how do i sculpting tool
[img]http://dl.dropbox.com/u/1157653/howdoido.png[/img]
how do i human anatomy
[QUOTE=Juniez;25714451]how do i sculpting tool
[img_thumb]http://dl.dropbox.com/u/1157653/howdoido.png[/img_thumb]
how do i human anatomy[/QUOTE]
You anatomy book.
Or online if you prefer.
[QUOTE=Kybalt;25675887]that is a lot of detail. very impressive.[/QUOTE]
It's missing most of the small details.
[editline]29th October 2010[/editline]
[QUOTE=Pocket Rocket;25675921]What branch of the military are you in? I only remember seeing RK 62 and RK 95 TP and the 95 TP I've seen have slight differences, like the muzzle and front sight, but then again they might've been some funky cross-bred abominations since they had the RK 62 muzzle and the folding stock of the 95 TP.[/QUOTE]
This is the only 95 version I've seen, the 62 versions have a lot of variation to them depending on the year of make.
[img_thumb]http://img535.imageshack.us/img535/6138/smallarms20001.jpg[/img_thumb]
[img_thumb]http://img811.imageshack.us/img811/4545/smallarms20002.jpg[/img_thumb]
Got maya 2011 thanks to me having a college email, followed one of the tutorials in the included pdf.
[img]http://img27.imageshack.us/img27/7120/liquidsimulation3001.gif[/img]
Oh man, that must've taken weeks to simulate.
[QUOTE=paul simon;25717882]Oh man, that must've taken weeks to simulate.[/QUOTE]
Why? It took about a minute.
[QUOTE=Legend286;25718022]Why? It took about a minute.[/QUOTE]
He was joking because the res on the particles are so low.
[QUOTE=Legend286;25718022]Why? It took about a minute.[/QUOTE]
sarcasms about the extremely low water quality
I'd raise it, but I can't remember how. :v:
here comes progress
[img]http://img823.imageshack.us/img823/1306/ss20101029023343.png[/img]
now complete with a fire escape
[img]http://img440.imageshack.us/img440/2888/ss20101029024117.jpg[/img]
if you pay close attention you might notice the garage door is textured... because as i figure the modeling is done, and its time for lots of texturing and photoshop
[img]http://img261.imageshack.us/img261/7818/ss20101029024308.png[/img]
[QUOTE=paul simon;25717882]Oh man, that must've taken weeks to simulate.[/QUOTE]
Ass
Huegrender that I didn't render all the way since the floating holes for the normal baking fucked up.
[img_thumb]http://img101.imageshack.us/img101/7957/wip003.jpg[/img_thumb]
Yeah and the mag isn't finished.
this is some extreme nitpicking, but
[img]http://img823.imageshack.us/img823/3607/ss20101029035742.png[/img]
you can see the turbosmooth messing up the holes there with smoothing or something i dont know it doesnt look proper.
Yeah I know. I was thinking of maybe making the holes with normals or trying to smooth them out.
[QUOTE=DOG-GY;25706222]Can you show a wireframe? It looks kinda weird at the corners. Like you chamfered one part and not another.[/QUOTE]
It's actually supposed to be like that, if you mean the front panel. Also, my wires are really ugly.
[img]http://dl.dropbox.com/u/5625513/soviet_radio_wip6_wires.png[/img]
Behold.
To me, the reference doesn't seem to come in at all on the black metal/plastic corners. Also, it would be smarter to make it floating because the outside of the black should be chamfered too, and you wouldn't need to worry about weird edgeflow.
As for the smaller details like the inset and those 3 things going across below it, you can remove those. You'll never see them ingame even at extreme angles and they can be easier done with normals. If anything I would invest the tons of tris you gain from all of those changes to make softer curves on the 6 buttons, and a softer curve on the large knob.
So far it's looking good, but it could definitely be made much more awesome!
I want to make a radio now :/
[QUOTE=DOG-GY;25721595]To me, the reference doesn't seem to come in at all on the black metal/plastic corners. Also, it would be smarter to make it floating because the outside of the black should be chamfered too, and you wouldn't need to worry about weird edgeflow.
As for the smaller details like the inset and those 3 things going across below it, you can remove those. You'll never see them ingame even at extreme angles and they can be easier done with normals. If anything I would invest the tons of tris you gain from all of those changes to make softer curves on the 6 buttons, and a softer curve on the large knob.
So far it's looking good, but it could definitely be made much more awesome!
I want to make a radio now :/[/QUOTE]
Thanks for the tips. As for your craving, i have references of another radio. All angles flash/no flash, if you need them.
Thanks! I've been working on quite a few general props lately so that'd be good. I'm not sure if I want to make that specific one though, so I'll get back to you on that.
I should post my toilet When I can actually start texturing.
Damn u skool im 2 cool 4 u.
[url]http://www.dropbox.com/gallery/5625513/1/DOG-GY%20ref?h=8ad2fc[/url] Here you go.
thxxx
[QUOTE=PLing;25718874]Huegrender that I didn't render all the way since the floating holes for the normal baking fucked up.
[img_thumb]http://img101.imageshack.us/img101/7957/wip003.jpg[/img_thumb]
Yeah and the mag isn't finished.[/QUOTE]
Wire without turbosmooth please
I've got another nParticle render coming soon, just setting it all up.
[QUOTE=johan_sm;25723038]Wire without turbosmooth please[/QUOTE]
Don't have the file with me at the moment (left it at the base and I'm not at weekend leave) but remind me on monday and I'll send you one.
It's not that beautiful though. :v:
[img]http://img810.imageshack.us/img810/2576/watersim.gif[/img]
Tacky render, but you get the picture. I increased the resolution quite a lot on this too. I'm slowly learning Maya. :v:
I think I'm gonna make something using the fracture thingy, like a glass full of water which gets hit by a projectile, shattering and spilling everywhere.
[QUOTE=Legend286;25723505]I've got another nParticle render coming soon, just setting it all up.[/QUOTE]
Pls make hi rez
[editline]29th October 2010[/editline]
Fucking ninja. I can't even see it cuz I'm on my phone.
[QUOTE=Kybalt;25718258]here comes progress
[/QUOTE]
shit man, that's looking awesome!
can't wait to see the final product
Man, you guys are so great at this! Every time I try to start the funky technical programs throw me off and I end up messing up simple tutorials.
Any tips for starting out? (I have 'Max and Maya 2010 and mudbox) I love you education version~
[QUOTE=jenny7332;25724670]Man, you guys are so great at this! Every time I try to start the funky technical programs throw me off and I end up messing up simple tutorials.
Any tips for starting out? (I have 'Max and Maya 2010 and mudbox) I love you education version~[/QUOTE]
Learn the basics. Like what option does what and where to access it. When you know that you can follow pretty much any tutorial .
[QUOTE=jenny7332;25724670]Man, you guys are so great at this! Every time I try to start the funky technical programs throw me off and I end up messing up simple tutorials.
Any tips for starting out? (I have 'Max and Maya 2010 and mudbox) I love you education version~[/QUOTE]
what johan said. Once you know the basics , then you basically invent your own way of modeling (well, maybe just a workflow ,but still)
If you know the basics you can even watch tutorials for other software and easily adapt it to yours.
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