess it isn't bad for a first model.
[QUOTE=Lazore;23410007]Kay, rendering now, shouldnt have put the aa so high :P taking some time.
aaaagh, fucked something up, gotta do it tomorrow.[/QUOTE]
Don't bother making nice renders for progress posts. Those are for pimping.
[QUOTE=MelonGuy;23361871]Officially I'm the slowest modeller ever.[/QUOTE]
No way man, that title goes to me and my Dodge Charger, I've been working on it for a year and a half.
[img]http://img517.imageshack.us/img517/1157/rearc.jpg[/img]
[QUOTE=Master Chris;23413061]No way man, that title goes to me and my Dodge Charger, I've been working on it for a year and a half.
[img_thumb]http://img517.imageshack.us/img517/1157/rearc.jpg[/img_thumb][/QUOTE]
That is a fucking sexy car. how many polys?
[QUOTE=Master Chris;23413061]No way man, that title goes to me and my Dodge Charger, I've been working on it for a year and a half.
[img_thumb]http://img517.imageshack.us/img517/1157/rearc.jpg[/img_thumb][/QUOTE]
That's a fucking sexy image. How many watermarks?
[QUOTE=wingless;23414499]That is a fucking sexy car. how many polys?[/QUOTE]
It's over 35,000 but under 38,000 I havn't checked it recently. It has a fully modelled interor and engine bay as well.
Can anyone relate?
I'm doing a project right now. Was going to be $2000 for a week's worth of time between me and my dad; 4 still images of a construction site and the building-in-progress, with surrounding buildings blocked out.
after not having given specifics on a LOT of things, it's turned into a 2 minute animation of the building being constructed little-by-little, "properly", meaning there's points they want safety netting to pop out at different regulation heights and the crane is moving around like it's placing shit and the core of the building goes up before everything else, then the supports, then the floor, then the exterior wall, then the windows... and thanks to a contractual loophole they're still only paying $2000 and won't hand it over til its done.
:argh:x2000
Fucking contractual loops
if anyone's interested in seeing me workin', it's streaming because I have nothing better to do. :buddy:
[url]http://www.livestream.com/daisdedicated[/url]
[QUOTE=daijitsu;23431976]if anyone's interested in seeing me workin', it's streaming because I have nothing better to do. :buddy:
[url]http://www.livestream.com/daisdedicated[/url][/QUOTE]
And all you do is eat dinner. :saddowns:
I'm going to attempt and fail badly
[img_thumb]http://orion_web2.tripod.com/index/menu/chevrolet/1972_Corvette-Stingray-Bryar-Blue.jpg[/img_thumb]
[QUOTE=Sean C;23434593]I'm going to attempt and fail badly
[img_thumb]http://orion_web2.tripod.com/index/menu/chevrolet/1972_Corvette-Stingray-Bryar-Blue.jpg[/img_thumb][/QUOTE]
It appears you did.
Impressive.
[QUOTE=Sean C;23434593]I'm going to attempt and fail badly
[img_thumb]http://orion_web2.tripod.com/index/menu/chevrolet/1972_Corvette-Stingray-Bryar-Blue.jpg[/img_thumb][/QUOTE]
My god, that's brilliant!
Also I want to watch Daijitsu work but he's eating dinner :(
He still is D:
Okay.
This time, I am kind of hoping for some criticism -- especially on the grip. Whatever reasonable requests I receive will be taken into account before I start UVing the model.
I am remaking the Fallout 3 Super Sledge to look more like the original from Fallout 1 & 2. For reference, here it is: [img]http://images3.wikia.nocookie.net/__cb20080319223706/fallout/images/thumb/a/a2/SSLEDGE2.gif/120px-SSLEDGE2.gif[/img]
Here is my work:
[img]http://lh3.ggpht.com/__9-i1bAPj4c/TEJ5qrpiJnI/AAAAAAAACk0/HqFRWA3hlZM/SuperSledge_FO2_Render.png[/img]
Keep in mind, some of the model is personal flare -- especially with the small amount of information you can gleam from that small reference. But, any critique would be greatly appreciated. I plan to turn this into a mod for the game after I finish.
Does Fallout 3 have separate 1st and 3rd person models? I don't know.
[editline]12:36AM[/editline]
Oh and those microbevels on some of the handle parts need to disappear from the geometry and reappear in normal maps.
Also you should decrease the handle's polycount and up the count on the actual large parts. It's as if you gave small places too much detail and large places not enough, and that's backwards bro.
[QUOTE=DOG-GY;23438309]Does Fallout 3 have separate 1st and 3rd person models? I don't know.[/QUOTE]
That I am unsure of. But, I will find out when I bring it in.
For now, here are some alternate grips.
[img]http://lh5.ggpht.com/__9-i1bAPj4c/TEKEtcJN7PI/AAAAAAAACk8/OUBu3DGoL18/SuperSledge_FO2_Grips.png[/img]
If none of these are good, please suggest some.
The head has more than the handle. The handle's subdivisions are just closer together. I could decrease it, but the overall polycount is nothing to worry about at all right now. Therefore, I probably won't.
My point about the microbevels still stands. Those will never be seen so they might as well be done with normal maps. Some of your handle stuff has ridiculously small detail. Even if it's easily in the budget all it's doing is taxing the system over things you can't see.
Good practice is to delete faces that aren't showing and blah blah.
I like handle 1 the best. Go with that one!
Here's a little thing I slapped together showing how it could be made better. As it stands now it's so low poly (for current gen hardware) it's crazy. Microbevels are gone. If I were to modify this model to be animatable I would actually drop some polygons in the process!
[img]http://www.majhost.com/gallery/Sombody123/DOG-GY/fallouthammer.png[/img]
I didn't add that neat metal handle thing hanging down thing that you had behind the small metal pipe. Make it animated so it moves! It looks like a handle but I'm unsure.
Finally, you can post much smaller images. You're breaking the forum tables. Plus it looks much more professional. And don't take anything I say as insulting you. I'm trying to help!
[editline]01:33AM[/editline]
Yes my hammer head is different. I based it off the pic more than yours. It was simpler and saved me time, plus mine's just a simple draft. These are tips and suggestions, don't feel that I'm telling you to copy me.
Our tri counts do not differ as much as you seem to think the bevels are adding. I understand what you mean, however. I still plan to leave them, though. It is part of my personal flare to it and even though they would be visible in the normal map, it wouldn't be [b]as[/b] noticeable. I'll cut a few divisions from the main handle to make up for it.
The handle is a release valve I made. I did not see anywhere to control the hydraulics on the hammer, so I added it to do so. I probably will animate it to move when you draw the hammer.
And, I already deleted all non-showing faces. I got into that habit a while back.
Cool.
And good about your habit, it's probably the best habit I formed. I'm curious, what's your tri count?
Changed it some.
[img]http://lh3.ggpht.com/__9-i1bAPj4c/TEKaKzd9J5I/AAAAAAAAClQ/PG3_7FqOpGw/SuperSledge_FO2_2Render.png[/img]
I put the tri count there, too. Also, I realized we might be talking about different bevels.
[QUOTE=DOG-GY;23438309]Does Fallout 3 have separate 1st and 3rd person models? I don't know.[/QUOTE]
Only for the hands, the actual weapon is the same in both, just with a lower res texture in 3rd person.
Actually, if you're making a weapon from scratch you can use different 1st and 3rd person models.
Scientist from Crash. I must remake the legs as you can see, and alot of other things.
[img]http://www.filepak.com/5/3_scientist_02.png[/img]
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