MotorStorm: Arctic Rift this time? :v:
That's some damn nice work Hayate.
Off-Topic: Daijitsu, that sketch video is awesome, where did you learn that?
Get ready to puke!
Because here it is
My first ever modeled car!
[IMG]http://img43.imageshack.us/img43/1249/twoea.png[/IMG]
Its a Ford 1913 Model T
do please comment on the bad stuff, but not the lighting and lack of texture
There's no cockpit
Overall it doesn't feel very smoothed out, but I like what you have so far.
[QUOTE=Ollih;23547052]There's no cockpit[/QUOTE]
oh fuck, didnt see that, ill make that later
:downs:
Thanks moreto, yeah, havent smoothed its all out. its just progress.
[QUOTE=Rago;23544542]Off-Topic: Daijitsu, that sketch video is awesome, where did you learn that?[/QUOTE]
honestly, I'm entirely self-taught in pretty much everything I do. Hell, despite my dad being the 3D graphics guru he is, I learned through my own means and have actually had a thing or two to show [i]him[/i].
It's just part of the learning style I have, in which I learn through observation, trial, and error. It's a rare one, but an artist's best friend if they understand and use it :buddy:
I modeled the Pyro flamer.
[url=http://j.imagehost.org/view/0365/Flamer][img]http://j.imagehost.org/0365/Flamer.png[/img][/url]
new cover image:
[img]http://fc00.deviantart.net/fs70/i/2010/203/8/5/L_GRIN_by_fadingz.jpg[/img]
An on-chip 3D light focusing device utilizing microfluidic channel
[watermark is for the copyright of the journal]
Lazore, the body is a bit low poly compared to the wheels and headlights.
[QUOTE=Hayate;23549854]Lazore, the body is a bit low poly compared to the wheels and headlights.[/QUOTE]
I must agree there but i dont think you would notice once the "cockpit" is in place. If not i will probably fix that
[QUOTE=Lazore;23550184]I must agree there but i dont think you would notice once the "cockpit" is in place. If not i will probably fix that[/QUOTE]
Trust me, it'll be noticeable. Also, it's good to know what polycount you're working with because it significantly affects your design choices.
Fuck. I need an idea or inspiration!
I redid the UVs and Normals on this head. Still need to figure out the intensity of the normal map in Viewport shading...
[img]http://i28.tinypic.com/4viwlx.jpg[/img]
I've never been much for organic modeling, but I'm glad I finally got something to use as a "jumping-off"-point in Zbrush. ;)
[QUOTE=Blind Weasel;23562343]Fuck. I need an idea or inspiration![/QUOTE]
top of this page
[editline]04:22PM[/editline]
oooh, now i know why i havent fixed the lowpoly back, because i was still working on it, ill smooth it out when its done.
[QUOTE=Lazore;23566068]top of this page
[editline]04:22PM[/editline]
oooh, now i know why i havent fixed the lowpoly back, because i was still working on it, ill smooth it out when its done.[/QUOTE]
I suck badly at cars but I know what Im going to make now.
[QUOTE=Hayate;23539310]Bit early to share but who cars!
[img]http://img69.imageshack.us/img69/1208/x3cc2.jpg[/img][/QUOTE]
uhh shit ton of accuracy issues bro
here's some pictures hopefully you can notice the differences between it and your model
[img]http://www.milanfoto.eu/albums/userpics/10001/DSC_9799.jpg[/img]
[img]http://farm4.static.flickr.com/3316/3406568801_1d8ca6df35.jpg[/img]
[img]http://www.vm-motorsport.nl/Static/Documents/UserUpload/Dakar/KuipersXRAID.jpg[/img]
Can you point them out?
[IMG]http://img138.imageshack.us/img138/6475/threeg.png[/IMG]
Progress, some shit smoothed out and added suspension on the front, there is still 2 bars missing on it though.
and yes, i see it cut in the middle of the car.
I see nothing wrong except maybe the strip under the door with the flaps (I have no idea about terminology sorry) looks too thin on the model. Then again that could be the perspective screwing with me.
I was modeling something and 3ds max crashed and now all my files are corrupted
what do I do
[QUOTE=juniezv2;23571385]I was modeling something and 3ds max crashed and now all my files are corrupted
what do I do[/QUOTE]
Start over again.
Decided to make another classic weapon -- the M72 Gauss Rifle, along with the 2mm ammo.
[img_thumb]http://lh4.ggpht.com/__9-i1bAPj4c/TEozjghL0zI/AAAAAAAACmA/AcptFo8TNfg/M72GaussRifle_Rneder1.png[/img_thumb]
I have yet to add the trigger, but the model portion is mostly finished.
[QUOTE=Hayate;23568665]Can you point them out?[/QUOTE]
uh I'm assuming you have eyes; just about every shape is wrong
[img]http://filesmelt.com/dl/red.png[/img]
Meh, might turn into a nice wallpaper.
[QUOTE=Penis Colada;23581409]uh I'm assuming you have eyes; just about every shape is wrong[/QUOTE]
Just fucking tell the man, for christ's sake.
[QUOTE=x-quake;23523547][img_thumb]http://lh6.ggpht.com/__9-i1bAPj4c/TEdjOIlyxuI/AAAAAAAACl4/7ZJ0B12t2fo/SuperSlege_Progress_2.png[/img_thumb]
This any better? There are still some bits left on the normal map from the transfer that I do not like. I tried to smooth it out, though.[/QUOTE]
No, it's way too shiny and plasticy, the material still looks like plastic stone replica. Make it very hard, sharp and have the edges scratched a bit.
[editline]09:33AM[/editline]
[QUOTE=Jeggis;23565955]I redid the UVs and Normals on this head. Still need to figure out the intensity of the normal map in Viewport shading...
[img]http://i28.tinypic.com/4viwlx.jpg[/img]
I've never been much for organic modeling, but I'm glad I finally got something to use as a "jumping-off"-point in Zbrush. ;)[/QUOTE]
The lips have no definition whatsoever, you shouldn't be playing with normal maps if your basic geometry is still way off. Also, it looks wrong in general somehow.
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