• Digital 3D Art v6
    4,999 replies, posted
[QUOTE=paul simon;24277205]How do I install the Greeble plugin? It's a .dlm file.[/QUOTE] Throw it into plugins folder
[QUOTE=coolity;24277344]My raygun model... [img]http://filesmelt.com/dl/raygun1.png[/img] [img]http://filesmelt.com/dl/raygun2.png[/img] Now im off to find a fps engine.[/QUOTE] no engine will run that
Exactly the point this was a high poly version i made.
[QUOTE=DOG-GY;24277533]no engine will run that[/QUOTE] It's not like everything 3d has to be run on some game engine.
[QUOTE=johan_sm;24278088]It's not like everything 3d has to be run on some game engine.[/QUOTE] He said fps engine. Also coolity you're not being clear. Are you going to make a low poly? If so, don't bother. Your model is just a subdivided, extruded box. I'm sorry, but you need to invest some real time into making something. Firstly learn the basics of your program.
im using wings3d. i made it subdivided cause i dont like non smoothed objects.
[QUOTE=coolity;24278527]im using wings3d. i made it subdivided cause i dont like non smoothed objects.[/QUOTE] i'm using wings3d too and that is no excuse for having poor models.
I don't know of an engine that will take Sub-D models.
[QUOTE=x-quake;24278587]I don't know of an engine that will take Sub-D models.[/QUOTE] Tessellation is kinda like subd, but still not the same.
[QUOTE=johan_sm;24278642]Tessellation is kinda like subd, but still not the same.[/QUOTE] I'm too used to separating them out in Maya. If I need something that smooth, it is much easier, performance-wise, to use Sub-D modeling rather than actually sub-divide a polygon model to that level.
[QUOTE=x-quake;24278752]I'm too used to separating them out in Maya. If I need something that smooth, it is much easier, performance-wise, to use Sub-D modeling rather than actually sub-divide a polygon model to that level.[/QUOTE] I never use subd mesh modeling in maya. It's just terrible. Instead I just use 3 to preview smooth mesh and when I am done and want to render, I just smooth it to the level I need.
I sculpt in zbrush or do a hardsurface model in max and then make a lowpoly from that.
[QUOTE=johan_sm;24278952]I never use subd mesh modeling in maya. It's just terrible. Instead I just use 3 to preview smooth mesh and when I am done and want to render, I just smooth it to the level I need.[/QUOTE] With Sub-D in Maya, though, you get the added option for surface creasing along with the normal polygon tools. If I ever use Sub-D, it is for things taking advantage of creasing. Otherwise, I just use polygon. It is nice to have the ability to edit a group of vertices with subdivision levels directly instead of having to make a lattice or selection of a group of vertices. We all have our own techniques, however.
hey this is my first gun is the topology good for game engines? Should i triangulate it at the end? [img]http://i37.tinypic.com/15ho2s5.jpg[/img]
I rendered a 1920x1080 version of the beer cans: [URL="http://i38.tinypic.com/10ej5g6.jpg"][img]http://i35.tinypic.com/bg33g4.jpg[/img][/URL]
I want [URL="http://www.nvidia.com/object/quadro-fermi-video-view05.html"]Mari[/URL] so fucking much. Being a Special FX dude, (physical shit as well as compositing) I might actually have to go work at Weta.
[QUOTE=Stathis;24284434]hey this is my first gun is the topology good for game engines? Should i triangulate it at the end? [img]http://i37.tinypic.com/15ho2s5.jpg[/img][/QUOTE] You should half the polygon count. You don't need to triangulate, the engine will do it for you. If you have any areas you think might triangulate weirdly, do them manually. You've got way too much detail in some places, and much less in others. I'd suggest that you work on keeping consistency in detail. IE: why are the microbevels on the front there at all? [B]Never[/B] ever use microbevels on a game mesh.
[QUOTE=DOG-GY;24286473]You should half the polygon count. You don't need to triangulate, the engine will do it for you. If you have any areas you think might triangulate weirdly, do them manually. You've got way too much detail in some places, and much less in others. I'd suggest that you work on keeping consistency in detail. IE: why are the microbevels on the front there at all? [B]Never ever use microbevels on a game mesh.[/b][/QUOTE] This, Because it can always be done with normal and bump maps. [editline]09:53PM[/editline] [QUOTE=broo20;24286084]I want [URL="http://www.nvidia.com/object/quadro-fermi-video-view05.html"]Mari[/URL] so fucking much. Being a Special FX dude, (physical shit as well as compositing) I might actually have to go work at Weta.[/QUOTE] You know you can 3d paint with photoshop, mudbox and, I think zBrush.
[QUOTE=wingless;24286696]This, Because it can always be done with normal and bump maps. [editline]09:53PM[/editline] You know you can 3d paint with photoshop, mudbox and, I think zBrush.[/QUOTE] It isn't so much that, it's the sheer [I]power[/I] this isn't meant for just random art, or game models, it's meant to look [B]real,[/B] lifelike and make a model believable, and go into live action video well. On that note, I'm also going to try and get Nuke.
[QUOTE=broo20;24287058]It isn't so much that, it's the sheer [I]power[/I] this isn't meant for just random art, or game models, it's meant to look [B]real,[/B] lifelike and make a model believable, and go into live action video well. On that note, I'm also going to try and get Nuke.[/QUOTE] Don't just say that it's random art when you haven't even used the software for these purposes, Mudbox for one has some fucking excellent 3D Painting, Mudbox can also modify the model giving you are much, much, much more ease of use and a level of realism, and yes Mudbox has a layer system like Mari. You have a very ignorant and idiotic view on things. Look into things before posting about this next time.
[img]http://filesmelt.com/dl/gun5679.jpg[/img] any better?
[QUOTE=wingless;24287378]Don't just say that it's random art when you haven't even used the software for these purposes, Mudbox for one has some fucking excellent 3D Painting, Mudbox can also modify the model giving you are much, much, much more ease of use and a level of realism, and yes Mudbox has a layer system like Mari. You have a very ignorant and idiotic view on things. Look into things before posting about this next time.[/QUOTE] This this this, same goes for zBrush.
[QUOTE=broo20;24287058]It's meant to look [B]real,[/B] lifelike and make a model believable, and go into live action video well. [/QUOTE]Do you even know what you're talking about? I guess not since it's as real as you make it be. If you flat color the model, it won't look real, no matter what app you use to color it. As an FX dude, you should know that realism is achieved at rendering part, not texturing. You can have a white sphere that will look real, or you can have a gun/character that won't look real at all. Sure texture helps, but this texture can be done in any app, mari doesn't just magically make it realistic. But still, it looks like a good tool for painting. [editline]02:31PM[/editline] [QUOTE=chamon;24288155]This this this, same goes for zBrush.[/QUOTE] Does it have layers? I didn't check the new v4 so I don't know if they added layers or not. If they didn't, FUCK em.
[QUOTE=Jeggis;24285311]I rendered a 1920x1080 version of the beer cans: [URL="http://i38.tinypic.com/10ej5g6.jpg"][img]http://i35.tinypic.com/bg33g4.jpg[/img][/URL][/QUOTE] I'm not Norwegian, so I don't know whether that's the design they use there, but the neck of the can looks too high. If you don't know what I mean by neck: [IMG]http://anyhub.net/file/bg33g4.jpg[/IMG]
it is kinda like that. <--- Norwegian would love to see some real texture on it.
I've been making some candles the last hour or so. I like the candle itself, but the candlestick looks odd. Any tips on what to change with the texture or mesh? I use 3ds max & Vray [IMG]http://i38.tinypic.com/zmfh3n.jpg[/IMG]
[quote]I'm not Norwegian, so I don't know whether that's the design they use there, but the neck of the can looks too high.[/quote] Yeah, it actually is pretty high. The actual can is probably a little thinner than mine, which obviously would lower the angle to a more suitable one. We'll see if I get around to fixing it. ;) [quote] would love to see some real texture on it.[/quote] I'm working on how to accomplish that. I don't want to spend a whole day rewriting every piece of texting and logos, when there probably is a better method out there. Like this one: [media]http://www.youtube.com/watch?v=w5HY2xMCldI[/media]
I love the model but, Don't you think it's a bit dark? Also a lit wik would make it that much more awesome. Nice work on it.
[QUOTE=Jeggis;24288724]Yeah, it actually is pretty high. The actual can is probably a little thinner than mine, which obviously would lower the angle to a more suitable one. We'll see if I get around to fixing it. ;) I'm working on how to accomplish that. I don't want to spend a whole day rewriting every piece of texting and logos, when there probably is a better method out there. Like this one: [media]http://www.youtube.com/watch?v=w5HY2xMCldI[/media][/QUOTE] Get a pair of good scissor, cut out the middle of the box. Roll it out so its flat, take pictures of it. photoshop it, and done! Probably the best method out there that doesnt require fancy printers or anything. Dangit need something to model, just finished my submittion for the art contest, which took me a while.
[QUOTE=johan_sm;24277428]Throw it into plugins folder[/QUOTE] Now what? How do I use it? Am I supposed to find it under modifiers? [editline]04:43PM[/editline] Figured it out. :buddy: [editline]04:44PM[/editline] Now I know how a teapot would look if it was a city.
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