• Digital 3D Art v6
    4,999 replies, posted
[IMG]http://i14.photobucket.com/albums/a345/ajackss/Streetzy.png?t=1280949991[/IMG] I addressed the issues raised and threw a few props in there to liven it up. I really see the potential of all of this. Still not done adding details yet either, so exciting times.
[QUOTE=Socram;23814211]Usually, but not always, NURBS are a good starting point for modeling curvy surfaces. For example the body of a blimp would be made using a lathe or revolve operation, depending on the program. Polygons can be used, but are generally less flexible unless you really know what you're doing, so look into your programs curve and Nurbs support. If it has it at all.[/QUOTE] thanks for the help [editline]09:17PM[/editline] FFFFFFFFFFF- i wish I wasn't so new to this. Can someone give me good tutorials to grab the basics pretty good?
[QUOTE=DOG-GY;23829648]god that program never works for me :([/QUOTE] With some tweaking, it works great.
[QUOTE=Ajacks;23829828][IMG]http://i14.photobucket.com/albums/a345/ajackss/Streetzy.png?t=1280949991[/IMG] I addressed the issues raised and threw a few props in there to liven it up. I really see the potential of all of this. Still not done adding details yet either, so exciting times.[/QUOTE] Definitely better. The dirt on the front of the yawning really makes it look more believable. I envy your skills. :laugh: So, for anyone out there willing to give me some tips: I am looking to get a better looking scratched metal. I am pretty good at most textures, but completely suck when it comes to making a realistic metal texture. The best I have accomplished when it comes to metal (in my opinion) is my texture for the Junk Hover Car I made for the Junk contest. [img]http://lh4.ggpht.com/__9-i1bAPj4c/SuT2kwSMhPI/AAAAAAAAB5k/dJOZbnH2BtQ/JHC_Diffuse.png[/img] Ever since then, I can't seem to make a metal that is very contrasting to light -- one that actually seems like the scratches were made purposefully and appear more accentuated than other features. Any help would be greatly appreciated.
[url=http://racer445.com/pages/tutorials/ak-tutorial.php]Racer's AK tutorial[/url] shows you how to pull off some nice metall. I suggest you take a look at it, x-quake. [QUOTE=wingless;23819631]Thats excellent, Very TF2 style. Quite nice work. Are you planning to put it in a game?[/QUOTE] Thanks. Yes, that's the plan. Here's some progress. Still blocking in the base colors, no detail yet apart from some AO. [img]http://imgur.com/Hzhiq.jpg[/img] Please tell me what you think.
Nostalgia. I can't believe I recognise something so obscure as a hat so vividly.
[QUOTE=nVidia;23832789]With some tweaking, it works great.[/QUOTE] Eh, I'd rather get that dumb OpenGL ripper that is terribly done working
[QUOTE=kevlar jens;23834283][url=http://racer445.com/pages/tutorials/ak-tutorial.php]Racer's AK tutorial[/url] shows you how to pull off some nice metall. I suggest you take a look at it, x-quake.[/QUOTE] I swear I have seen the site for those tutorials before, but I forgot about it. The AK one looks nice, but I think I will go for the scratch painting and metal crate tutorial. I only need help on the texture portion and I do not feel like downloading 2 gigs of tutorials for a program I do not use. Thanks!
[img]http://i14.photobucket.com/albums/a345/ajackss/clustermug.png?t=1280968432[/img] Finished some of the specific props for this building, and then went overboard throwing in other props just to see them for the first time. I'm really excited about the way this is going finally.
Looks fantastic as usual Ajacks!
[QUOTE=bigdoggie;23836668]Looks fantastic as usual Ajacks![/QUOTE] Thank you kind sir, may you be with grace of our lord and savior Jesus Christ. Please note that I am not religious by any extent of the imagination, I am merely being courteous. lol.
Looks fantastic indeed, except for the lack of a ground.
[QUOTE=Kybalt;23836864]Looks fantastic indeed, except for the lack of a ground.[/QUOTE] Thanks, and the lack of ground is due to the fact that I'm just working on buildings right now. I've decided to redo all my sidewalks and roads once more since my previous attempt ended up being more of a proof of concept than anything else. Also, eating a black cherry shaved ice and watching Moon, can you ask for a better evening?
[QUOTE=Ajacks;23836906]Thanks, and the lack of ground is due to the fact that I'm just working on buildings right now. I've decided to redo all my sidewalks and roads once more since my previous attempt ended up being more of a proof of concept than anything else. Also, eating a black cherry shaved ice and watching Moon, can you ask for a better evening?[/QUOTE] That certainly sounds like a nice evening. On another note, I finished the diffuse/normal/specular map for this weapon. I'm not even sure if FO3 has a way to import specular maps because I have not tried or decompiled a weapon that had one, yet. Anyway, here it is: [img]http://lh3.ggpht.com/__9-i1bAPj4c/TFo0kT23ouI/AAAAAAAACnM/mVScJfEJ99Q/City_Killer_Combat_Shotgun_Render2.png[/img] The normal map was set too low to be noticed in that picture. I'll try to render a better one in a bit.
[QUOTE=nVidia;23789627]I would love to work for valve in the future, but as far as i know they use Maya, and i use 3dsMax. :saddowns:[/QUOTE] I thought they used XSI given the whole modtool deal. [QUOTE=Ajacks;23836377][img_thumb]http://i14.photobucket.com/albums/a345/ajackss/clustermug.png?t=1280968432[/img_thumb] Finished some of the specific props for this building, and then went overboard throwing in other props just to see them for the first time. I'm really excited about the way this is going finally.[/QUOTE] Go unbiased on that shit. I'll have the lube ready.
[QUOTE=BmB;23839420]I thought they used XSI given the whole modtool deal. Go unbiased on that shit. I'll have the lube ready.[/QUOTE] Sounds vrayish, what does it mean?
[img]http://lh3.ggpht.com/__9-i1bAPj4c/TFpACpo-H2I/AAAAAAAACnU/iKbouBPx_tM/City_Killer_Combat_Shotgun_Render3.png[/img] This picture has a better hint of the normal map.
seems a bit too shiny in my opinion. [editline]01:02AM[/editline] on an unrelated note, how would you go about creating the part the screwdriver goes into on a + kinda screw? [editline]01:04AM[/editline] [img]http://img638.imageshack.us/img638/7450/9e30457b296b47e3b0c7dd2.png[/img] That part that's missing. :v:
[QUOTE=Kybalt;23840143]seems a bit too shiny in my opinion. [editline]01:02AM[/editline] on an unrelated note, how would you go about creating the part the screwdriver goes into on a + kinda screw? [editline]01:04AM[/editline] [img]http://img638.imageshack.us/img638/7450/9e30457b296b47e3b0c7dd2.png[/img] That part that's missing. :v:[/QUOTE] The shininess comes from the lighting setup, not anything going in-game. Best way I can think to make the "+" part is to fill the hole of the screw (however you prefer to) and sub-divide the surface twice in both directions. Then, extrude the face.
[QUOTE=Ajacks;23839658]Sounds vrayish, what does it mean?[/QUOTE] An unbiased renderer technically means a renderer that allows every possible ray of light in a scene to be simulated. Meaning no reflectance models - rather, material simulation. - No limited samples, no one place or subsampling grid for samples to be placed on. No limits on the amount of lightbounces, etc. So "not biased" towards any one way of rendering the scene. The idea is that regardless of what error may be present early on will with enough samples converge on the correct image. But that's really unnecessary tbh. You can get rid of some of that with no image quality impact. The real reason it looks so good is because it accurately simulates the materials and their interactions with light. Accurately and correctly tonemaps the unlimited HDR, often simulated spectrally, to be gamma accurate. With little of the funny stuff associated with more traditional raytracing. These are renderers like Maxwell or Indigo, Kerkythea, or Lux. Which you may have heard of. Unfortunately they are also slow as hell. But on the other hand, they produce the most realistic images I've ever seen. A good metropolis transport rendering almost appears as a film, ever so slowly exposing. It's awesome to behold really.
Ah okay thanks, figured it was something like that. You learn something new every day :)
To Kybalt: [img]http://lh4.ggpht.com/__9-i1bAPj4c/TFpPSakQIPI/AAAAAAAACnc/yfFW6N6_XmI/Screw_Steps.png[/img] I hope that clears it up, some. There are other ways of doing it and I did it sort of sloppily. The steps are just to give you an idea. Ideally, I would have added 2 more edges to the extrusion, at least.
[QUOTE=nVidia;23829605]DxRipper.[/QUOTE] Why do you use dx ripper when you can just extract the models from the mpq archive and use an m3 importer on it, you get bones, textures everything with that. Instead of having to work polygon by polygon.
Here's a small animation of a basic Blender scene I made with Luxrender: [URL]http://www.mediafire.com/?l6knumogx9d4gf8[/URL] Even 5 second shit looks awesome when it's unbiased. Sorry about the grain, cba to spend an hour on something this basic.
[QUOTE=BmB;23841053]Here's a small animation of a basic Blender scene I made with Luxrender: [URL]http://www.mediafire.com/?l6knumogx9d4gf8[/URL] Even 5 second shit looks awesome when it's unbiased. Sorry about the grain, cba to spend an hour on something this basic.[/QUOTE] Don't worry, after a while you get used to the ridiculous render times, It gets even worse with vRay, Some frames can take a day or two.
Uploaded my weapon. [url=http://www.fallout3nexus.com/downloads/file.php?id=13935]Classic City Killer Combat Shotgun[/url] [media]http://www.youtube.com/watch?v=fmvzQSAryM8[/media]
[QUOTE=x-quake;23841557]Uploaded my weapon. [url=http://www.fallout3nexus.com/downloads/file.php?id=13935]Classic City Killer Combat Shotgun[/url] [media]http://www.youtube.com/watch?v=fmvzQSAryM8[/media][/QUOTE] Nice, thanks for the tut too. [editline]02:54AM[/editline] :downs: question but, how do I subdivide a surface like that in max 2011? I just capped it. I figure cut would do it, but is there an easier way that doesn't relie on my counting skills at 3am?
[QUOTE=Kybalt;23841626]Nice, thanks for the tut too. [editline]02:54AM[/editline] :downs: question but, how do I subdivide a surface like that in max 2011? I just capped it. I figure cut would do it, but is there an easier way that doesn't relie on my counting skills at 3am?[/QUOTE] I can't help much, there. In Maya, there is a split polygon tool which works by adding "points" that turn into vertices when the split is complete. I just went from 2 existing vertices on the rim of the cylinder to make those cuts. Someone that uses 3ds Max will have to answer for that.
yeah just tried to do it with cut, and it isn't working all coolio.
[QUOTE=wingless;23841185]Don't worry, after a while you get used to the ridiculous render times, It gets even worse with vRay, Some frames can take a day or two.[/QUOTE] Unbiased renderers take MUCH more time to render the average scene than Vray, unless you're doing something wrong or completely ridiculous like super complex displacement, etc. I highly recommend Maxwell render by Next limit to anyone interested in looking into unbiased renderers.
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