• Digital 3D Art v6
    4,999 replies, posted
[QUOTE=DOG-GY;25141360]That some damn fine quadrangulation.[/QUOTE] are you being sarcastic [editline]08:41PM[/editline] my internet sarcasm detector is in the shop right now
no it's really a good job. I dunno I just like quadrangulating
[img]http://gyazo.com/fe755d15e6268db1646c5779066e0b78.png[/img] Like this?
Yes. [QUOTE=DOG-GY;25141360]That some damn fine quadrangulation.[/QUOTE]
yup. looks good.
Cool. Is this recommended for more complex shapes like that?
Yeah. Now it's all quads. Did you do it to the opposite faces? It's much better now. The only problems I see is that it'll be easier to texture as well as cleaner to pull the edgeloop that the center of the key is formed by to all be uniform on one axis. Basically, the cylinder is uniform but it goes way off to the left to meet the key's center. If you make it uniform you can actually use a quarter of the texture space for the key because The 4 sets would be the same. If any of this confused you I can outline it. Though I assume you won't be texturing soon. I dunno.
i bet he is really confused after reading that because i know i am. i understand it but you might wanna explain the terminology a bit more.
:v: give me a bit
[QUOTE=Kybalt;25141905]i bet he is really confused after reading that because i know i am. i understand it but you might wanna explain the terminology a bit more.[/QUOTE] Kinda confused too.
[img]http://www.majhost.com/gallery/Sombody123/DOG-GY/keyblade_help.png[/img] So you can see how I changed the geometry. Also you can see the faces I highlighted with white. Since those are exactly the same as the faces opposite it, and the same on the other side of the key, you can save a ton of space on your texture (if you so desire) by laying it on top of itself. Basically, they'd all display the same thing because they're on the same texture space. I can model it real quick if needed.
[img]http://img818.imageshack.us/img818/5634/ss20100929224441.png[/img] last render of my room. for tonight anyway lol.
[QUOTE=DOG-GY;25142095][img]http://www.majhost.com/gallery/Sombody123/DOG-GY/keyblade_help.png[/img] So you can see how I changed the geometry. Also you can see the faces I highlighted with white. Since those are exactly the same as the faces opposite it, and the same on the other side of the key, you can save a ton of space on your texture (if you so desire) by laying it on top of itself. Basically, they'd all display the same thing because they're on the same texture space. I can model it real quick if needed.[/QUOTE] Ohhhhh, that makes so much more sense.
-snip- Figured it out. Another question though: Where is the option to change the selected wireframe colour in 3DS Max 2010?
[QUOTE=G71tc4;25141839]Cool. Is this recommended for more complex shapes like that?[/QUOTE] You should never have more than 4 sided polygons, they create smoothing errors. Especially on organic models and round surfaces, a flat surface like your key thingy would have been safe there but it's good to get rid of those habits. Also, don't apply smoothing groups for faces that bend over 90 degrees, it creates those black creases on the edges you have there.
Finally managed to make something in realflow. Unfortunately it glitches a lot and apparently the sphere I used was too low poly so now it looks like a golfball. [U][media]http://www.youtube.com/watch?v=mSElj5c0n8o[/media][/U][URL="http://youtube.com/watch?v=mSElj5c0n8o"][/URL]
Just the magazine + a few details + polish left now. [IMG]http://imgur.com/ydT3s.jpg[/IMG]
you better get some sexy bumpmap for that handle
[img]http://spyderp.com/files/screenshots/rex03.png[/img] Been working on this for the last few hours.
[QUOTE=kevlar jens;25150505]Just the magazine + a few details + polish left now. [IMG_thumb]http://imgur.com/ydT3s.jpg[/IMG_thumb][/QUOTE] It's like a cooler variation of a luger. I fucking love it.
[QUOTE=Sheogorath;25149008]Finally managed to make something in realflow. Unfortunately it glitches a lot and apparently the sphere I used was too low poly so now it looks like a golfball. [U][media]http://www.youtube.com/watch?v=mSElj5c0n8o[/media][/U][URL="http://youtube.com/watch?v=mSElj5c0n8o"][/URL][/QUOTE] Good simulation quality.
First model I've modelled, Uvwmapped, and soon to be textured :) Tried keeping it lowpoly, but the handle is a poly hog, and so is the heatshield. [img_thumb] http://filesmelt.com/dl/Unavngivet10.jpg[/img_thumb]
[img]http://spyderp.com/files/screenshots/rex09.png[/img] The feet are fucked.
[QUOTE=nVidia;25153566]Good simulation quality.[/QUOTE] Thanks. I've watched numerous realflow vids on Youtube and have come to the conclusion that I don't want my simulations look like pudding. :v:
[QUOTE=Kybalt;25144116][img]http://img818.imageshack.us/img818/5634/ss20100929224441.png[/img] last render of my room. for tonight anyway lol.[/QUOTE] #Creepy, your room's really similar to mine... I dont have a pic of that angle, but if you were to turn the camera left a little, heres mine made in HL2 ages ago. [img]http://loswzg.blu.livefilestore.com/y1pHBDhVjTOPcJbKl6N6XXgJYREaULmetc9TTA3u0OVj9w7YS6a1SvqA3blNYWjdmW4MVKfK7_OaU7gk40RDaqTCYesTspkADXc/house2006backup0000.jpg?psid=1[/img]
[QUOTE=cyanidem;25157634]#Creepy, your room's really similar to mine... I dont have a pic of that angle, but if you were to turn the camera left a little, heres mine made in HL2 ages ago. [img_thumb]http://loswzg.blu.livefilestore.com/y1pHBDhVjTOPcJbKl6N6XXgJYREaULmetc9TTA3u0OVj9w7YS6a1SvqA3blNYWjdmW4MVKfK7_OaU7gk40RDaqTCYesTspkADXc/house2006backup0000.jpg?psid=1[/img_thumb][/QUOTE] Yours has windows
[QUOTE=PieClock;25154745][img_thumb]http://spyderp.com/files/screenshots/rex09.png[/img_thumb] The feet are fucked.[/QUOTE] Dinosaur.
[QUOTE=wingless;25170486]Dinosaur.[/QUOTE] informative
[QUOTE=Lazore;25170536]informative[/QUOTE] Optomistic
[QUOTE=wingless;25170486]Dinosaur.[/QUOTE] Confused.
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