[QUOTE=~ZOMG;23152838]I've reported him.
Ajacks, would you mind please getting a few pictures of stuff like streets and roads?
I would really, really appreciate it as I would like to make some modern city textures.
Thanks in advance :love:[/QUOTE]
Not attempting to be a prick or anything but the textures I've got of roads and sidewalks are....quite valuable to my current project since, as you know, good road textures are few and far between and in a competitive market some things I've got to keep to myself for the time being.
It's useless to try to make a good walk cycle at work.
Fuck I'll do it this evening. Treadmill and camera bing bang boom.
[editline]02:52PM[/editline]
[img]http://img534.imageshack.us/img534/7224/gmconstruct0035r.jpg[/img]
:v:
started an 8 hour tutorial yesterday, I think I'll get the model itself done today, then texturing and mapping tomorrow :smug:
Ford Cortina looks awesome.
Hey, could anyone recommend me a good site with free tutorials?
Holy shit. I just found some renders of my old old 3d work.
[img]http://img110.imageshack.us/img110/2679/moniterfrontwp9.png[/img]
[img]http://img110.imageshack.us/img110/5231/moniterbackqa1.png[/img]
The amount I've improved from that blocky shit is amazing.
[editline]12:21PM[/editline]
Oh god.. ahahaha:
[img]http://img112.imageshack.us/img112/64/aliendudejd1.png[/img]
PieClock I wish I could model such a realistic creature
Gotta love the "mouth".
Space Missile for an animation.
[img]http://img695.imageshack.us/img695/9184/bombi.jpg[/img]
[img]http://img33.imageshack.us/img33/9449/bomb2s.jpg[/img]
[img]http://img94.imageshack.us/img94/9941/bomb3.jpg[/img]
Abstract bollocks.
[img]http://img51.imageshack.us/img51/450/vehicle.jpg[/img]
Sea scene for animation:
[img]http://img209.imageshack.us/img209/1616/sceneg.jpg[/img]
Working on UDK stuff. Anyone know their way around?
It's an older version not your spiffy unreal engine 3 one
[QUOTE=cyanidem;23177624]
Sea scene for animation:
[img]http://img209.imageshack.us/img209/1616/sceneg.jpg[/img][/QUOTE]
Light rays need more variation, imo. Right now i can see that you just copied them.
Get the updated UDK. Latest version or the July Beta.
I know my way around it, but I haven't used it in a while now.
[QUOTE=x-quake;23180646]Get the updated UDK. Latest version or the July Beta.
I know my way around it, but I haven't used it in a while now.[/QUOTE]
I can't.
[IMG]http://img196.imageshack.us/img196/2535/isrmk1viewport01.jpg[/IMG]
A sniper rifle.
I don't know my guns so idk if it's based on a real one or not, but it looks too blocky. I especially don't like the bevels on the magazine. Also there seems to be a lot of places where you didn't use floating geo but should have. Namely that one thing at the butt of the gun, but I can't see it very well anyway.
It's not a real gun.
Well then what I said is even more applicable
the stock looks nice
[QUOTE=nVidia;23181638][IMG_thumb]http://img196.imageshack.us/img196/2535/isrmk1viewport01.jpg[/IMG_thumb]
A sniper rifle.[/QUOTE]
There is no way in hell this is too blocky.
It's beautiful.
Do you plan on texturing it?
[editline]07:31PM[/editline]
Also, what's the poly count?
That sniper rifle is sexy as hell, nice work nVidia.
Also, I'm thinking about modeling a classic muscle car, mainly because of the basic shape of them. Anyone got any suggestions? I'll take a look at the 1969 GTO for now..
[QUOTE=~ZOMG;23182632]There is no way in hell this is too blocky.
It's beautiful.
Do you plan on texturing it?
[editline]07:31PM[/editline]
Also, what's the poly count?[/QUOTE]
13k polys. And i will texture it, it's going to be used in an animation.
I'm the only one trying to give any crit :smith:
I would sub-d it so you get a much nicer, smooth, sexy model.
[QUOTE=DOG-GY;23185297]I'm the only one trying to give any crit :smith:
I would sub-d it so you get a much nicer, smooth, sexy model.[/QUOTE]
maybe it's not supposed to be smooth eh
[QUOTE=DOG-GY;23185297]I'm the only one trying to give any crit :smith:
I would sub-d it so you get a much nicer, smooth, sexy model.[/QUOTE]
I'm pretty sure the gun is meant to look more 'industrial' rather than smooth, by the shape of it, I think it's definition matches it quite well.
Any good studio rendering tips? Alot of my renders seem to look distinctly crap
eg.
[img]http://filepak.com/1/2_toaster2.jpg[/img]
and
[img]http://filepak.com/2/9_wowshiny.jpg[/img]
[QUOTE=Tracker;23188001]Any good studio rendering tips? Alot of my renders seem to look distinctly crap
eg.
[/QUOTE]
[hd]http://www.youtube.com/watch?v=iHT2u33774I[/hd]
Since you're using Vray, try this.
[QUOTE=~ZOMG;23182632]There is no way in hell this is too blocky.
It's beautiful.
Do you plan on texturing it?
[editline]07:31PM[/editline]
Also, what's the poly count?[/QUOTE]
It does look a bit flat and blocky despite all the useless edgeloops in my opinion...
[QUOTE=Tracker;23188001]Any good studio rendering tips? Alot of my renders seem to look distinctly crap
eg.
[/QUOTE]
It's hard to tell that the 50 cal is a render, nice work.
I needed some entertainment. And, since this turned out to be such a fun and humorous way to pass my time, I did this:
[img]http://lh3.ggpht.com/__9-i1bAPj4c/TDWtwaFoFBI/AAAAAAAACjY/eByx0HoLj9I/Cubeecraft_carl_render.png[/img]
It is Cubeecraft's Carl. I have a few crafts hanging above my desk, why not have some on my desktop? I will model/texture some more before making a background render of them all. Ones that use the same format as Carl will be as simple as changing the texture file. I am merely using the files you download from Cubeecraft as the textures and UVing the boxes to fit.
[QUOTE=nVidia;23188486]
Since you're using Vray, try this.[/QUOTE]
That works quite well I think. Thanks.
[img]http://www.filepak.com/2/7_studiorender.jpg[/img]
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