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Nero
January 12th, 2010, 03:47 PM
No, I didnt copy Neuro's name, stop asking me if I did so. I got Nero from the new Star Trek movie. Nero being the big bad guy.

http://i303.photobucket.com/albums/nn159/Joshflighter/DSC_1057.png?t=1263332357

I don't want to clog up the quick thread with my stuff, so ill just post wips and finished stuff here when I get to them. Right now though, I would appreciate any crit on my first environment concept. More like a portrait of mountains, but still. Its WIP, so advice and crit would be awesome. Thanks.
=)

-Oh and I'm not Chains either if your wondering. :raise:-

Llama Juice
January 12th, 2010, 03:51 PM
I like the dolphin on the left.

Heathen
January 12th, 2010, 03:56 PM
I like the dolphin on the left.

HAHA, I SAW IT TOO.

Horns
January 12th, 2010, 03:57 PM
Speaking of the dolphin, that is about the only thing in the picture that just seems weird. There's just 2 big white and grey blobs over there with no detail or anything.

Nero
January 12th, 2010, 04:03 PM
I must say, I never even noticed that. o.O
@horns... well.. uhm.........

CrAsHOvErRide
January 13th, 2010, 08:18 AM
I must say, I never even noticed that. o.O

^

Nero
January 16th, 2010, 05:29 PM
Took some shots of my mom's birthday flower's. Anyone have any tips how I can flush out the colors or simply make the pic more interesting? =o
http://i303.photobucket.com/albums/nn159/Joshflighter/DSC_1652.png?t=1263684552

Futzy
January 16th, 2010, 05:43 PM
I wouldn't recommend using the camera's flash for that, it makes those hard shadows. Levels also need tweaking.

Con
January 16th, 2010, 05:56 PM
some methods for adjusting colours:


Duplicate your layer, give it a gradient map (image/adjustments) and set this layer to a blending style like soft light. Experiment with different colours and blending styles.
Convert the image to lab colour, then open up the curves window and play around with the chroma channels. Try dragging the ends of the segment closer to the center but level with the bottom/top.
Levels
Channel mixer
hue/saturation (I don't recommend too much of this)
Exposure can be used with duplicated layers and masks to brighten up darker parts of the image if needed (poor man's fill light)

I didn't have any direction here, but this just shows what these techniques can do:

http://img199.imageshack.us/img199/5955/99544849.jpg

I used channel mixer to darken the background a bit so the focus is more on the flowers, then applied a bunch of other techniques until I got here.

If you have an idea what you want then you should get great results.

Nero
January 16th, 2010, 06:22 PM
Thank you both for the tips! I'll try them out.

Geo
January 16th, 2010, 11:30 PM
As weird as it sounds, looking at those flowers gave me an instant headache. The contrast just threw my head into a spin haha

Reaper Man
January 17th, 2010, 02:43 AM
Augh Con, what have you done? :ugh:

I think to improve the photo all that needs to be done is to correct the mild underexposure with the curves tool - I determined the white point from the highlights on the topmost flower. I also applied some high-pass sharpening to emphasize the details on the flowers and make them crisper.

http://img41.imageshack.us/img41/3793/tempflowers.jpg

Con
January 17th, 2010, 07:17 PM
Augh Con, what have you done? :ugh:

he said he wanted something interesting

i thought it was interesting :smith:

Kalub
January 17th, 2010, 08:23 PM
I thought it was cool, in a sepia tone kind of way

Heathen
January 27th, 2010, 11:27 PM
oh, alright.

Nero
February 7th, 2010, 05:04 PM
wtf, shot tags dont work for me still! :(
E/Yes, I noticed some of the things are off. but I only used one ref, and just noticed them now. FML.
GO TO THE POST BELOW MRBIGS

Futzy
February 7th, 2010, 05:08 PM
[ shot]http://img41.imageshack.us/img41/3793/tempflowers.jpg[/shot].

Nero
February 7th, 2010, 05:34 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/hio.pnghttp://i303.photobucket.com/albums/nn159/Joshflighter/gag.png

Edit; I'm modeling this because im supposed to be modeling something else for another team, but it looks really bad imo. And im trying to change up models, and then see if I can make that one better.

Spartan094
February 7th, 2010, 07:58 PM
http://i214.photobucket.com/albums/cc286/Brandon094/gag.png
Black - To high and show be slanted to the right more from that angle.
Green - To high, move it down alittle
Blue - Still to high, needs to be lower
http://www.bungie.net/images/Games/Reach/images/cutouts/Assault_Rifle_left2.jpg

Excuse my bad photoshop paint brush, dont use it to much.

Corndogman
February 7th, 2010, 10:22 PM
Get the main shape of the gun done before you start doing all the little detail (the floaters).

Nero
February 7th, 2010, 10:33 PM
I don't work like that, and I cant. Ask FlyinRooster, or Boba.

I tend to end up with a horrible model.
Yes, this might have proportions that are off, but that's because I'm only working based off of the ref that Spartan posted above.

Geo
February 7th, 2010, 10:38 PM
What game engine is this going to be used in? If its in Halo CE, please don't tell me your baking the normals from those floaters into the diffuse :gonk:

Nero
February 7th, 2010, 10:40 PM
Mb, I dunno. Whats wrong with baking it for halo though?

Disaster
February 7th, 2010, 10:40 PM
You need to try and get away from floating geometry on cylindrical objects.

Heathen
February 7th, 2010, 11:15 PM
And get more ref's... Just use google.

Nero
February 7th, 2010, 11:26 PM
I would if I cared so much for it to be accurate.

Disaster/ should I make it part of the mesh?

kid908
February 8th, 2010, 11:18 AM
I would if I cared so much for it to be accurate.

Disaster/ should I make it part of the mesh?

He's saying you can flatten the cylinder and bake it like that.

Geo
February 8th, 2010, 12:47 PM
Mb, I dunno. Whats wrong with baking it for halo though?

Nothing is really wrong with it. I just want to see it in an engine that can make full use of normal maps :realsmug:

Nero
June 4th, 2010, 08:56 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/Mrbombastic.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/MrBombastic2.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/Untitled-9.png


Not turbosmoothed yet.

PenGuin1362
June 5th, 2010, 06:53 PM
you have some details in there that would perhaps give a greater affect if they were actually part of the mesh. floating geo is great for small and very obnoxious details which would otherwise cause headaches in the mesh. if they get too big, it may cause unwanted affects with your AO

Malloy
June 5th, 2010, 07:27 PM
yeah i would say, 'bend' modifier that barrel and get rid of floaters

neuro
June 6th, 2010, 10:51 AM
not too bad looking.

also, yes, try to stay away from floaters.
they're a shortcut to easy normalmaps, but a bad habit to get into.

Nero
June 22nd, 2010, 09:46 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/1-1.png

http://joshflighter.blogspot.com/


I still haven't mirror'd everything, thats why it looks kinda skinny in some areas.
I stared putting angled foaters inside the mesh, apart of th button handle part with all the detail. I will do that after tomorrow's exam.

Anyways, I start the low poly tomorow. =D

neuro
June 23rd, 2010, 07:04 AM
looks like a bit of a clusterfuck tbh.

now you're just adding stuff for the sake of adding stuff. there's no balance in it anymore.

Nero
June 23rd, 2010, 07:12 AM
It's what halo reach did with there AR. :/

neuro
June 24th, 2010, 02:08 AM
if you copy something which is ugly, the copy will still be ugly.

PenGuin1362
June 24th, 2010, 03:13 PM
I have to agree with neuro. If you're going to replicate the AR might as well put your own spin on it and make it look good and somewhat different. and stop with the fucking floaters damn it

Nero
June 24th, 2010, 05:42 PM
Heh, I cant do anything about that. I wanted a replica and I wont be changing that now.

About the floaters... well, its easier for me. =)

FRain
June 24th, 2010, 11:16 PM
Do it right, not easy.

Malloy
June 25th, 2010, 05:24 AM
Even though this is subdivided... you would probably get the same details in the normal with this as you would with a low poly model. Edges are too tight I guess, Neuro would probably agree :P

Nero
June 25th, 2010, 11:39 AM
Do it right, not easy.

Uhm.. what? Its not wrong either. Please refrain from posting if you dont know what your talking about.

And the edges are pretty much fine imo, I like them as they are. There not meant to have to much curve to them.

neuro
June 25th, 2010, 03:07 PM
Uhm.. what? Its not wrong either. Please refrain from posting if you dont know what your talking about.

And the edges are pretty much fine imo, I like them as they are. There not meant to have to much curve to them.

yes they are wrong, at least if you were planning to actually use the highres mesh to bake from. (which i assume you are, since that's the only reason you'd use floaters)

floaters always(99%) project wrong, and they'll ruin any ambientocclusion you'll ever try to bake.
floaters were invented when normalmaps were a new thing, to save time.
they're alright to use for small flat things which protrude, PROTRUDE! if they recess into the surface, model them in,
like bolts, rivets, all that jazz, floaters are fine, if they dent in, like grooves, screw-holes, your detailthingies, model them in, because it makes for better baking, and better modelling in general.

if you can be arsed to paint out the junk it produces in ambient (which is a shit work to do, trust me) then be my guest, floaters are still bad practice though.

also, if you think your edges are fine, keep them that way, it's your model, your work. this is just crit thread, and i always repeat to people not to make their edges so tight, because it ends up not showing up in normalmaps, or coming out pixellated or in less-than-a-pixel edges.

tl;dr: use floaters if you want to, we dont care. fact remains, floaters are bad. always.

Nero
June 25th, 2010, 07:04 PM
yes they are wrong, at least if you were planning to actually use the highres mesh to bake from. (which i assume you are, since that's the only reason you'd use floaters)

floaters always(99%) project wrong, and they'll ruin any ambientocclusion you'll ever try to bake.
floaters were invented when normalmaps were a new thing, to save time.
they're alright to use for small flat things which protrude, PROTRUDE! if they recess into the surface, model them in,
like bolts, rivets, all that jazz, floaters are fine, if they dent in, like grooves, screw-holes, your detailthingies, model them in, because it makes for better baking, and better modelling in general.

if you can be arsed to paint out the junk it produces in ambient (which is a shit work to do, trust me) then be my guest, floaters are still bad practice though.

also, if you think your edges are fine, keep them that way, it's your model, your work. this is just crit thread, and i always repeat to people not to make their edges so tight, because it ends up not showing up in normalmaps, or coming out pixellated or in less-than-a-pixel edges.

tl;dr: use floaters if you want to, we dont care. fact remains, floaters are bad. always.

Truth is, I have major problems when I have to many things in one object. Basicly, when I turbosmooth it/make it high poly, it becomes a pain in the ass to put constraints. Some constraints ruin other parts of the model, and since everyone is telling me that I must use 4 sided polygons, I basicly screw up when its too complicated.

As far as being to tight, I never knew that. Thank you. I guess its to late for this model, but ill keep that in mind for the next. =)
(this is for halo ce btw, so bumps wont really be of any use in it.)

neuro
June 26th, 2010, 04:03 AM
4 sided polys only is mroe of a guideline than a rule.

rossmum
June 26th, 2010, 09:04 AM
late to the party, but


if you copy something which is ugly, the copy will still be ugly.
...i agree. the halo games lost all sense of art direction over time, their assets went from actually looking really good to being the same bevel-and-extrude boxy pieces of fucking turd that literally every other sci-fi game has sunken to. it's like nobody in the sci-fi genre has a single creative brain cell in their entire head.

Nero
August 23rd, 2010, 10:15 AM
http://joshflighter.blogspot.com

Not advertising my blog.

New post shows my low poly. Also, high poly has some of the detail in the model now, (curved areas).
Sadly, I dont think this will be going anywhere from here, because it seems the teams UV'er isn't doing his job, and so on and so forth. I myself tried unwrapping, but im a horrible unwrapper, so its not happening. :P

Nero
January 9th, 2011, 03:26 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/swampconcept.png
More progress. I was going to post it in the quick crit thread, but since I will be updating it a lot, I will post here.
I really need help with idea's. The background is dull, and I dont know what to add. i was thinking of a structure, but I don't think that would be a great fit. Dunno.

Con
January 10th, 2011, 12:12 AM
I think it could benefit from a more dramatic angle and better composition. Right now it just seems like a collection of objects meant to fill up the space. Maybe you've got a better idea of the composition in your head but I'm just not seeing it right now. Something that would look great in the background is using the rain to show the depth layering of some low-lying clouds and terrain. I'm also not sure what's going on with your lighting.

Warsaw
January 10th, 2011, 07:07 PM
I think the angle of the camera is fine, but the way the rain is coming in really ruins it. If you want your rain like that, you need to get closer to the ground.

Nero
March 15th, 2011, 07:08 PM
Modelling a bike that I will be buying sometime this summer hopefully. (CBR250R Honda)

http://i303.photobucket.com/albums/nn159/Joshflighter/body2-1.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/body3-1.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/body4.jpg
This is prob my first model that has so many curves in it. So this is a great challenge for me. Anyways, crit is always welcome. :)
New renders:
http://i303.photobucket.com/albums/nn159/Joshflighter/body5.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/body6.jpg

New update:
http://www.polycount.com/forum/showthread.php?t=82362

Nero
March 17th, 2011, 08:47 PM
I dunno why I post here, since no one even responds, but either way might as well:
http://i303.photobucket.com/albums/nn159/Joshflighter/engine2.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/engine.jpg
Having problems with the "HONDA" text:
http://i303.photobucket.com/albums/nn159/Joshflighter/egine4.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/egine3-1.jpg

BobtheGreatII
March 18th, 2011, 03:25 PM
What's the problem? Just that it's all round and bubbly?

Nero
March 18th, 2011, 04:20 PM
No, in those pictures I don't have it subdivided. The problem is, when I subdivide it, with all the constraints in place, it gets all messed up. I had a few people try and help with the problem, I yet still have to try and get it to work right. (I'm using the shape creator text tool).

Nero
March 18th, 2011, 06:47 PM
Update: (Have to go out for awhile, so I doubt I can get any more done today)
Enjoy
http://i303.photobucket.com/albums/nn159/Joshflighter/bodyside.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/frontside.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/motor.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/front.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/front2.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/side-2.jpg
Oh and for the fun of it:
http://i303.photobucket.com/albums/nn159/Joshflighter/enginedone.jpg

Dwood
March 19th, 2011, 06:13 PM
You're going to bake it right?

Nero
March 19th, 2011, 08:24 PM
It depends. If I make a nice enough base and make a nice enough render, i may not. I personally can't texture yet, so I see no sense to do so.
Finished the hud/dashboard area. Also testing out render settings that I just learned.
http://i303.photobucket.com/albums/nn159/Joshflighter/wiprendercopy.png
High Res:
http://i303.photobucket.com/albums/nn159/Joshflighter/wiprendercopy.png

BobtheGreatII
March 20th, 2011, 12:03 PM
That's coming along nicely. I'm looking forward to the final result.

Nero
March 20th, 2011, 08:57 PM
Thanks appreciate it!
Update:
*This may sound weird... but it took me the entire day to get this wheel right. I'm still not done with it. Heh. Life.*
http://cdn.eat3d.com/files/imagecache/forum/wheel.png
Edit: The little errors on the rendere'd bike/wheel isnt an error on the model.

Nero
March 21st, 2011, 09:58 PM
http://cdn.eat3d.com/files/imagecache/forum/frontwheel.png

Nero
March 23rd, 2011, 10:18 PM
:)
Update:
http://cdn.eat3d.com/files/imagecache/forum/views.png

Rainbow Dash
March 24th, 2011, 10:52 AM
I have never seen a tire that looks anything like that.

TeeKup
March 24th, 2011, 01:38 PM
Funny because I have:
http://jajangyusup.com/wp-content/uploads/2010/10/Honda-CBR250R.jpg
http://www.totalmotorcycle.com/photos/2011models/2011-Honda-CBR250Rc.jpg

Looking good Nero.

Rainbow Dash
March 24th, 2011, 04:45 PM
Those are quite possibly the dumbest looking tires I've ever seen then.

Nero
March 24th, 2011, 08:58 PM
What did you expect a motorcycle tire to look like? I get where you are coming from, but a motorcycle isn't supposed to have all those threads like a car tire, because there is no need for them.

Update:
Josh.. what did you add? Well, nothing much. I added the glass parts and that is about it. I was at a specialist today, because I am losing a lot of blood, and I'm only 17 (I guess 18, because my birthday is in May, yay!). So my day was gone. Anyways, what is important in this render, is the fact I have went back and re-adjusted the parts to make them more wider because I noticed the back of the bike was becoming to thin. I was going to add things to the wheel in the back, but found out I couldn't because the frame was in the way. I am still in the means of adjusting things, for example the seats (not to look so flat) and other stuff. Hope you guys enjoy this one (It should look more like the real thing): :)

http://cdn.eat3d.com/files/imagecache/forum/color.png
*I see that some parts need to also be fixed because of my new adjustments. (Near the fuel tank.. ect.)

Rainbow Dash
March 24th, 2011, 09:08 PM
I expected something that looked less like a 12 year old took a knife to it.

but hey, if it works it works.

nice model too

Nero
March 24th, 2011, 09:17 PM
I thought the same as you, But after staring at it so much, it now looks like a normal tire. Lol.

TeeKup
March 24th, 2011, 11:45 PM
...Why are you losing blood? D:

Nero
March 25th, 2011, 12:47 AM
Internal bleeding causing the blood to "flow" out, when I go out. They will be putting a camera in my intestines and in all those lovely areas to see what is really causing it. Hopefully its not cancer. But yea, I guess everything happens for a reason.

TeeKup
March 25th, 2011, 12:48 AM
Don't die! D:

SnaFuBAR
March 25th, 2011, 04:31 PM
Those are quite possibly the dumbest looking tires I've ever seen then.

The way a motorcycle tire takes loads and such is much different from car tires, and therefore, they are built differently. They don't look dumb, you're just ignorant.

Rainbow Dash
March 25th, 2011, 04:52 PM
The way a motorcycle tire takes loads and such is much different from car tires, and therefore, they are built differently. They don't look dumb, you're just ignorant.

As an artist you can mimmick reality in it's entirety, or get creative and sacrifice things you don't like in favour of something you do, just because I think they look dumb regardless of their realism aspect hardly makes me ignorant~

TeeKup
March 25th, 2011, 04:57 PM
No of course not, you're still being belligerent though.

Dwood
March 25th, 2011, 05:42 PM
The way a motorcycle tire takes loads and such is much different from car tires, and therefore, they are built differently. They don't look dumb, you're just ignorant.

What you should have said was: "It doesn't matter if it looks dumb if it gets the job done" :)

Nero
March 25th, 2011, 05:50 PM
May I ask how you guys find the tire dumb? Also, this will be a portfolio model, therefore I want to stick as close as possible to the real thing.

TeeKup
March 25th, 2011, 06:22 PM
I don't. They were designed that way for a reason by the engineer, regardless of it's aesthetics it has its utility and purpose. If it serves it, why question it?

Nero
March 25th, 2011, 09:10 PM
Thank you btw, I don't want to die either. :)
@Snaf; hey man, I noticed you surf PolyCount. :)

Update:
Not to much, but it's getting there. I need to find a way to realistically render this bike when I am done. Anyone have any tuts? (I wont be texturing this.)

http://i303.photobucket.com/albums/nn159/Joshflighter/back-2.png

PenGuin1362
March 25th, 2011, 09:22 PM
What'd you make it in?

Nero
March 25th, 2011, 09:38 PM
Everything so far *apart of some renders at the begging* has been done in 3DS Max 2010.

PenGuin1362
March 25th, 2011, 11:02 PM
A friend of mine has a good tutorial on realistic lighting and shaders for Max, I'll see if he can get it for me and I'll send it your way

Cortexian
March 26th, 2011, 03:08 AM
It's awesome, but why did you do a 250 instead of a 1000RR or something awesome? lol

Nero
March 26th, 2011, 08:35 PM
I am modelling the 250r because I will be buying it. :)
Update: I need to still add the muffler on the other side, and the wheel detail on the other side (because its different). After that, it's just going over the model to fix errors/pinches and make it look better in parts that its not. :)
http://i303.photobucket.com/albums/nn159/Joshflighter/back1.png
http://i303.photobucket.com/albums/nn159/Joshflighter/back2.png
http://i303.photobucket.com/albums/nn159/Joshflighter/back3.png

*Old ss of max, but I liked it*
http://i303.photobucket.com/albums/nn159/Joshflighter/backrooster.png

Nero
March 28th, 2011, 01:52 AM
Update:
Scroll to the button:
http://www.polycount.com/forum/showthread.php?t=82362
Enjoy :)

Warsaw
March 28th, 2011, 03:32 PM
Drop-dead gorgeous modeling. Rendering is "eh", but I saw your reasons why.

Donut
March 28th, 2011, 03:58 PM
thats it, youve inspired me to finally sit down and learn subdivision modeling.

Limited
March 28th, 2011, 04:04 PM
Wow, so jealous of your skills :(.

I wouldnt even know where to start modeling that..........where did you start to model that, what part? :D I assume main frame of the bike?

PenGuin1362
March 28th, 2011, 05:04 PM
High poly came out good but to really bring it to the next level I hope you plan on making a low poly/diffuse/all that jazz, not sure if you intended on doing so or not.

Hunter
March 28th, 2011, 07:28 PM
Looks nice, awkward shapes right there haha. I hate organic modelling, i'm going have to do some soon though I think. Maybe a new character, about time tbqh.

Nero
March 28th, 2011, 09:06 PM
Wow, so many comments. Thanks guys!
@Warsaw; I try. Hopefully they will keep getting better. :) Btw thanks.
@Donut: Glad to hear. Its easier then normal modeling, if you got the basics down. Practice is everything.
@Limited: I started with the frame. I believe it to be crucial because the body dictates where the engine goes and where detail goes. Once the cage or frame is done, the rest just falls in place. If not, you may end up with the wrong proportions. But thats just me. :)
@PenGuin: Thanks! Sadly no. There are 2 reasons behind this. The first is that I dont find the need to make it low poly. My goal was to complete a portofio model and learn from it. Its not done yet, as I still want to make it better. The second reason is that I now am working on a project that, if im not mistaken, will be really epic. I think its more like DNA, so we will see what happens.
@Hunter: Thanks man. Yea, they were awkward. It is semi-organic, so it was pretty fun. :) Btw, would love to see you model something organic aswell.

Update:
Yes yes.. its here. Not really done yet.
Enjoy:
Fixed link:
http://pbr303.photobucket.com/albums/nn159/Joshflighter/Completedhonda.png

PenGuin1362
March 28th, 2011, 11:59 PM
While I completely understand the overshadowing of other projects I would love to see a low poly. I know there's no practical reason but for one, portfolio viewers love to see how this high poly model can be put use in a game world (given that's what you're goin for). Plus it's always cool to see the high poly baked onto a nice low poly. If you ever get the time, it'd be awesome to see, especially for such a nice high poly.

Nero
April 2nd, 2011, 04:29 PM
Sorry, been busy lately.
Also, I understand you're point PenGuin. I may do it.

-Deleted as it is of no use anymore-

Nero
April 3rd, 2011, 04:00 PM
Completed.
I would like to thank roosterMAP (Aka rooster) and everyone else who helped to crit on the model/renders.
Also a thanks goes to Polycount, Eat3d, and Modacity's community for the reply's that kept me going. :)

As of now, I won't be touch this model, unless I have time.
http://joshdina.carbonmade.com/
Enjoy. :)
As of now, I don't think I will be posting in this thread anymore.

PenGuin1362
April 3rd, 2011, 10:10 PM
great renders but I think you should know if you're displaying these on a portfolio don't put that stuff in the background. It SERIOUSLY detracts from the model itself. It should be a flat or simple gradient background. Plus everyone I've talked to has always mentioned the same. Framing the borders can be nice though. Overall great job

Rainbow Dash
April 4th, 2011, 07:00 AM
No of course not, you're still being belligerent though.

name calling, that's cute


I don't. They were designed that way for a reason by the engineer, regardless of it's aesthetics it has its utility and purpose. If it serves it, why question it?

Don't be fucking stupid, if you seriously think that art is that inflexible get out.

=sw=warlord
April 4th, 2011, 09:54 AM
Don't be fucking stupid, if you seriously think that art is that inflexible get out.

If you honestly think that 3D modelling must always be artistic and cannot be used for replication then you are a fool.
Good job Nero, do you have any plans on trying a cagiva V-raptor at any point?

Rainbow Dash
April 4th, 2011, 10:01 AM
If you honestly think that 3D modelling must always be artistic and cannot be used for replication then you are a fool.
Good job Nero, do you have any plans on trying a cagiva V-raptor at any point?

don't even post you fucking moron

TeeKup
April 4th, 2011, 11:21 AM
Sel the purpose of Josh's little project is to recreate something in it's entirety, not an artistic creation from the depths of his mind. You're being an immature and belligerent child with your recent posts which really reinstates why you shouldn't have come back. Clean up your attitude please before you post again, because at this point you sound like a 12 year spouting insults on a throne that isn't his.

Rainbow Dash
April 4th, 2011, 11:49 AM
Sel the purpose of Josh's little project is to recreate something in it's entirety, not an artistic creation from the depths of his mind. You're being an immature and belligerent child with your recent posts which really reinstates why you shouldn't have come back. Clean up your attitude please before you post again, because at this point you sound like a 12 year spouting insults on a throne that isn't his.

We haven't been discussing nero's motorcycle for a while now though??

Please, don't respond to me again if you can't even be assed to get the context of the statement correct.

TeeKup
April 4th, 2011, 11:59 AM
Sel you don't get to have an attitude like that just because you can draw bad furry porn. If you want to try (key word there) and degrade me further have at. Do it in a PM. I don't want to ruin Josh's thread.

Rainbow Dash
April 4th, 2011, 12:11 PM
Please, don't respond to me again if you can't even be assed to get the context of the statement correct.

having trouble reading?


Sel you don't get to have an attitude like that just because you can draw bad furry porn. If you want to try (key word there) and degrade me further have at. Do it in a PM. I don't want to ruin Josh's thread.

how dare we have a serious discussion about art

that's the most degrading thing ever!

oh also the personal attacks on things I like to do, that's very cute of you :3

Nero
April 4th, 2011, 12:55 PM
@Warlord: I will have to look into what that is. :)
@Sel:

name calling, that's cute

don't even post you fucking moron


We haven't been discussing nero's motorcycle for a while now though??

Completed.
I would like to thank roosterMAP (Aka rooster) and everyone else who helped to crit on the model/renders.
Also a thanks goes to Polycount, Eat3d, and Modacity's community for the reply's that kept me going. :)

As of now, I won't be touch this model, unless I have time.
http://joshdina.carbonmade.com/
Enjoy. :)



[GALLERY] Nero's porno at its best
Correct place to make a thread and have a lovely discussion:

The Studio

This is how I see it. Honda made it, I replicated it. We discussed it, and it was decided that it would remain like Honda made it because I was going for a replica. You are bringing up something that is days old.

I will re-open this thread if I have something to show. Also I would like to thank Teacup for having some common courtesy.

Nero
May 21st, 2011, 11:43 PM
http://eat3d.com/forum/work-progress/exclusive-scifi-jet
Enjoy. Hope you guys like it so far. :)

TeeKup
May 22nd, 2011, 12:05 AM
Most impressive. That's an interesting concept you found, are there any further perspectives to work with or is that the only one available?

EDIT: Checked the source so I guess that's the only one. The only issue I see so far is the underside. Other than that I'm looking forward to it.

Nero
May 22nd, 2011, 12:56 PM
What do you mean about the underside?
Yea, sucks, one ref. But on the bright side, that means I get to make things how I want. For example, rocket things in the back will look similar to this:
http://www.solarnavigator.net/aviation_and_space_travel/aviation_space_images/jet_engines_afterburner_F-18_fighter_plane.jpg

TeeKup
May 22nd, 2011, 03:06 PM
Underside meaning there is no reference for it. But like you said you can make it how you want. I'm eager to see how you accomplish it.

neuro
May 23rd, 2011, 01:40 PM
look to be going in the right direction.

didnt make a blockout to get proportions right?

Nero
May 23rd, 2011, 03:28 PM
Same here TeeKup. :P
@Neuro:
I never block out my models, I guess its just a habit I never picked up on. I usually work on a section, and then make a new section and edit both sections to match the reference untill the entire model is done.
Update:
http://eat3d.com/forum/work-progress/exclusive-scifi-jet#comment-1019904

Fake Edit/ I am using real references for some parts, because the concept is lacking in some areas. :p

neuro
May 23rd, 2011, 05:18 PM
i never make blockouts either, and i ALWAYS regret it afterwards lol.

i try to get into the havit, but it's hard to change a workflow youve been using for 6 years.

Nero
June 4th, 2011, 03:57 PM
Updates:
http://eat3d.com/forum/work-progress/exclusive-scifi-jet

Nero
August 4th, 2011, 02:08 PM
Just an update about me:
I got a contract with IT to make models and textures for an upcoming video campaign for Microsoft Cloud. I have completed the contract and started to work for myself and my portfolio. Future goal? Get into VFS and then get into some sort of studio. Oh, and I'm under NDA until the video comes out with my models, so until then, no showy showy. Sorry.

Anyways, here is what I've been working:

http://i303.photobucket.com/albums/nn159/Joshflighter/wheeliefirst.png
http://i303.photobucket.com/albums/nn159/Joshflighter/wheeliesecond.png
http://i303.photobucket.com/albums/nn159/Joshflighter/wheeliesthird.png

There is so much detail you guys can't actually see, but when I get it done, I will be making a CGI short for it and it should bring out all the details in the model.
*All modeled in 3DS max 2012, but screens from Zbrush 4.0*
Time: 3 days

Nero
August 5th, 2011, 01:10 AM
I know what you mean man. But on the other hand, after starting to model this little guy, I have a whole new appreciation for Transformers. It's amazing what the artists have created for these movies. I plan to send the guy who created Wheelie an email and ask him for his input on the model/textures and what not when I finish this.




Update (Sorry for updating everyday :p)
http://i303.photobucket.com/albums/nn159/Joshflighter/frontnew.png
http://i303.photobucket.com/albums/nn159/Joshflighter/backnew.png

Taken straight from Polycount.

Nero
August 7th, 2011, 11:47 PM
So I was out buying parts for my server which I will be rendering the CGI on. Reason its going to be my server is because it will have 24 gigs of ram... Blah I'll just show you guys a shot of the components (not including the 24 gigs of ram and 1k power source) and let you guys understand why: http://i303.photobucket.com/albums/nn159/Joshflighter/P1010537.jpg


Update (barely got to work today again):
http://i303.photobucket.com/albums/nn159/Joshflighter/1-8.png
http://i303.photobucket.com/albums/nn159/Joshflighter/2-8.png
http://i303.photobucket.com/albums/nn159/Joshflighter/3-7.png


Hope you guys enjoy the update.




Again- Polycount copy paste. :)

Enjoy.

Kalub
August 13th, 2011, 09:48 AM
More Wheelie!

Nero
August 13th, 2011, 06:23 PM
Your wish is my command:

http://i303.photobucket.com/albums/nn159/Joshflighter/foryou-1.png
http://i303.photobucket.com/albums/nn159/Joshflighter/foryou2.png

(I hid a lot of the other parts that I don't want to show yet.)
Hope you guys like it. (only place I am posting this one shot.) :)


P.s. To anyone who thinks modeling a Micheal bay transformer is easy, go try it.

Kalub
August 14th, 2011, 09:38 AM
Bayformers are awesome cool though amirite?


I can't model for shit compared to you. I need to see more though. I have nothing better to do in Korea.

neuro
August 14th, 2011, 04:24 PM
P.s. To anyone who thinks modeling a Micheal bay transformer is easy, go try it.

not even gong to bother.
i'm forced to deal with complex stuff like that at work at a daily basis, not even going to go near something of that complexity in my free time anytime soon.

Kalub
August 15th, 2011, 04:59 AM
O_O Nero? Neuro? NeuroKoNeza? The fuck people... naming schemes

Patrickssj6
August 15th, 2011, 05:04 AM
O_O Nero? Neuro? NeuroKoNeza? The fuck people... naming schemes
True shit, Biocroc.

Nero
August 15th, 2011, 02:58 PM
@Kalub: They def are. Like I said on polycount, I have gained a whole new respect for the models in transformers and ILM/DD.

@Neuro: Yea, I wouldn't have either, but I need a good portfolio and demo real in order to get into VFS. Congrats on getting into Ubisoft man!

@Kalub (again)/Patrick: I have no idea what you guys are talking about!! xD

Alright, major update.
P.S. I have been studying the model and noticed the arms are a bit small. The detail is all there, (apart of the symbols), but the arms need to be a bit longer. Will fix.
Enjoy:
http://i303.photobucket.com/albums/nn159/Joshflighter/1update.png
http://i303.photobucket.com/albums/nn159/Joshflighter/2update.png
http://i303.photobucket.com/albums/nn159/Joshflighter/3update.png
http://i303.photobucket.com/albums/nn159/Joshflighter/4update.png
http://i303.photobucket.com/albums/nn159/Joshflighter/5update.png
http://i303.photobucket.com/albums/nn159/Joshflighter/6update.png
http://i303.photobucket.com/albums/nn159/Joshflighter/7update.png
http://i303.photobucket.com/albums/nn159/Joshflighter/8update.png

Kalub
August 16th, 2011, 08:28 AM
BRB printing screenshots for spooge landing pads.

MOAR I SAY WORK FASTER

Nero
August 16th, 2011, 04:06 PM
Lmao. Thanks man.
The best I can do is stream my screens as I model.. :P

Kalub
August 17th, 2011, 06:20 AM
I couldn't watch that anyways, I only get 10-15kbps on my Korean internet. :|

Nero
August 19th, 2011, 01:12 AM
Loads more done, but because ik you have nothing to do in Korea, I'm going to post these old shots. Enjoy.

http://i303.photobucket.com/albums/nn159/Joshflighter/wheelieee.png
http://i303.photobucket.com/albums/nn159/Joshflighter/wheeliee2.png

Kalub
August 19th, 2011, 03:34 AM
I like. Can I seem some of your primary ref pics?

Nero
August 19th, 2011, 04:45 PM
I basically used transformers 2 BluRay (13.4 gigs) and I paused at certain parts and just worked from there. I had to keep pausing and unpausing though, and ended up taking a lot of screen shots to find what I wanted. So posting those kind of pics would be useless.

Here is what I can give you though, that I use A LOT. Now its pretty much useless, because it only gave refs for the top half, but here they are either way:
http://www.youtube.com/watch?v=gALvrxyWBgg (Start watching at 7:16 for my refs, but I suggest watching it from the beginning, all 4 parts as its really interesting). :)
http://www.youtube.com/watch?v=gALvrxyWBgg (Start watching at 2:15 for my refs, but again, I suggest watching the whole thing.) :)

Enjoy. :)

Kalub
August 23rd, 2011, 09:28 AM
I find your lack of updates... disturbing. http://www.anikaos.com/0022-star_wars/star_wars-darthvader.gif

Roostervier
September 12th, 2011, 09:11 PM
thread cleaned.

keep it to the visitor messages next time.

Nero
October 6th, 2011, 07:12 PM
http://twitter.com/#!/Josh_Dina

Will update twitter constantly (Once a day). Never used twitter before, so want to see how it turns out. I will be posting there the most, so if you want to be updated, follow me.
Anyways, after a long break (More like I was being busy with real life), I got my ass back to work. Enjoy.
Edit: Yes that's me, and why isn't Modacity's homepage updating the feed that I just posted this? :|
Hurr durr.
Edit 2: Some people are telling me they can't see my latest post on twitter... anyone not able to see the link of my screen shot I posted?

neuro
October 7th, 2011, 03:09 AM
twitter is garbage.

Nero
October 10th, 2011, 07:31 PM
Update (I'm posting here too as some people don't have twitter, but if you do please follow! http://twitter.com/#!/Josh_Dina)
http://i303.photobucket.com/albums/nn159/Joshflighter/moredone-1.png
close up:
http://i303.photobucket.com/albums/nn159/Joshflighter/moredonecloseup.png

Finding it hard to find references of his middle section even though I have Transformers 2 and 3 in 1080p pure bluray formats... :( So its going a little slow.
Anyways, Enjoy!

Kalub
October 11th, 2011, 07:50 AM
What's the poly/quad/whatever the fuck count on it? It looks pretty high.

Nero
October 11th, 2011, 02:30 PM
@Kalub; Yea it is. Here are 2 old (I think a day old) shots of the wire frame with no turbo smooth on.
http://i303.photobucket.com/albums/nn159/Joshflighter/1-9.png
http://i303.photobucket.com/albums/nn159/Joshflighter/2-9.png
Polycount is 5,941,804 so far. :)

neuro
October 12th, 2011, 03:43 AM
there's no reason to go over 2 smooth iterations tbh.

Nero
October 13th, 2011, 01:04 PM
I don't believe any of the parts are over 1 TSmooth at the moment. :)

Also, working on something on the side so won't post update until tomorrow. (I think you guys will like what my side project is when I post it too! :) )

Kalub
October 16th, 2011, 09:47 AM
I like what I see... :neckbeard:

Nero
October 16th, 2011, 03:51 PM
So been working on this in CS5, no tracing. (I have the entire thing filmed so far and will be uploading on youtube as a speed painting).
I just hardly have time to get things done, its so frustrating. :(

Edit; Obviously far from done.
http://i303.photobucket.com/albums/nn159/Joshflighter/aaronashmorePSD-2.jpg

Kalub
October 20th, 2011, 06:40 PM
this r not wheelie :sad:

Nero
October 20th, 2011, 06:57 PM
ik, technically its not... but I'm learning so much! I think I will be done with this tomorrow to get back to wheelie.
Here is the update on it. (At least another 3 hours of work on this)
http://i303.photobucket.com/albums/nn159/Joshflighter/aaronashmorePSD-3.jpg

I'll get my ass on wheelie really soon. (Random people on a 3d modeling Facebook group im in are starting to tell me to work on it too... lol).

Nero
October 23rd, 2011, 12:51 PM
So I don't think I ever showed this here, but thought while I have to much to do in real life, that I will post these.
Concept:
http://cdn.eat3d.com/files/imagecache/forum/forum_images/pao_07.jpg
http://cdn.eat3d.com/files/imagecache/forum/gunas.png
http://cdn.eat3d.com/files/imagecache/forum/startythim.png
http://cdn.eat3d.com/files/imagecache/forum/startythim.png
http://cdn.eat3d.com/files/imagecache/forum/new.png
http://cdn.eat3d.com/files/imagecache/forum/new.png
http://cdn.eat3d.com/files/imagecache/forum/1_0.png
http://cdn.eat3d.com/files/imagecache/forum/2_0.png
http://cdn.eat3d.com/files/imagecache/forum/5.png
http://cdn.eat3d.com/files/imagecache/forum/6.png
http://cdn.eat3d.com/files/imagecache/forum/7.png
http://cdn.eat3d.com/files/imagecache/forum/8.png
http://cdn.eat3d.com/files/imagecache/forum/part1.jpg
http://cdn.eat3d.com/files/imagecache/forum/part2.png
http://cdn.eat3d.com/files/imagecache/forum/jet.png
http://cdn.eat3d.com/files/imagecache/forum/jet2_0.png

Enjoy??
:)

neuro
October 24th, 2011, 02:36 PM
ye you have posted that here, some time ago.

also for fuck sake, don't use that 'realistic' lighting bullshit max2012 has, it's fucking disgusting

Nero
October 24th, 2011, 03:20 PM
=(
I have yet to find a good rendering scheme that I like. <And im being honest about this and its not that I haven't played around with different tutorials.

neuro
October 24th, 2011, 05:12 PM
coloured spec + viewport grab. (maybe turn on viewport ambient occlusion with tweaked settings a bit. i usually like this alot.)

simplest method wins in this case.

unless you're going for a 'final presentation' type thing.

also another thing i noticed, is you should aim for a bit more consistent density of detail.
in some areas you've got these REALLY REALLY TINY detaily-thingies, and then the rest of the entire think is completely empty.

half of your presentation is striking a balance between densely detailed areas, and less busy areas to let the eye relax a bit, else you just end up with a noise overload.

Nero
October 24th, 2011, 07:11 PM
Alright, I'm going to try that for my next update. Not going for a presentation until I am fully done, so this most likely will do the trick.

By consistent density of detail, do you mean for the fighter jet? Because if so, I completely agree. I started on the front and found that I was adding detail and it was ruining the overall topology of my mesh with pinching ect.. So I started over with those 2 big fans and went with a more simplistic approach hoping to add the little holes and stuff in Zbrush. That's the reason for the front of the plane having all this detail, while the rest doesn't.
As far as wheelie goes, I tried to go out full detail, like they have it.
In either case, I will try and remember/apply this to my future modeling. Thanks for the crit, appreciate it.

neuro
October 25th, 2011, 12:52 AM
don't just resort to Zbrush if you're having troubles in max.

here's a little trick:

make your shape first, smooth it, then collapse it.
you now have the same surface, but much more edges to play with, and much more support edges too that'll make sure you keep the shape of your surface intact.
nobody ever said you should keep your high res low poly or something lol.

just make sure it's one of the last steps you do per element, and keep a backup, because it's hard to change it around later (short of using an FFD)

Kalub
October 29th, 2011, 11:24 PM
More.... MOAR I SAY


(of Wheelie)

Nero
October 31st, 2011, 10:03 PM
@Neuro;
I have saved a few settings, but I honestly don't like the outcomes. Going to keep playing with different settings though and try to get one that I like. Also, I PM'd you with a few questions that will help me for my next showing.

@Kalub and the rest of you; Aye. Here are some shots with Neuro's hated settings. *Btw, thanks for posting and keeping this thread going Kalub and Neuro.
Enjoy guys
http://i303.photobucket.com/albums/nn159/Joshflighter/wheelieworkingout4.png
http://i303.photobucket.com/albums/nn159/Joshflighter/wheelieworkingout2.png
http://i303.photobucket.com/albums/nn159/Joshflighter/wheelieworkingout3.png

Kalub
November 4th, 2011, 12:59 PM
I liked the old settings :P

Nero
November 6th, 2011, 08:04 PM
We shall get perfection soon enough :)

Kalub
November 7th, 2011, 06:10 AM
Gonna need some updates by the weekend :P

Nero
November 7th, 2011, 09:46 PM
So MAYBE you may be able to see the model in real time in your browser. The guy that created this website http://www.vec3obj.com/embed.html , is getting the wheelie head in for preview. I doubt I will be putting the entire model or anything more then the head for browser viewing though. Its not 100% secure and therefore I won't risk it.

Kalub
November 16th, 2011, 04:09 PM
Just checking in for the weekly-ish update!

Nero
December 1st, 2011, 10:33 PM
Many things happen these past few weeks;
Example: http://www.modacity.net/forums/showthread.php?24147-Microsoft-Private-Cloud-How-I-sold-myself&p=603953#post603953
(http://www.modacity.net/forums/showthread.php?24147-Microsoft-Private-Cloud-How-I-sold-myself&p=603953#post603953)Small update I guess. :)
http://i303.photobucket.com/albums/nn159/Joshflighter/2-10.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/4-1.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/3-8.jpg

Better render scheme? (Still temp, i like it cause its fast)

neuro
December 2nd, 2011, 04:54 AM
finally a decent render :P

all i'd say is try not to make all your edges too tight.

if you ever want to put this trough a normalmapping process most of it won't show up (though i doubt that's your intention)

still though, having a bit less harsh edges lets you get nicer specular-bounces when you apply shiny materials to it.

Kalub
December 2nd, 2011, 07:14 AM
Checkin' in.

Nero
December 13th, 2011, 11:42 PM
Crits? Comments?
http://www.JoshDina.com/

MXC
December 14th, 2011, 09:14 AM
Well, other than the rather small about page and the not working demo button, so far nice job!

How much does a site like that cost?

neuro
December 14th, 2011, 09:56 AM
nice job.


my only comment is i'd switch the 'active' states of the button, and have them white as default, and colored when hovering over it.

Nero
December 15th, 2011, 06:45 PM
@MXC; I am going to add some more info on the About page tomorrow. As far as the demo page, it wont be avaible until I feel like I have enough work to make a demo real.
The site itself is hosting my photography's business website, Freelancers Halo CE site, and my site. All in all, it costs me about $150 (If I remember correctly) to renew every year, including domain names (4 of them). Btw thanks. :)

@Neuro; Thanks man, glad you like it.
I actually had it that way at first, but then it made the main page too grey (nothing really popped out). I also felt as though a potential employer might think I can't texture as nothing with color grabs his attention at first. I will however do what you are suggesting and see what you guys think (I'll have both running so you guys can compare them).

Again, I will have this done tomorrow. As for today, here are the following updates:
-Changed info text type on main page
-Removed non needed spacings on main page
-Fixed Resume PDF/Word Links (Now working)
-Edited Resume


Please let me know what else i should fix/improve on. Or just let me know how you like the work in the site:
www.JoshDina.com

DarkHalo003
December 15th, 2011, 09:43 PM
Awesome stuff Josh! I remember back in 07-08 when you started showing more and more progress. Glad to see you're pursuing this stuff!

BobtheGreatII
December 16th, 2011, 04:17 AM
Just a thing that caught my eye on your website.

On your photos of the 3 models on the main page. I feel like the border should be on top of the model on the bottom, not behind it. Makes it sort of look like you just cut the bottom off the model.

Edit: Also your first Honda bike picture is mirrored... or at least the Honda part is. Kinda awkward to the eye. And the Side 2 then Side 1 thing... rather Side 1 then Side 2. But that might just be me.

Kalub
December 22nd, 2011, 04:18 AM
y u no update

Nero
December 22nd, 2011, 12:19 PM
Update: So I applied to about 5 studios around me and 4 universities. I got one reply from a university I really want to go to, and I was asked to hand in 10 pieces of my work, 7 of which are really specific 2d requests. That means I will be posting in the coming days, 2d works and will need brutal critique on them. 2D is not my strong point.



@DarkHalo003;
Thanks man! I remember those days too, some of the funniest/best memories of my online life. :)

@Bob;
Man, you sure do have an eye for the detail. I wanted to change that and I totally forgot. Thank you for noticing. It has been changed.
Also, yes, I did mirror the bike. You are the only person to have noticed. D= I did this because it didn't flow facing the other way and the way it is facing now just felt more epic in terms of arrangement. I have changed the "Honda" the other way though. Thanks again. :)

@Kalub; Don't worry, I have to finish it before the new years so I can hand it in with my 10 pieces for my university application. It will be done really soon. :)

@Neuro; Sorry, ik you requested this a couple days ago, I just didn't have the time to get around to doing it (As noted above).
Here is what you suggested:

http://www.joshdina.com/index%20-%20Copy.html

What do you guys think?? I like it, apart of the fact it makes the page a bit dull. But you guys let me know what one is better. I shall stick this on poly count as well to see what the response is. :)

OH and here is a little treat. So far about 5 hours of work (Yes there are many mistakes and things I want to fix..):

http://i303.photobucket.com/albums/nn159/Joshflighter/2gaf.png

:)

BobtheGreatII
December 22nd, 2011, 02:57 PM
In before Neuro has a seizure from the crappy screen cap.

I like it though. Whatever it is. lol

Nero
December 22nd, 2011, 03:32 PM
Haha, lets not have that happen, eh?

Btw, this is the concept (I am not using the side/top refs btw)
http://i303.photobucket.com/albums/nn159/Joshflighter/001-1.jpg

Neuro Guro
December 23rd, 2011, 03:23 PM
-

Nero
December 23rd, 2011, 07:24 PM
Thanks! A friend of mine gave it to me awhile back, but yea it is good. I actually learned some stuff from it, sadly I have yet to fully watch it.
I completely agree with you on making a new asset that is more dirty. That is what I have in plan with this ship actually, i want to make it look like it went through some rough landings, but at the same time, have it look like it can still fly. :p
Will definitely try and improve on what you said. :)

Update:

http://i303.photobucket.com/albums/nn159/Joshflighter/1-10.png
http://i303.photobucket.com/albums/nn159/Joshflighter/2-11.png

PenGuin1362
December 23rd, 2011, 09:06 PM
You using the viewport AO? It's really detracting from the work :( other than that, you seem to be on the right track. I know you're still working on it, and from the looks of it you haven't focused much on the "wings" yet but definitely nail those vents, at the moment they're kind of funky looking.

Nero
December 25th, 2011, 03:29 PM
Yea I agree with you. When I make the normal for the low poly I will have a proper setup going for renders. Sorry till then. :p
But yea, even now, i am still working on the wings. Worked on the back though! :)

http://i303.photobucket.com/albums/nn159/Joshflighter/11-1.png

http://i303.photobucket.com/albums/nn159/Joshflighter/22-1.png

http://i303.photobucket.com/albums/nn159/Joshflighter/55.png

http://i303.photobucket.com/albums/nn159/Joshflighter/33.png

http://i303.photobucket.com/albums/nn159/Joshflighter/44.png

Merry Christmas Guys!

neuro
December 25th, 2011, 04:35 PM
i think it looks just plain bad tbh.

it's mostly just intersecting boxes, and labelling it greebles/details.
you can do better than that.

and FUCK man how do you even MANAGE to get your viewport to look that horrible?
stop using that awful 'realistic' viewport setting, and just select smooth+highlights.
you can still enable ambient occlusion, and it WON'T look like absolute monkeybutt-ambient

am disappoint, do better!


edit:
just staw the concept, and even though you're just following the concept, it's open for interpretation, and half of the things you made a boxes tacked onto the side, can be done much better and convincingly.

think about it, having all those things stucking out of the side, would make for some crappy aerodynamics, wouldn't it?

your current approach is tacking stuff onto the outside, try reversing that mindset, and take that sleep earodynamic shape, and recess things inwards. it'll give you a bit of a fun challenge, as you'll have to use proper topology and such. i think you would learn a lot from it.

if you get stuck with that, let me know, and i'll point you in the right direction.

editedit:

also, i'm certain you can do alot more with the entire shape of the ship without straying from the concept at all. you're not seeing the larger shaped in the concept really well, remind me to make a paintover when i get back home next wednesday. (just wanted to get that out)

okay last fucking edit:
edges too sharp too.

Nero
December 25th, 2011, 04:39 PM
Doh. :(

I'll be honest. I took it the lazy way. Sadly, I didn't think no one would notice. Can't fool you though, eh?

Yea, the overall shape is off, I noticed this as I was modeling. I told myself: I WILL BOX MODEL THIS FIRST. But no. I didn't. Heh.

As far as the edges are concerned... really? I tried to make them more loose then my transformer model. I guess I will try to make them even more loose.


This model is pretty much a lost cause, unless I make a low poly just to practice baking I guess and texturing.
I still want to take you up on that offer of helping me learn to have proper topology on my models. There an Instant messaging program you use? =o

PenGuin1362
December 25th, 2011, 05:45 PM
Yeah edges are definitely too sharp. If you want to practice the high to low to texture work flow I'd suggest something not as odd in shape. I've seen some awesome portfolios with the simplest of props but their texture sheets (norm, diffuse, spec) were pretty impressive, but of course the modeling was good too. Not sure what your background is in that area, but i'd say definitely worth practicing.

neuro
December 26th, 2011, 05:18 AM
my AIM's under my avatar.
you should also be able to find my steam on these forums somewhere.\

I won't be home for another 2 days though.

Nero
January 2nd, 2012, 10:53 PM
5yqk5lmEgoY

http://i303.photobucket.com/albums/nn159/Joshflighter/aaronashmorePSD-5.jpg

I'm going to add a neck to this before I submit it. :)

Hope you guys enjoy the video. Subscribe/comment/crit. You know the drill.

Nero
January 3rd, 2012, 12:15 AM
HOLY SHIT! EDDIE MCCLINTOCK Just retweeted my video. :D

he is the main actor in wharehouse 13 :D

neuro
January 3rd, 2012, 02:55 AM
tweet twoot

DarkHalo003
January 3rd, 2012, 08:30 AM
Damn! Good job Flighter, you never fail to amuse me in your accomplished works! (You still fail to amuse me in your unfinished works, like that *cough*cough*cough*cobra*cough*) :)

Nero
January 3rd, 2012, 12:28 PM
haha, not sure if that is negative or postive Neuro.
Just never got anyone on twitter to write me anything. Haha. Exciting stuff!

@Darkhalo; I'm sorry master, I take full responsibility. Kill me now. :(



@Josh_Dina (https://twitter.com/#!/Josh_Dina)
wow thats insane, well done Josh


So Aaron Ashmore tweeted that to me!!!! :DDD WOOT

Haha what a happy day indeed.

DarkHalo003
January 3rd, 2012, 01:19 PM
It is okay "One of Accomplished Talent" for I am to blame for not pestering you more about finishing it in the first place. :P

But back to reality, great job dude, glad to see you're taking off in your portfolio!

neuro
January 3rd, 2012, 05:19 PM
i'm just opposed to all 'social media' that's all.

Nero
January 18th, 2012, 09:57 PM
I had to an Art Test for a freelance gig. I did this in 12 hours as I was being timed on how long it would take me to submit the piece. So yea, I definitely see things that could have been done better, but in this short amount of time, I am happy.


http://i303.photobucket.com/albums/nn159/Joshflighter/1-12.png
http://i303.photobucket.com/albums/nn159/Joshflighter/back-8.png
http://i303.photobucket.com/albums/nn159/Joshflighter/top.png


P.S. they only wanted high poly, so I will not be doing any low poly for this. Time to get hauling on something new.

neuro
January 19th, 2012, 03:01 AM
glad to see youve improved your render quality :P

BobtheGreatII
January 19th, 2012, 02:29 PM
Can I ask how you're setting up your renders?

Nero
January 19th, 2012, 04:50 PM
yea man;
http://www.artemstudios.com/2010/tutorials.htm

Nero
January 22nd, 2012, 09:11 PM
Sneak peek of something im working on, this is a block out:
http://i303.photobucket.com/albums/nn159/Joshflighter/building1.png

Nero
January 23rd, 2012, 09:04 PM
http://www.polycount.com/forum/showthread.php?p=1506809#post1506809

TeeKup
January 24th, 2012, 08:29 PM
Excellent progress :O

Nero
January 30th, 2012, 10:49 PM
Thanks man. Updated:
http://www.polycount.com/forum/showthread.php?t=93715
(http://www.polycount.com/forum/showthread.php?t=93715)

DarkHalo003
January 31st, 2012, 01:46 PM
Noob Question:

How do you get your measurements so consistent, proportional, and symmetrical? I know the Mirror tool helps with these factors, but generally everything you're doing at least appears to have exact measurements. I'm going to take a wild guess and say these involve settings and tools alongside prolonged experience in 3ds Max.

Nero
January 31st, 2012, 02:15 PM
I use the symmetry modifier a lot, to replicate the same dimensions through out the model when needed. I guess practice helps, but its really easy honestly.

To use the symmetry modifier, enter poly mode (Have ur model selected > Right click it > convert to> Poly), then on the right hand side, there will be a drop down list and the name of the list is called Modifier List. Simply click that and scroll down until you find the Symmetry tool.

Never use the mirror tool! Unless you are purposely wanting to use it. It will not weld/cut the two sides together, while symmetry will!

I can make a quick video on how I use it, if you wish.

Nero
February 1st, 2012, 12:38 AM
For Lumoria (Halo CE single player mod):
They owe me one. =p
THE MAKING:
http://i303.photobucket.com/albums/nn159/Joshflighter/start-4.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/covey.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/didit.jpg


DONE HP (Will work on LP this week sometime):
http://i303.photobucket.com/albums/nn159/Joshflighter/1-14.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/scene.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/2-14.jpg

No renders atm neuro. I will replace these with renders tomorrow, its almost 2 A.M. at the moment. :P

neuro
February 1st, 2012, 03:12 AM
middle cylinder is boring.

do something fun with it!

also, it reminds me of this (http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/leglol2.jpg)
ALSO, how the hell do those 'joints' work, they're just cylinders intersecting another cylinder?

add some sort of cap around it or something.

Nero
February 1st, 2012, 01:18 PM
Haha, you literally just obliterated my model, by posting your old work. :(

How do the joints work? I don't know. I used halo 3 as a reference for making this, but tried to make it my own. I'll look into putting more into the joints and middle section.

Thanks for the crit. =D

BobtheGreatII
February 1st, 2012, 09:27 PM
Wait. What out of Halo 3 is this supposed to be?

DarkHalo003
February 1st, 2012, 10:03 PM
Wait. What out of Halo 3 is this supposed to be?
Either the Covenant Sentry Turrets on Snowbound or the Covenant Communications Transmitters.

EX12693
February 3rd, 2012, 08:48 PM
It's a comm transmitter. They were in Halo Reach too.

Nero
February 5th, 2012, 07:59 PM
It's a secret until Lumaria gets released. But yes, it is based off of the comm transmitter. Serves another purpose though. :)

http://i303.photobucket.com/albums/nn159/Joshflighter/nw-1.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/32-1.jpg

http://www.polycount.com/forum/showthread.php?t=92276

neuro
February 6th, 2012, 01:43 AM
the cylinder hinges are still weird, but hiding them in shadow and dark area's can hide it pretty damn effectively, and they don't pop out to the eyes, so i suppose you can get away with it quite well. :)

Nero
February 11th, 2012, 10:41 PM
Yea. Btw, thanks for telling me to go through 3ds max for making my maps. Holy shit! Never going back to xnormals. Haha.

Next thing is texturing and fixing up small errors. http://boards.polycount.net/images/smilies/pcount/icons/poly120.gif

http://i303.photobucket.com/albums/nn159/Joshflighter/1-15.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/2-15.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/3-10.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/4-2.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/5.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/6.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/7.jpg

The model is 6k tri's. My limit for the mod is 10k tri's, so I'm pretty happy. I see lots of places that I could have reduced even more, but I'm under the limit as it is.

BobtheGreatII
February 12th, 2012, 01:32 AM
Honestly. I like it, but my eye is instantly drawn to the antenna things up top and how extremely low poly they are as compared to the high. I think you could have stood to add a few more to make it more round. But that's really my only complaint.

Roostervier
February 12th, 2012, 06:33 PM
Looks like there are a lot of smoothing errors with the low poly, although most will probably not be noticeable with a diffuse and legit spec thrown on there. However, I drew out a few things I see wrong.

http://dl.dropbox.com/u/54575438/crit.png
http://dl.dropbox.com/u/54575438/crit2.png

Nero
February 12th, 2012, 07:02 PM
To the green Critique, I agree. I am already texturing this, so I won`t go back now, but I will keep that in mind.

As for the second picture critique, I didn't model that in. That`s normal's creating the effect. But yea, on those bulbs, you are right yet again.

Hopefully I can distribute the polies better on my next piece, which should be soon. :)

Thanks for critique. :)

Roostervier
February 12th, 2012, 07:05 PM
If the detail on the second picture you don't have modeled in, you need to loosen your edge loops a bit, other than that it's good

PenGuin1362
February 12th, 2012, 09:43 PM
I think he specifically means the indent on that second critique, not the small details inside the indent. The way it looks is you physically indented the space between those screws and a normal map could have handled that just fine. It's a minuscule detail and in a hard to see area so it's not really deserving of mesh definition. Hope to see a texture on this, especially with what rooster said about the smoothing errors. Glad to see you're starting some high to low work.

neuro
February 13th, 2012, 02:02 AM
your lowpoly is pretty bleh..

you're investing triangles in all the wrong places.
yell at me on aim if you want to know why.

Nero
March 1st, 2012, 11:35 AM
Btw:
http://www.polycount.com/forum/showthread.php?t=87268
(http://www.polycount.com/forum/showthread.php?t=87268)
http://i303.photobucket.com/albums/nn159/Joshflighter/2-18.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/5-1.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/4-4.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/3-11.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/6-1.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/7-1.jpg


Did some quick shots in zbrush, NO modelling was done in zbrush however. I did all my modelling 3ds max.

Edit: Holy shit; Post 666!~

Warsaw
March 2nd, 2012, 03:31 PM
Fuckin' sick.

Next stop: Megatron!

Nero
March 4th, 2012, 03:28 PM
thanks!

This landed me a few freelance jobs actually. Working with Streamline Studios atm. =)
*And no, they are not bankrupt, they are back up and running for 2 years now*

neuro
March 11th, 2012, 05:03 AM
haha enjoy man, i worked with streamline for 2 years (my first job as well) and they fucked me harder than i've ever been fucked before.

also i could tell you so much dirt about them.
i'd say gz on the job, but sls sucks now.
at least 70% of their portfolio is from the 'amsterdam' period, and all decent artists left because they got fucked so hard.
half of said artists are now working with me at Forge.

(example, we did all the Brink-stuff they have on display)

streamline is a shadow of what it was, and is coasting of old successes back when we did stuff on UT3 and gears.
(all those people are also here at Forge now)

sooo fuck sls :)
they screwed me pretty harshly, so i'll proceed to dump shit all over their name whenever i get the opportunity.

Nero
March 11th, 2012, 01:46 PM
Man, I was hoping to impress you. xD

One day.

Either way, its a one month contract and the work is decent for the pay. Can't complain, it gives me work experience and allows me to put it in my resume. :p

Edit; Btw, 2 of the people working there remember you. :p

DarkHalo003
March 11th, 2012, 01:54 PM
i worked with streamline for 2 years (my first job as well) and they fucked me harder than i've ever been fucked before.
.
Really tempted to sig this.

@Josh: One of these days I'll make the best damn Halo Wars Cobra you'll ever see. But you'll still be better than me.

Nero
March 11th, 2012, 04:17 PM
xD

Go for it man. :)

Nero
January 6th, 2013, 04:29 PM
I designed this tattoo, in honour of my father. I got it inked the other night and honestly I couldn't be happier, the guy was amazing!
My design:
http://i303.photobucket.com/albums/nn159/Joshflighter/tatto3-Recovered-Recovered5_zps5e9147c5.jpg

The inked version:
http://sphotos-b.ak.fbcdn.net/hphotos-ak-ash4/2050_263803553747200_1730525366_n.jpg
http://i303.photobucket.com/albums/nn159/Joshflighter/sd-1_zpse7139f41.jpg

PopeAK49
January 6th, 2013, 04:32 PM
That is an amazing design. Good stuff!

BobtheGreatII
January 6th, 2013, 04:42 PM
That's pretty sweet man.

Nero
January 6th, 2013, 11:58 PM
Thanks guys!

neuro
January 7th, 2013, 03:31 AM
it's mirrored.

Nero
January 9th, 2013, 07:17 AM
it's mirrored.

and a bit boxy. Maybe I should loosen up on some of those edge loops to eh?

n00b1n8R
January 12th, 2013, 05:16 PM
pig disgusting

Nero
January 13th, 2013, 08:02 AM
The hell is wrong with you, dickpringle?

n00b1n8R
January 13th, 2013, 05:03 PM
the hell is wrong with you lol

Nero
April 3rd, 2013, 10:59 AM
I still do it for the fun and smiles:
http://www.polycount.com/forum/showthread.php?t=118389

When ever I have spare time after work.

Nero
April 6th, 2013, 07:41 AM
http://i303.photobucket.com/albums/nn159/Joshflighter/render1-4_zps42a098d2.png


http://i303.photobucket.com/albums/nn159/Joshflighter/render2-3_zps4798f362.png


http://i303.photobucket.com/albums/nn159/Joshflighter/render3-2_zps31f03038.png


http://i303.photobucket.com/albums/nn159/Joshflighter/render4-1_zpsef0b9954.png

tons to do still... woo

§partan 8
April 6th, 2013, 02:03 PM
Wow looks amazing. I wish one day to be able to model my own car.

Tnnaas
April 7th, 2013, 07:35 AM
I can use all of this jelly to make sandwiches for myself throughout the day. Good work, Nero.

Higuy
April 7th, 2013, 12:33 PM
Lookin awesome man!

Nero
April 10th, 2013, 04:37 PM
Thanks guys! Some more work on another model I decided to start again:
http://www.polycount.com/forum/showthread.php?p=1816299#post1816299

§partan 8
May 4th, 2013, 12:18 PM
That's so sick

DarkHalo003
May 9th, 2013, 11:10 AM
That looks awesome, put together very well. I like the design of it too.