• Digital 3D Art v6
    4,999 replies, posted
Wallpaper for a friend: [img]http://filesmelt.com/dl/cel1.png[/img] [editline]12:42PM[/editline] Oh wow, clipping issues. How the shit did I not notice it.
[QUOTE=DOG-GY;24277533]no engine will run that[/QUOTE] Depends on the tricount, if it's below 100,000 tris Unreal Engine 3 will handle it fine. [img]http://img412.imageshack.us/img412/478/loltricount.png[/img] I've had a few hundred of these spawned at once with no noticeable fps drop. It's still a very bad idea to use a model over 10k polygons though, unless it's a really huge setpiece or something. Oh and, they have a nice vertex shader to make them bulge in and out (it's from the GDC2009 demo map.)
[QUOTE=Tracker;24310682]Hmm, is that something similar to BlobMesh?[/QUOTE] Lots of spherical particles.
I still don't see what is wrong with my post on the gun, sorry. The polycount for the actual detail it has is probably crazy. I don't mean that it should be reduced (well for a low poly it should when it can be), I mean that it should have consistency, and that the detail shouldn't feel as random. It would be painful to unwrap and texture too.
[QUOTE=DOG-GY;24311518]I still don't see what is wrong with my post on the gun, sorry. The polycount for the actual detail it has is probably crazy. I don't mean that it should be reduced (well for a low poly it should when it can be), I mean that it should have consistency, and that the detail shouldn't feel as random. It would be painful to unwrap and texture too.[/QUOTE] Yeah, it shouldn't need to be that high res for what it is.
[QUOTE=DOG-GY;24311518]I still don't see what is wrong with my post on the gun, sorry. The polycount for the actual detail it has is probably crazy. I don't mean that it should be reduced (well for a low poly it should when it can be), I mean that it should have consistency, and that the detail shouldn't feel as random. It would be painful to unwrap and texture too.[/QUOTE] There are a few useless poly's in there, like multiple polys on a single straight line.
Hey guys, I don't know if I shall ask here, or over in the modeling section (Because I think the models/skins section is for gmod only) So, I need a mining drone model for my space game. Here's what I have now: [IMG]http://img843.imageshack.us/img843/2/buildmenu.png[/IMG] The two things over the asteroids. And as you probably can tell, they are fucking ugly. What I'm thinking of would be something like this: [IMG]http://farm4.static.flickr.com/3435/3809925754_d869b38a92.jpg[/IMG] Thanks in advance :D
you would need to give us more info. we cant just make something that looks awesome and press it in. we need file format, texture resolution, emount of poly/tris
Oh yeah, I mean, file format, about anything that 3ds max can read in nicely, or, the direct format I would need would be .fbx. Texture resolution: 512x512 is sufficient. Triangle count, well, not more than 1500.
[img]http://imgur.com/xSnZN.png[/img] Meh...
A chair thing we had to do for today. I think I did a pretty good job on it, though most importantly, I feel like I learned a lot from this lesson. Just realised it looks hard as fuck, ah well v:v:v [img]http://cubeupload.com/files/6b8c0fstolfinal.png[/img] Ref image [img_thumb]http://cubeupload.com/files/4f5f54chair.jpg[/img_thumb]
Really neat, I think you captured it well.
Thanks mate, also I like that blue alien thing. Zbrush?
Protoss <3
It's a protoss? I really need to play some more starcraft 2, but for now, my teacher said I should model an M24 rifle so I'm gonna do that.
[QUOTE=SunBird;24314373][img_thumb]http://imgur.com/xSnZN.png[/img_thumb] Meh...[/QUOTE] Organic part is just amazing. His headgear ruins it though. The detail is too smooth and blurry.
[IMG]http://img801.imageshack.us/img801/4573/legotest0000000.jpg[/IMG] Gonna make an animation, so i actually have some stuff to put into my portfolio.
the grain disturbs me a bit, it should be crisp where the focus is.
[QUOTE=johan_sm;24315326]Organic part is just amazing. His headgear ruins it though. The detail is too smooth and blurry.[/QUOTE] It's that fucking metcap, I knew I shouldn't have used it, it looks way sharper but the metcap (only gold I found) makes it look like mash potato, I only used it for the colors... [img]http://imgur.com/1z65r.png[/img] actually looks like that. and the hair uh... I photoshop-colored it :saddowns:
[QUOTE=SunBird;24316933]It's that fucking metcap, I knew I shouldn't have used it, it looks way sharper but the metcap (only gold I found) makes it look like mash potato, I only used it for the colors... [img_thumb]http://imgur.com/1z65r.png[/img_thumb] actually looks like that. and the hair uh... I photoshop-colored it :saddowns:[/QUOTE] Helmet needs more divisions. It has not enough polies and thus the detail looks blurry. And the organic is too symmetrical. Needs some asymmetry.
[QUOTE=johan_sm;24318112]Helmet needs more divisions. It has not enough polies and thus the detail looks blurry. And the organic is too symmetrical. Needs some asymmetry.[/QUOTE] Well if I could only think of appropriate battle damage I would sculpt something without symmetry. The helmet is on 344k polys and the subdivision only affects sculpting when I subdivide. Not the look of it.
[QUOTE=SunBird;24318682]Well if I could only think of appropriate battle damage I would sculpt something without symmetry. The helmet is on 344k polys and the subdivision only affects sculpting when I subdivide. Not the look of it.[/QUOTE] More subdivision = more polies = smoother and sharper detail.
[QUOTE=johan_sm;24318928]More subdivision = more polies = smoother and sharper detail.[/QUOTE] the detail remains the same, I'm not just saying that, I checked. The only thing changing is the effect of the sculpting brushes. no need to argue.
Started the drone model myself. [IMG]http://img375.imageshack.us/img375/5071/dronemodel.png[/IMG]
[QUOTE=SunBird;24319712]the detail remains the same, I'm not just saying that, I checked. The only thing changing is the effect of the sculpting brushes. no need to argue.[/QUOTE] Well when you get higher subd, you have to sculpt in the detail. That's obvious.
[QUOTE=s0ul0r;24320124]Started the drone model myself. [IMG]http://img375.imageshack.us/img375/5071/dronemodel.png[/IMG][/QUOTE] Wait, why did you need help when you are actually quite good at modeling, thought it looks like it too high quality for such a small game
The M24, obviously still in progress, and I just noticed the bullet would eject to the left :saddowns: I suppose I could use the mirror tool to fix it when I'm done. [img]http://cubeupload.com/files/7ce77cm24wip.png[/img] 4,331 polys
Yeah, because I didn't think it would turn out that good, also, The polycount is 5k now, but I'm just too lazy to redo it now. For now that does the job, still have to skin it though. [IMG]http://img693.imageshack.us/img693/5071/dronemodel.png[/IMG]
[QUOTE=johan_sm;24320459]Well when you get higher subd, you have to sculpt in the detail. That's obvious.[/QUOTE] Well depends hows he gonna use it, but in that level its enough when making normals in another program, smoothingroup will be 1 when using zbrush and texture aint that big, that you could see the difference ingame(if its game model). The main look comes from the diffuse anyways.
[QUOTE=Foldeath;24322998]Well depends hows he gonna use it, but in that level its enough when making normals in another program, smoothingroup will be 1 when using zbrush and texture aint that big, that you could see the difference ingame(if its game model). The main look comes from the diffuse anyways.[/QUOTE] If it's a game model, true. If it's not, then detail needs to be better because if you use hi-res normals(4k) then it will hold a lot of detail. [quote]smoothingroup will be 1 when using zbrush[/quote] This made no sense to me. Main look comes from diffuse+bump/normal. If you want to have only diffuse, you need a really hi-res mesh to compensate for the lack of bumpmaps.
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