• Digital 3D Art v6
    4,999 replies, posted
[QUOTE=DeanWinchester;24458306]I know, I just can't get my head around unwrapping complex stuff.[/QUOTE] Try cg.tutsplus.com , they got some unwrapping Tutorials :)
[QUOTE=paul simon;24446239]Just started experimenting with bipeds. [url=http://filesmelt.com/dl/biped0000.png][img]http://filesmelt.com/dl/biped000awd0.png[/img][/url] Click it if you feel like a slightly more brown cape is worth 10 extra Megabytes.[/QUOTE] Nice, what program do you use anyway?
[QUOTE=cyanidem;24460186]Nice, what program do you use anyway?[/QUOTE] 3ds max and I think vray
[QUOTE=nVidia;24446906]True, i wish media tags would still work with images. :frown:[/QUOTE] This. And yes, if you guys want I may upload the links instead. No problem. :buddy: [editline]03:07PM[/editline] [QUOTE=johan_sm;24460223]3ds max and I think vray[/QUOTE] You are as right as you can be.
[QUOTE=DeanWinchester;24458306]I know, I just can't get my head around unwrapping complex stuff.[/QUOTE] [url]http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html[/url] I found this tutorial to be extremely helpful when I started unwrapping. I think the only thing it doesn't cover is pelt mapping.
Halfway done with unwrapping my model: [IMG]http://img842.imageshack.us/img842/5382/turmuv.png[/IMG] Only method I used was pelt mapping.
What uv checker is that? I want too
[QUOTE=johan_sm;24464236]What uv checker is that? I want too[/QUOTE] You can make that in photoshop.
[QUOTE=nVidia;24465011]You can make that in photoshop.[/QUOTE] You can do a lot in photoshop. But I don't want to.
[QUOTE=johan_sm;24464236]What uv checker is that? I want too[/QUOTE] Chris Tate made that one: [IMG]http://www.christateonline.com/Tutorials/Tutorial_Content/Custom_UV_Checker.jpg[/IMG]
[media]http://www.youtube.com/watch?v=sL4IUd_-9IE[/media] Finally done with my Doctor Who title sequence, it's not perfect but I've spent ages on it so I'm gonna call it a day with it and move on to something else like a Dalek. I rendered the Vortex/effects and the Tardis in separate passes so that I could apply different effects to them in After Effects. Very pleased with the end result; there is a lot more going on. Programs Used: Maya 2011 Adobe Photoshop CS5 Adobe After Effects CS5 Plugins Used: Trapcode Particular Trapcode Shine Trapcode Starglow
[QUOTE=Nicht Du;24465927][IMG]http://www.christateonline.com/Tutorials/Tutorial_Content/Custom_UV_Checker.jpg[/IMG][/QUOTE] You should probably credit Ben Tate for that one. You know, ethics and stuff like that. :P
You could try to use UVW mapping instead of unwrapping on the cone thing, might be easier. I'm no unwrapper though, but you could give it a try with the polys selected.
[QUOTE=Jeggis;24471637]You should probably credit Ben Tate for that one. You know, ethics and stuff like that. :P[/QUOTE] Isn't his name Chris Tate? :p
[QUOTE=Jeggis;24471637]You should probably credit Ben Tate for that one. You know, ethics and stuff like that. :P[/QUOTE] I thank Ben. Whoever he is
How am I doing so far? (that's the whole right side of the bench) [img]https://dl.dropbox.com/u/9133125/goddamn.png[/img]
[QUOTE=Nicht Du;24472077]Isn't his name Chris Tate? :p[/QUOTE] They're brothers, I think. At least related. And I can't remember which relative did which tutorial. :P
[QUOTE=Acezorz;24468255][media]http://www.youtube.com/watch?v=sL4IUd_-9IE[/media] Finally done with my Doctor Who title sequence, it's not perfect but I've spent ages on it so I'm gonna call it a day with it and move on to something else like a Dalek. I rendered the Vortex/effects and the Tardis in separate passes so that I could apply different effects to them in After Effects. Very pleased with the end result; there is a lot more going on. Programs Used: Maya 2011 Adobe Photoshop CS5 Adobe After Effects CS5 Plugins Used: Trapcode Particular Trapcode Shine Trapcode Starglow[/QUOTE] Well done, lookin good!
[QUOTE=DeanWinchester;24475344]How am I doing so far? (that's the whole right side of the bench) [img]https://dl.dropbox.com/u/9133125/goddamn.png[/img][/QUOTE] Fucking hell. Is that going in game? That's by far the worst optimised model I've ever seen. Clean that shit, man.
Ask people if it going into a game before saying its shit.
[QUOTE=Lazore;24489517]Ask people if it going into a game before saying its shit.[/QUOTE] [url]http://www.facepunch.com/showpost.php?p=24419478&postcount=1386[/url] He's completely right though, so many useless edgeloops, it makes me want to cry.
How exactly are they useless? They would be useless if they didn't add anything to the geometry, I guess I could optimize it by using triangles instead of quads in a lot of places but I have bad experiences with triangles, besides I can make LOD models with less detail. I'll probably optimize it later anyways.
hello guys I want to start 3d and i was thinking what application should i start with? I want to make props for games that are using the source engine. Also can ypu point me to any good tutorials you would recommend to make game props?
[QUOTE=Legend286;24489563][url]http://www.facepunch.com/showpost.php?p=24419478&postcount=1386[/url] He's completely right though, so many useless edgeloops, it makes me want to cry.[/QUOTE] oh yeah right, my mistake. But i do see a lot of times people rage at models for having too high polycount, and so on, even though no one said its for a game.
[QUOTE=DeanWinchester;24489654]How exactly are they useless? They would be useless if they didn't add anything to the geometry, I guess I could optimize it by using triangles instead of quads in a lot of places but I have bad experiences with triangles, besides I can make LOD models with less detail. I'll probably optimize it later anyways.[/QUOTE] [img]http://img840.imageshack.us/img840/2193/piczc.jpg[/img] Quite a few unneeded edge loops. Just pointing them out to save you time on UV'ing it.
Yeah mesh needs cleaning. It seems that it was made in one piece and then separated into many, thus leaving some useless loops.
[QUOTE=johan_sm;24491893]Yeah mesh needs cleaning. It seems that it was made in one piece and then separated into many, thus leaving some useless loops.[/QUOTE] It could be cleaned up even better by using floating meshes. If done right there won't be a problem with "z-fighting" and it'll save a fair few polygons.
[img]http://filesmelt.com/dl/bigballsack.png[/img] headlights woo
the headlights look like tinfoil :v:
Optimized the model as much as I could (optimized it slightly more after posting this screenshot): [img]https://dl.dropbox.com/u/9133125/bench_optimized.png[/img] I'm very afraid of those stretchy triangles.
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