• Digital 3D Art v6
    4,999 replies, posted
A nice looking first map for hl2 It's funny how it's fullbright even though it's maya
Urgh, im having a huge pain of a time trying to get grunge to look right on a transparent glass material with a refraction shader. I've been trying to get the opacity to work, and I have no fucking idea what I'm doing. I hate materials with a passion.
This is my first ever model made in 3D's Max. Still making it tough. Just started learning 3D's max like 4 days ago. Been working on this model ever since. Only things i used are a set of blueprints and a few tips from a good friend on poly modeling. [IMG]http://i52.tinypic.com/5eeecz.png[/IMG]
[QUOTE=CorePax;27595256]This is my first ever model made in 3D's Max. Still making it tough. Just started learning 3D's max like 4 days ago. Been working on this model ever since. Only things i used are a set of blueprints and a few tips from a good friend on poly modeling. [img_thumb]http://i52.tinypic.com/5eeecz.png[/img_thumb][/QUOTE] You should probably try something a little easier for your first model.
[QUOTE=I_Forgot;27595595]You should probably try something a little easier for your first model.[/QUOTE] I disagree. Pick a hard and complicated model. It's ok that you don't finish it, the whole point is that since it's complicated it will teach you many different ways to do stuff.
Experimenting with Minecraft style stuff. I'm pretty new to 3Ds Max. [media]http://www.youtube.com/watch?v=z71CS77W6kg[/media]
[QUOTE=johan_sm;27595825]I disagree. Pick a hard and complicated model. It's ok that you don't finish it, the whole point is that since it's complicated it will teach you many different ways to do stuff.[/QUOTE] You have a point there. Touchè
[QUOTE=GameDev;27595882]Experimenting with Minecraft style stuff. I'm pretty new to 3Ds Max. [media]http://www.youtube.com/watch?v=z71CS77W6kg[/media][/QUOTE] You should probably make the sun shine from a lower angle and enable final gather so the first blocks aren't black and it would look better overall. Also, the tiny gaps between the blocks... [editline]23rd January 2011[/editline] [QUOTE=CorePax;27595256]This is my first ever model made in 3D's Max. Still making it tough. Just started learning 3D's max like 4 days ago. Been working on this model ever since. Only things i used are a set of blueprints and a few tips from a good friend on poly modeling. [img_thumb]http://i52.tinypic.com/5eeecz.png[/img_thumb][/QUOTE] That's very good for your first model, I'm jelly!
[QUOTE=nVidia;27596856]You should probably make the sun shine from a lower angle and enable final gather so the first blocks aren't black and it would look better overall. Also, the tiny gaps between the blocks... [/QUOTE] I'll turn on snap to grid next time :doh:
[B][IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/busshelter.jpg[/IMG] [/B]Does anybody know why my refractions basically decided to shit themselves and die there? I'm just using the basic 3ds raytracer, with the default settings.
Can somebody help me with this problem I'm having? I'm working on a Source map and I ripped a model from Mirror's Edge along with it's UVW map. The problem is that when I try to UVW map the model with the UVW map, it doesn't automatically fit like it would if it was properly mapped to the model to begin with. This probably has something to do with some information on the model getting erased while packing the model inside the UPK I got it from. I know how to create a UVW map but I'm just having trouble putting the existing one on the object that should fit it somehow. No matter how hard I try it's not right.
[QUOTE=Pythagoras;27599386]img [/B]Does anybody know why my refractions basically decided to shit themselves and die there? I'm just using the basic 3ds raytracer, with the default settings.[/QUOTE] Increase depth level in tracing refraction.
[QUOTE=Maya2008;27599649]Increase depth level in tracing refraction.[/QUOTE] thnaks 4 swet tip bro [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/busshelter-1.jpg[/IMG] [IMG]http://i150.photobucket.com/albums/s117/Pythagoras64/busshelter2.jpg[/IMG]
[QUOTE=CorePax;27595256]This is my first ever model made in 3D's Max. Still making it tough. Just started learning 3D's max like 4 days ago. Been working on this model ever since. Only things i used are a set of blueprints and a few tips from a good friend on poly modeling. [img_thumb]http://i52.tinypic.com/5eeecz.png[/img_thumb][/QUOTE] That is awesome for a first model. It looks a lot better than my first model.
[QUOTE=johan_sm;27595825]I disagree. Pick a hard and complicated model. It's ok that you don't finish it, the whole point is that since it's complicated it will teach you many different ways to do stuff.[/QUOTE] I'd kinda disagree. What you need to learn is to actually finish projects. An employer isn't gonna take a look at your huge collection of failed WIP's and go "yeah he looks like a guy that can get something done". Finishing projects is a skill, it's not something that you automatically do unless you have learned it. Also, I think it has too many polygons for a low poly model. Not because it'd affect performance or anything but it looks like it would be hard to manipulate because you'd have to adjust 2000 verts to get one section look right. The edgelloops/flow looks a bit weird as well with those "poles" being on the sides of the cockpit. [editline]23rd January 2011[/editline] [QUOTE=silentjubjub;27599395]Can somebody help me with this problem I'm having? I'm working on a Source map and I ripped a model from Mirror's Edge along with it's UVW map. The problem is that when I try to UVW map the model with the UVW map, it doesn't automatically fit like it would if it was properly mapped to the model to begin with. This probably has something to do with some information on the model getting erased while packing the model inside the UPK I got it from. I know how to create a UVW map but I'm just having trouble putting the existing one on the object that should fit it somehow. No matter how hard I try it's not right.[/QUOTE] It might be for a different UV channel. There was a button to see them but I've forgotten where it was.
Started working on the German Heckler & Koch MP7-A1. Ignore the floating stuff around it, they are just place holder. [img_thumb]http://pac.gmod.de/Bilder/Models/HK%20MP7A1/MP7A1_WIP_1.jpg[/img_thumb] And I finally setup a good material and render settings, so stuff that gets rendered by now looks better than the old ones *yeay*
[URL=http://s411.photobucket.com/albums/pp196/arleitiss/Models/?action=view&current=12.jpg][IMG]http://i411.photobucket.com/albums/pp196/arleitiss/Models/th_12.jpg[/IMG][/URL] [URL=http://s411.photobucket.com/albums/pp196/arleitiss/Models/?action=view&current=TROLLY.jpg][IMG]http://i411.photobucket.com/albums/pp196/arleitiss/Models/th_TROLLY.jpg[/IMG][/URL]
[QUOTE=arleitiss;27603943][URL=http://s411.photobucket.com/albums/pp196/arleitiss/Models/?action=view&current=12.jpg][img_thumb]http://i411.photobucket.com/albums/pp196/arleitiss/Models/th_12.jpg[/img_thumb][/URL] [URL=http://s411.photobucket.com/albums/pp196/arleitiss/Models/?action=view&current=TROLLY.jpg][img_thumb]http://i411.photobucket.com/albums/pp196/arleitiss/Models/th_TROLLY.jpg[/img_thumb][/URL][/QUOTE] :v:
That's a damn fine render.
Haha, just got a new wallpaper :v:
Thicken the handles on the drawers and add some things to the counter
[QUOTE=nVidia;27596856]You should probably make the sun shine from a lower angle and enable final gather so the first blocks aren't black and it would look better overall. Also, the tiny gaps between the blocks... [editline]23rd January 2011[/editline] That's very good for your first model, I'm jelly![/QUOTE] Thanks, Took me 3 days tough. Anyone have any idea's on how i should put in the windows / make the interior? Also cookies for the person that knows what chopper this is.
[QUOTE=BeAR!);27606979][img_thumb]http://img225.imageshack.us/img225/7236/kitchenc.jpg[/img_thumb] Started this about an hour ago, some C and C please. Also i've started watermarking my work, so noone can steal it. (not that anyone would want to steal a WIP.)[/QUOTE] The watermark is not visible enough, make it bigger and bolder please. If you don't get it, stop watermarking shit, it makes you look like a retard. Unless this image was requested from someone for commercial use, do not watermark stuff. Just add a signature in the corner and you should be good. If someone steals it after all, good on them. Watermarks are like drm in game world, they ruin the experience.
Slightly improved version, [img]http://i51.tinypic.com/6qe1qt.png[/img] How can/should i make the windows? Once again, Cookies for whoever knows what helicopter this is.
It's obviously a Chinook.
It might have been a good idea to build your geometry with windows in mind in the first place, because now you're going to have to really mess with what you have to stick them in.
That plane is much better then my first model :P [IMG]http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs214.ash2/47747_10150256629425594_790675593_14509252_2672457_n.jpg[/IMG] And now, just some previous work: [IMG]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs401.snc4/46382_10150254544600594_790675593_14454651_3498462_n.jpg[/IMG] Here, I got introduced to poly-modeling [IMG]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs625.snc4/58565_10150258407960594_790675593_14558377_6093457_n.jpg[/IMG] And last picture I'm gonna spam, is an PSP made a couple of months ago [IMG]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs693.snc4/63361_10150269374215594_790675593_14816803_5853414_n.jpg[/IMG]
[IMG]http://i215.photobucket.com/albums/cc141/andreewww/fuckthis.png[/IMG] I think I'm gonna try something simpler..
Fixed all the bad lines and loops or however you call it. [IMG]http://i53.tinypic.com/zstq4g.png[/IMG]
Anyone know a way i could model a decent scarf?
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