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J-10 fighter: started this a while ago for the Source engine, kind of hit a tough spot trying to figure out how to handle the textures exactly, got bored and forgot about it. but I'd like to finish it up sometime.
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# ¿ Jun 30, 2008 07:27 |
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# ¿ May 3, 2024 07:43 |
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Little B-52 model I did for a forum, under a 3000 poly/1024^2 limit.
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# ¿ Oct 18, 2008 22:16 |
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Never completed a character model before. Trying to make a basemesh for sculpting. I'm scared.
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# ¿ Feb 2, 2009 22:32 |
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EoinCannon posted:That all looks great for sculpting As for the tris, I can get rid of some of them pretty easily, but others (like the ones on the side of the torso) I don't know how to get rid of without adding another edgeloop, which makes the quads in that area less square. What's the best way to handle that?
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# ¿ Feb 3, 2009 01:22 |
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Cool, thanks! That went pretty smoothly. Added hands and some baggy pants (he's a slovenly young person). At the moment they read like sweatpants to me--not sure if that's because of the way the groin/rear area is modelled, or because the cuffs at the bottom aren't defined yet. I guess I'll have to sort that out in mudbox.
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# ¿ Feb 3, 2009 07:07 |
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Yip Yips posted:It looks like you compounded your issue with tri's on the shoulder blades
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# ¿ Feb 3, 2009 23:25 |
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Eoin, Log - Awesome! I am sculpting my first sculpt. Haven't subdivided it very much yet, and going for some TF2-style cartoon edges on the face. Haledjian fucked around with this message at 20:10 on Feb 6, 2009 |
# ¿ Feb 6, 2009 20:05 |
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Hey guys. I'm trying to do a low-poly mesh for the Source engine based on this sculpt I was given and I've got the shape more or less right, but the meshflow looks vewwy ugwy. What should I be working on here before I move to unwrapping?
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# ¿ Apr 28, 2010 21:01 |
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I'm making a spaceship for my source mod about space pirates. It needs something on the bottom. Maybe some sweet guns?
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# ¿ Jun 11, 2010 05:17 |
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Everything I create is a penis
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# ¿ Jun 11, 2010 06:23 |
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Sigma-X posted:This guy's work is loving amazing holy poo poo: Also, for content, I think my meshflow needs work. Can anyone help me here? I try to stay in quads but it seems like that creates a lot of unnecessary poly density unless I merge the edges at some points: Click here for the full 566x683 image.
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# ¿ Jun 14, 2010 07:09 |
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I'm having trouble baking normals on a spacey prop I'm doing. I'm using Xnormal which normally works pretty well, but I'm not sure what I'm doing wrong here. The side brackets are giving the most trouble here. Also, that's with smoothing groups, which I remember reading are not supposed to be necessary on models with normal maps. But it looks worse with just one smoothing group: The high poly and low poly meshes overlay pretty nicely on each other: Is it a cage problem?
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# ¿ Jul 22, 2010 19:41 |
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So I should be breaking the smoothing before I bake the normals, then?
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# ¿ Jul 22, 2010 20:03 |
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Got it, thanks
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# ¿ Jul 22, 2010 20:52 |
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I'm having another go at a little space pod I tried a while ago, and I'm having pretty much the same problems as before, despite having learned that tangent space normals need smoothing groups 3 pages ago. My hipoly looks okay: Click here for the full 878x548 image. My lopoly looks okay: Click here for the full 878x548 image. And the two meshes match up pretty well. But as soon as I do a bake in Xnormal it comes out pretty screwed up: e - Nevermind, problem solved. Cinema 4D was removing the smoothing groups when I exported the low poly mesh. Haledjian fucked around with this message at 23:08 on Aug 17, 2010 |
# ¿ Aug 17, 2010 22:51 |
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I'm getting kind of sick of UV mapping (or doing anything else) in 3DS Max. Is there a best program for that I should learn?
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# ¿ Apr 7, 2011 00:30 |
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Hellbeard posted:Well... I'm gonna keep pushing the diffuse texture some more. Here's what I got so far:
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# ¿ Apr 11, 2011 17:46 |
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Working on a spaceship for my Source mod. Still have a whole bunch of texture detailing to do. P.S. looks amazing EoinCannon!
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# ¿ Apr 13, 2011 19:32 |
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congrats Dean! I'm making a TIE Fighter for UDK, little under 9000 tris right now, I'm aiming for <15,000 with a cockpit interior. I have no idea how I'm gonna handle UV mapping this monstrosity. Actually, come to think of it, I was planning on doing the UVing in 3DS Max, but are there any programs/plugins that make it substantially easier? That would be sick. Haledjian fucked around with this message at 01:22 on Aug 16, 2011 |
# ¿ Aug 16, 2011 01:18 |
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EoinCannon posted:Learning to UVW map "by hand" is worth the time and annoyance. Oh yeah, I know how to do it. Just dreading doing all the greebles. I think I'm just gonna paint the rest on the normal map.
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# ¿ Aug 16, 2011 22:19 |
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Sigma-X posted:Painting distortion-less squared shapes onto a spherical projection seems like it'll be a pain in the rear end. Do you have some ref for the missing greebles? Sigma-X posted:I'm personally not a fan of painting 3d shapes into a normal map, I think you get a better result with modeling it - I keep painted normals as textural details only. mutata posted:You could always model the greebles on a high res mesh and bake them onto the final mesh later. Best of both worlds. 3D painting programs are good for dancing around distortion problems, too. Haledjian fucked around with this message at 00:44 on Aug 17, 2011 |
# ¿ Aug 17, 2011 00:39 |
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Tw1tchy posted:Actually yeah, TV industry is C4D's main niche since most of it isn't hyper-realism, it's 3D text and animations, or big simulations. C4D has Mograph and Modyamics and all that which are made almost specifically for it. I like it for games modelling since it's fast and simple! I like it too! BUT I've yet to figure out if it has an Add Edgeloop function like Max does, where you can just stick one on wherever you want. That's pretty frustrating, I end up using the knife tool to make them.
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# ¿ Aug 28, 2011 05:48 |
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TranceParadox posted:https://www.youtube.com/watch?v=Z3BMwHHxv5A You've got some pretty major issues with shaders here. And some z-fighting, it looks like? I would tone down the wonky VMTs and focus more on texturing and architecture. You should check out the Source SDK thread, which is kind of inactive, but the people who do post are generally pretty knowledgeable.
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# ¿ Oct 10, 2011 02:47 |
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Taking a Maya class. My teacher is insisting that I connect all my intersecting meshes, including cylinders.
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# ¿ Oct 3, 2012 01:27 |
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concerned mom posted:To make them watertight?
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# ¿ Oct 3, 2012 19:25 |
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concerned mom posted:That's even worse. Why make low poly watertight, it's a waste of triangles unless you're working on an engine that needs watertight and pretty much none of them do! He *might* be trying to teach you the correct way to weld and cut vertices so they display right, but frankly its the wrong way to show you if he is.
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# ¿ Oct 3, 2012 22:09 |
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PAnick that is bomb as eff. I want to be that guy's friend. Here is an old flaregun I am making
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# ¿ Dec 5, 2012 19:14 |
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Hey, I have a little question for you guys. I'm working on remaking a model of a transforming mech from 1998 Electronic Arts game, based on the cutscenes and promo art. It's been hard as balls so far to figure out and animate the transformation, so I'm thinking it could be a good portolio piece. BUT, given it's pretty closely modeled after this old game, should I avoid using it if I'm shopping a portfolio around (which is a ways off, I'm still a student right now)? Or is it okay as long as I make a note of the source?
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# ¿ Apr 17, 2013 09:19 |
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Dick Trauma posted:Oh man, I think that was the first 3d accelerated game I played, on my old Performa. How did you decide on using it? Here's what I have so far It's been a huge challenge looking at all the 240p rips of cutscenes on YouTube trying to work out what all the different pieces look like and how they fit together. Although luckily the game came with a comic book that had orthographic views printed on the back, so that's a big help. I'm really excited though because although the original model was great, the textures were as 1998 as you could get. So I really want to give it a current-gen treatment with normals and specmaps and like, actual dirt and stuff on it. I'm gonna try to do the cockpit interior with illuminated HUD and stuff too. Haledjian fucked around with this message at 06:13 on Apr 23, 2013 |
# ¿ Apr 23, 2013 06:09 |
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Me, I want to do that
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# ¿ Apr 25, 2013 09:05 |
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uglynoodles posted:I've learned to never, ever start anything in Zbrush and make basemeshes in Maya first, UV, then take it along for some fun Zbrush sculpting.
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# ¿ May 13, 2013 06:11 |
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I'm waitlisted as a volunteer. I don't think it's gonna happen. Some of my friends are going though, good luck to you goonz.
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# ¿ Jul 8, 2013 19:22 |
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I wanted to copy the mech from this old PSX game that I used to love as a kid: My version (it can transform into a hovercraft like the game version but I haven't rigged the textured version up to do it yet): Haledjian fucked around with this message at 04:27 on Sep 24, 2013 |
# ¿ Sep 24, 2013 02:55 |
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This is the best use of Substance Designer I've ever seen.
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# ¿ Jul 18, 2015 01:21 |
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Stuff4and5 posted:Texture painting in photoshop is a bit of a pain, I can't set down straight lines and such on my models. Does Illustrator have some kind of 3d paint feature? Or is there another program I could use that would be as effective? There's a bunch of programs that do 3D painting--Substance Painter, 3D Coat, Mudbox. I'm not sure what the best option is although we use Substance Painter at work and it's pretty great. Haledjian fucked around with this message at 22:29 on Jul 18, 2015 |
# ¿ Jul 18, 2015 22:24 |
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Ccs posted:I bought a dinosaur animation tutorial from 3DMotive recently. The rig works, the tutorial is pretty useful, but then I turned on wireframe-on-shaded view. WTF is going on with this topology: Fun fact about this tutorial: I made that raptor model when I was 16 years old as a mod for Star Wars Jedi Academy. People later ported it to Garry's Mod and Left 4 Dead 2 (without contacting me, of course). Then some guy made an animation tutorial with it and sold it to 3Dmotive. I complained to them and they said he signed a contract guaranteeing that all content was authored by him. I don't think I ever got credit for it in any of those cases I have no idea who did that to the geometry, but it was probably a third- or fourth-hand model by the time it got to the 3Dmotive tutorial. Haledjian fucked around with this message at 17:48 on Jul 21, 2015 |
# ¿ Jul 21, 2015 17:43 |
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Odddzy posted:You could have grounds to sue in some cases, they have to enforce their contract with the guy, not you. I should have asked for a free subscription for as long as they kept the video on their site.
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# ¿ Jul 21, 2015 20:07 |
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Ccs posted:Wow, that's crazy. Is it really so difficult for people to just make an original raptor model? It's not like they're super difficult to sculpt or have to capture a very specific likeness. This kind of model isn't even great for animation anymore because the eye is built into the geo. It definitely looks like it was made for an older video game. I tried to go through the raptor tutorial but I kept getting distracted by PERSONAL RESENTMENT
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# ¿ Jul 21, 2015 23:55 |
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Are they ever going to fix transparency sorting though
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# ¿ Aug 17, 2015 22:48 |
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# ¿ May 3, 2024 07:43 |
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You might want to see a doctor about those n-gons.
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# ¿ Nov 9, 2015 06:43 |