[QUOTE=johan_sm;24323158]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.
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.[/QUOTE]
Well have you exported the model from zbrush to any other prog that you can see the polygon smoothgroup channel?
If you want to think that way you also need the specular map but in the prior I could say diffuse comes first then normals and then specular, but still all maps are good to have in "nextgen games".
[QUOTE=Foldeath;24324234]Well have you exported the model from zbrush to any other prog that you can see the polygon smoothgroup channel?
[/QUOTE]
Oh you mean that, well it's true, but look at this helmet model, do you see the jaggies? If you smooth these, they will look not very good anyway. So more polies = less jaggies = smoother result.
[QUOTE=Foldeath;24324234]
If you want to think that way you also need the specular map but in the prior I could say diffuse comes first then normals and then specular, but still all maps are good to have in "nextgen games".[/QUOTE]
Obviously diffuse comes first since it is what gives color. But these maps are used not only in games.
johan is right. It needs another subdivision level and another pass over.
[img]http://img833.imageshack.us/img833/4374/ss20100824195829.png[/img]
Bristol M in progress.
err can someone help me with a little annoyance?
I can't click+drag to select edges...or polys or verts or anything really
[QUOTE=MetalToast;24329713]err can someone help me with a little annoyance?
I can't click+drag to select edges...or polys or verts or anything really[/QUOTE]
Providing name of app you use would be useful
here's a character model that i started today.
[img]http://horobox.reager.org/u/mrhippieguy_1282787738.png[/img]
[img]http://horobox.reager.org/u/mrhippieguy_1282786101.png[/img]
helped heavily by Blender 2.53's sculpt tool and my camera. he's only about 3000 polies. all i need to do is sculpt and texture his hands and give him a pair of shoes(and a few texture fuckups here and there).
also, these aren't renders, they're in-game.
[QUOTE=kattolil;24315291]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]
Your teacher is Awesome
[QUOTE=mrhippieguy;24331446]here's a character model that i started today.
[img_thumb]http://horobox.reager.org/u/mrhippieguy_1282787738.png[/img_thumb]
[img_thumb]http://horobox.reager.org/u/mrhippieguy_1282786101.png[/img_thumb]
helped heavily by Blender 2.53's sculpt tool and my camera. he's only about 3000 polies. all i need to do is sculpt and texture his hands and give him a pair of shoes(and a few texture fuckups here and there).
also, these aren't renders, they're in-game.[/QUOTE]
Clipping in the jacket, pant, the face (or maybe those are holes, either way) FIX IT.
Also, his undershirt MELTS INTO HIM.
Seriously, it can't be comfortable.
[QUOTE=broo20;24333285]Clipping in the jacket, pant, the face (or maybe those are holes, either way) FIX IT.
Also, his undershirt MELTS INTO HIM.
Seriously, it can't be comfortable.[/QUOTE]
i don't see any pants problem, but the 'holes' are the texture fuckups.
i'll try and fix the shirt.
other than that, does he look alright?
[QUOTE=mrhippieguy;24333515]i don't see any pants problem, but the 'holes' are the texture fuckups.
i'll try and fix the shirt.
other than that, does he look alright?[/QUOTE]
the chest looks a little too square, and the shirt could be longer...
[QUOTE=johan_sm;24324910]Oh you mean that, well it's true, but look at this helmet model, do you see the jaggies? If you smooth these, they will look not very good anyway. So more polies = less jaggies = smoother result.
Obviously diffuse comes first since it is what gives color. But these maps are used not only in games.[/QUOTE]
Yes but will the texture size be so good that it would be beneficial in games or would that make the normals too strong.
And if we start talking about animations, theres loards of other maps that are good to have for good rending like reflection/raytrace maps, displacements and well lots of more depending how you want to use the model but offcourse its useless to say when we dont know how exactly is the model used for...
[IMG]http://i35.tinypic.com/35cjrr4.png[/IMG]
Its my first time using Zbrush, bare with me. Made from a sphere D:
[QUOTE=arthuro12;24334459][IMG]http://i35.tinypic.com/35cjrr4.png[/IMG]
Its my first time using Zbrush, bare with me. Made from a sphere D:[/QUOTE]
I like the skull type of shape in there, you should add some more of it.
Starting a new one :D
this one was used to try out some basic tutorials (coloring, masking etc)
I cleaned the mesh a lot, i need a lot cc on this please
it's still a wip and it's 1,1k polys
also ignore the mess above and to the right of the trigger.
[IMG]http://filesmelt.com/dl/gun5683.jpg[/IMG]
[IMG]http://filesmelt.com/dl/gun5682.jpg[/IMG]
also safety is absent
All the small details, you don't really need those. Can be put in texture. You have more subdivisions than you need on the smooth areas. And you still have that chamfering thing going on. A lot of those details are too small to be seen.
If anything put the safety back on, as that actually protruded from the surface and had a reason for being 3D rather than texture.
I also liked the "microbevels" you removed in the middle, thinking they were the chamfered edges (why?) as they gave it a subtle but visible shape that looked much better.
TL;DR: If it's too small to be seen, get rid of it. Use only as many polies on curves as you can get away with. Don't add more edges to the chamfering on the handle when we tell you to get rid of it entirely.
[editline]02:24PM[/editline]
[QUOTE=nVidia;24316115][IMG_thumb]http://img801.imageshack.us/img801/4573/legotest0000000.jpg[/IMG_thumb][/QUOTE]
That is photograph. Do not deny. I have exposed your secret.
so how long did it take you guys to get good at modelling? I can't do shit unless it's a step by step tutorial and I can't plane model and shit :gbsmith:
[QUOTE=kattolil;24314522]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]
[/QUOTE]
It's cool to see that other people tried this one. :)
Here's mine, which I did in late 08:
[IMG]http://i36.tinypic.com/245ag50.jpg[/IMG]
[QUOTE=MetalToast;24337591]so how long did it take you guys to get good at modelling? I can't do shit unless it's a step by step tutorial and I can't plane model and shit :gbsmith:[/QUOTE]
around 4 months, with some tutorials from lynda.com
still not pro thought. but i have decent work
why is everyone modeling the same chair thing. the hell. :iiam:
[editline]11:22AM[/editline]
[QUOTE=MetalToast;24337591]so how long did it take you guys to get good at modelling? I can't do shit unless it's a step by step tutorial and I can't plane model and shit :gbsmith:[/QUOTE]
well ive been at this for like 3 months now, and i have to say, it helps to have a friend on steam who knows what s/he is doing so s/he can help you with poly flows and just about any other questions.
[QUOTE=Kybalt;24338937]why is everyone modeling the same chair thing. the hell. :iiam:
[editline]11:22AM[/editline]
well ive been at this for like 3 months now, and i have to say, it helps to have a friend on steam who knows what s/he is doing so s/he can help you with poly flows and just about any other questions.[/QUOTE]
If you have a teacher (who has a lot of patience) it can take only a few months.
[QUOTE=Jeggis;24338220]It's cool to see that other people tried this one. :)
Here's mine, which I did in late 08:
[IMG]http://i36.tinypic.com/245ag50.jpg[/IMG][/QUOTE]
Wow, that is freakishly alike to the ref image the other person posted.
[img]http://cubeupload.com/files/4f5f54chair.jpg[/img]
[QUOTE=Jeggis;24338220]It's cool to see that other people tried this one. :)
Here's mine, which I did in late 08:
[IMG_thumb]http://i36.tinypic.com/245ag50.jpg[/IMG_thumb][/QUOTE]
:saddowns:
No but that's really cool man, love the lightning on it!
Well, after seeing them side-by-side you can see some differences.
The ref is more stiff, the cloth has wider wrinkles and there are those two bands at the end, plus it's slightly more warm and orange.
[editline]02:04AM[/editline]
broke mah automerge :@
is one of those chairs actually a real picture. or are they all based of a real picture?
They're all based off of a tutorial.
[QUOTE=PLing;24339446]If you have a teacher (who has a lot of patience) it can take only a few months.[/QUOTE]
my school doesn't have a 3d program :(
Then it's sweat and elbow grease for you. Which it is anyway, there's really no easy way into it.
[QUOTE=PLing;24340500]Then it's sweat and elbow grease for you. Which it is anyway, there's really no easy way into it.[/QUOTE]
yeah. i'm thinking about buying a book to help me along. any good ones out there?
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