• Digital 3D Art v6
    4,999 replies, posted
Fallout 2-ish scene of the ocean I posted earlier. [URL=http://tinypic.com/r/bgnuvs/7]Since media tags are not supported for tinypic, click here.[/URL]
[QUOTE=FlameCow;27406958]Can you recommend one?[/QUOTE] I don't know any but you should try searching for some beginners modeling tutorials for you program and once you learn the program look up character tutorials. [editline]14th January 2011[/editline] [IMG]http://i55.tinypic.com/5upd9v.jpg[/IMG]
[img]http://img59.imageshack.us/img59/127/frof.jpg[/img] This is the real one (pasted over the render) [IMG]http://img834.imageshack.us/img834/889/fro2.jpg[/IMG]
[QUOTE=FlameCow;27406674]They were supposed to be shoes. [img_thumb]http://img228.imageshack.us/img228/5595/shittyshit.png[/img_thumb] Anyways, is this any better?[/QUOTE] Shoes still fit feet, no? They aren't cubical. The torso looks rounder so that's better but the shoulder area shirt is still too baggy. His legs are too short as well and he has next to no muscle definition. The calves are too short and the "bulge" in the middle too low down. See the anatomy reply below. [editline]14th January 2011[/editline] [QUOTE=Saxor16;27406749]He needs to look up some human modeling tutorials.[/QUOTE] Human tutorials will only get you so far. What he needs is sense of anatomy. Google up reference pictures of the limbs and body parts as well as anatomical drawings how the muscles are shaped. This is essential if you plan to model characters. After that it's just using the basic tools and techniques, there's no special trick to modeling characters. Some edgeloop optimization things, but that is not the biggest problem here.
Or watch alot of porn :)
I made a new turntable for my shark. I also added teeth: [media]http://www.youtube.com/watch?v=wC8mFkEuUdA&hd=1[/media] Some shadow flickering, caused by the low final gather settings in MR.
I think you should soften the gloss, it's a bit to hard right now. Needs more of a sheen, less like you poured lacquer over him. Looks very nice though, I've always wanted to try organics.
[QUOTE=Ajacks;27411164]I think you should soften the gloss, it's a bit to hard right now. Needs more of a sheen, less like you poured lacquer over him. Looks very nice though, I've always wanted to try organics.[/QUOTE] Yeah, it's meant to resemble some sort of glossy metal kind of material, not actually animal skin. The final product will be more realistic. ;)
[media]http://www.youtube.com/watch?v=-mWT-DKYeVc[/media] (Very) Short rotation animation of my Chicago Savings Bank model
as it turns out, I really suck at space scenes. [img]http://waddles.teamawol.info/files/63_SpaceWall.jpg[/img] Any advice on how to, ya know, fix it?
[QUOTE=Tracker;27414759]as it turns out, I really suck at space scenes. [img_thumb]http://waddles.teamawol.info/files/61_SpaceWall.jpg[/img_thumb] Any advice on how to, ya know, fix it?[/QUOTE] stars dont look like that. it looks filter-raped to fuck.
Fix the stars and get some references, the nebula is way too big/close to the planet. [url]http://www.google.co.uk/images?um=1&hl=en&safe=off&biw=1280&bih=939&tbs=isch:1&sa=1&q=nebulae&aq=f&aqi=g10&aql=&oq=[/url] Light rays from the star need to be fixed (they are too uniform), and would make the atmosphere glow. [editline]14th January 2011[/editline] Nearside is also too bright, considering the light source is behind the planet [editline]14th January 2011[/editline] Stars are in front of the planet around the right hand side
okay. [img_thumb]http://waddles.teamawol.info/files/65_SpaceWall.jpg[/img_thumb]
Better, nebula still looks too big, and stars need to have some variance (some bigger and brighter, others further away and dimmer) Stars need some tints as well. Some stars should be more red/orange in colour, some yellow, blue, white etc
Is that vue? Because they look a lot like vue stars
beta tiiiiime. Last year was codenamed 'zelda' and had a utah teapot in the "it's dangerous to go alone" scene... this year- [img]http://gyazo.com/feacc16349c385d0bc4be15607a45403.png[/img] ...now they're just getting lazy. At any rate, [i]~nondisclosure~[/i], that's all you're getting. doubt much'll change that anyone here cares about anyways.
It's the same with +1 on the end
[QUOTE=HarryG321;27419922]It's the same with +1 on the end[/QUOTE] always workin' on fixing stability with tiny problems, then they add requested features towards the end and they all remain buggy by launch. :sigh:
could they fix the problem that it won't stay open for over a few hours without one of a few things happening: complete random crash/mesh corrupting/undo breaks/move tool breaks/etc? Those are 4 that I can think of off the top of my head. Let's not even mention how useless UVW unwrapping is unless you've got external plugins.
I hope Nvidia hurry up and release the Max 2011 compatible PhysX plugin, there's one already for Maya but I don't have it installed.
[QUOTE=Legend286;27427522]I hope Nvidia hurry up and release the Max 2011 compatible PhysX plugin, there's one already for Maya but I don't have it installed.[/QUOTE] What? Oh... THAT nvidia...
You hear it nVidia, go program your own physics engine. You have two days.
[QUOTE=SweetSwifter;27428434]You hear it nVidia, go program your own physics engine. You have two days.[/QUOTE]Nah, he already has PhysX, just needs to make a plugin for max11
[QUOTE=SweetSwifter;27428434]You hear it nVidia, go program your own physics engine. You have two days.[/QUOTE] :saddowns:
The moment they release the Max 2011 plugin is the moment I will start making some sexy shit with UDK.
[img]http://img64.imageshack.us/img64/1951/itsagenericminion.png[/img] I finished the modelling last night, going to work on UV mapping and texturing it today.
-snip- upload failed, fuck
[QUOTE=DOG-GY;27424340]could they fix the problem that it won't stay open for over a few hours without one of a few things happening: complete random crash/mesh corrupting/undo breaks/move tool breaks/etc? Those are 4 that I can think of off the top of my head.[b]Let's not even mention how useless UVW unwrapping is unless you've got external plugins[/b].[/QUOTE] Is it really that bad? I don't have much experience with unwrapping models so I wouldn't know what to look for when criticizing the built-in unwrapping tool. Either way, could you recommend some useful plug-ins for un-wrappping so I can hopefully get a leg-up when I start using it more often?
[QUOTE=Nasser;27437545]Is it really that bad? I don't have much experience with unwrapping models so I wouldn't know what to look for when criticizing the built-in unwrapping tool. Either way, could you recommend some useful plug-ins for un-wrappping so I can hopefully get a leg-up when I start using it more often?[/QUOTE] Textools by renderhjs [url]http://www.renderhjs.net/textools/[/url] doesn't work completely in max 2011 though, or at least kybalt couldn't get it to.
I personally think Unwrapping in Max has been great ever since V8, when they introduced Pelt Mapping. I didn't quite get to it until I had tried UVLayout and gotten used to the workflow. Now I've completely switched back to Max's unrwapping tools, saving me an export/import step. Bottom line, if you think Max's unwrapping sucks, you need to try again. Or perhaps try stand-alone tools like UVLayout first, just to break the barrier.
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