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Pooky
September 20th, 2011, 01:04 AM
But this and the AK are probably the two most over modeled guns.

Hmm... the two main weapons from Counter-Strike.

Coincidence? I think not.

DarkHalo003
September 20th, 2011, 09:25 AM
2365

2366

Modeled the hammer and the area surrounding the chamber. Nothing is detailed (for the most part) and i'm still wondering what to do with the grip.

@Mookz: When I plan to get a good computer program for texturing, I plan to make my own, unwrap, and animate it. I'm positive it'll go into CE.

neuro
September 20th, 2011, 11:48 AM
dark, Photoshop. all the way.

DarkHalo003
September 20th, 2011, 11:57 AM
dark, Photoshop. all the way.
I plan on it. It's 80% off for me since I'm a student, so when I have enough money then I'll buy it alongside a tablet. Considering I'll probably animate before texturing, I wouldn't expect that sort of thing any time soon.

Does anyone else here have a minor aneurism while trying to model the Halo Wars Cobra? Lack of proper references = :raise:

neuro
September 20th, 2011, 12:05 PM
what's with kids BUYING their tools nowadays?

Nero
September 20th, 2011, 12:29 PM
Does anyone else here have a minor aneurism while trying to model the Halo Wars Cobra? Lack of proper references = :raise:

http://www.halowars.com/images/unsc_stuff/cobra_concept.jpg
http://haloism.files.wordpress.com/2009/03/11_cobra.jpg
http://halowarsguide.com/wp-content/uploads/2009/07/UNSC_COBRA_02-550x300.jpg

and there are others. When I modeled mine before it became corrupt that long time ago, I only used 1 or 2 refs I believe.

DarkHalo003
September 20th, 2011, 05:04 PM
http://www.halowars.com/images/unsc_stuff/cobra_concept.jpg
http://haloism.files.wordpress.com/2009/03/11_cobra.jpg
http://halowarsguide.com/wp-content/uploads/2009/07/UNSC_COBRA_02-550x300.jpg

and there are others. When I modeled mine before it became corrupt that long time ago, I only used 1 or 2 refs I believe.
I've been trying to use those, but I wish I had a complete aerial view (as in I can see everything from a Top view rather than a slant). I too had/have a file that has made some okay progress, but the polygons are doubled over and it's messy. I'll probably take another day off and then begin redoing the model. Sometimes you just have to let things process. Oh and not having an Xbox 360 to view a Cobra in real time makes this difficult.

neuro
September 21st, 2011, 01:52 AM
learn to build from a single perspective shot.

t3h m00kz
September 21st, 2011, 03:40 AM
slowly making progress. Not used to working with mechanical/metal parts, so the armor's going to take a while. Hoping to have a Mike Jenson kind of look behind it by the end.

http://img339.imageshack.us/img339/7951/updatething.png

neuro
September 21st, 2011, 05:16 AM
you know jensen actually made a gnomon workshop dvd of his workflow.
might be worth checking out for you

t3h m00kz
September 21st, 2011, 10:32 PM
Oh. Sweet, I'm going to have to look into it. I've always loved the guy's stuff. Real inspiring.

ExAm
September 23rd, 2011, 04:09 AM
http://i.imgur.com/40sCu.png

I don't even know

neuro
September 23rd, 2011, 04:18 AM
hay that's pretty kewl lol

DarkHalo003
September 28th, 2011, 05:33 PM
2383
2384
2385

How does this look for integrating a structure into cliffs?

Tnnaas
September 29th, 2011, 09:46 AM
Not bad, but is it going to be an entrance or just a fancy wall?
If it were going to be an entrance, I'd recommend lights on struts as I've indicated below.
2389

Also, the left portion of the wall, underneath the awning by the cliff, looks a bit off. You might need to adjust the position of a vertex or two to make the wall look strait.

DarkHalo003
September 29th, 2011, 10:57 AM
Not bad, but is it going to be an entrance or just a fancy wall?
If it were going to be an entrance, I'd recommend lights on struts as I've indicated below.
2389

Also, the left portion of the wall, underneath the awning by the cliff, looks a bit off. You might need to adjust the position of a vertex or two to make the wall look strait.
Yeah the structure itself isn't too detailed primarily for the point of just seeing if it looks alright the way it's integrated into the cliffs. I'll work on details later; I just want to get down some fundamental integration of different geometry types first.

Tnnaas
September 29th, 2011, 07:20 PM
Essentially geomerging. Not a bad way to go, but check out some references to make sure it looks they way you want it to look. Even Halo's campaign maps like b30, b40, and even c10 have some good geomerged structures.

Off the top of my head there are the two massive structures on b30, some of the thresholds to the indoor/outdoor environments in b40, and the two massive openings from and to the swamp in c10. Check those out and see how everything is meshed together. Look at how the natural conforms to the artificial.

What you've got going here isn't bad, just make sure you think it looks absolutely perfect in your mind's eye.

neuro
September 30th, 2011, 04:54 PM
:making up words:

MXC
October 11th, 2011, 08:08 PM
I'll just drop these two here. I decided to dick around in ToonBoom and Flash a little in class last week and this week.
aWP6IFredkQ
2VWdq7hNhsI

Tnnaas
October 22nd, 2011, 08:53 PM
Working on a new shield world model. Completely lacking detail around the North and South poles but I hope to get those looking spiffy in the near future.
Some simple shots.
http://i.imgur.com/e0OVP.jpg
http://i.imgur.com/z18kd.jpghttp://i.imgur.com/Q6atA.jpg
http://i.imgur.com/enC55.jpg
http://i.imgur.com/DAQf9.jpg

Wireframed shots.
http://i.imgur.com/BYwDl.jpg
http://i.imgur.com/Z2LcM.jpg
As you can see, it's just a simple shield world with a different design. I am going to add a lot more detail, especially around the larger structures such as the North and South poles and anything going along the equator. Oh, and that terrain texture is just a place-holder. Tell me what you think so far.

neuro
October 24th, 2011, 03:34 PM
think of what, there's nothing to say anything about in the images.

i guess it's a neat idea if you pull it off properly, but i've got my doubts really.

MXC
October 30th, 2011, 11:40 PM
I made a model.
http://i.imgur.com/2JzXr.png

Nero
October 31st, 2011, 11:51 PM
Don't be discouraged from no posts... its just how this place roles. lol.
I take it that its a high poly? Pretty neat man. Whats it part of?

MXC
November 1st, 2011, 12:44 AM
Don't be discouraged from no posts... its just how this place roles. lol.
I take it that its a high poly? Pretty neat man. Whats it part of?

Thanks!

One of my college classes right now is basically an introduction to 3dsmax course. The second to last assignment is this sort of screw-widget thing that we have to create from a reference image that only shows two similar perspectives. The reason it looks so high poly is because we have to use either a mesh smooth or turbosmooth modifier on everything(absolutely despise those tools) before we present them. I can't begin to tell you how many times I've had to use the cut tool on that thing.

I'm somehow on top of that class right now. I honestly have no idea how I'm as ahead as I am in there.

Hunter
November 1st, 2011, 09:57 AM
Thanks!

One of my college classes right now is basically an introduction to 3dsmax course. The second to last assignment is this sort of screw-widget thing that we have to create from a reference image that only shows two similar perspectives. The reason it looks so high poly is because we have to use either a mesh smooth or turbosmooth modifier on everything(absolutely despise those tools) before we present them. I can't begin to tell you how many times I've had to use the cut tool on that thing.

I'm somehow on top of that class right now. I honestly have no idea how I'm as ahead as I am in there.

Make sure the college teach you properly, from my experience of UK Schools that teach 3ds max they teach it wrong. Very wrong :/

neuro
November 1st, 2011, 03:57 PM
protip:

if you want to learn this shit, ask someone who knows.
protip: not a teacher.

MXC
November 3rd, 2011, 09:58 AM
Tweaked it a little more. Still can't stand Turbosmooth.
http://i.imgur.com/Rqjni.jpg

neuro
November 3rd, 2011, 11:02 AM
don't like it?

don't use it ^_^
tbh, it's for more advances users only really, if they're 'teaching' you to use it in an indroductory class, they're total fuckwits.

it takes a good understanding of how it works, proper geometry and modelling workflow to be able to predict the outcome of it properly.

mech
November 3rd, 2011, 11:38 AM
Use sub-division, and try to have your mesh one flush piece rather than sticking that axle through the solid as a different piece. It's an excellent way to learn techniques by merging them together as apposed to keeping them separate.

UnevenElefant5
November 3rd, 2011, 09:58 PM
Yeah so it's my first time attempting a head. What am I doing right/wrong?
2469
2470
2471

And a 360 degree rotation:
http://www.youtube.com/watch?v=QXYz6lNbrJI

I know the back of the neck/head is pretty flat, but there's something else bothering me about this face. I know something's wrong, I just can't figure it out.

Nero
November 3rd, 2011, 10:48 PM
Things I personally would change (All imo ofc)
-Nose is to flat (make it more "longer"?)
-Upper cheek bones are coming out to much making his face look wide
Again, i haven't studied human face yet, and haven't modeled one... so I am not one to really say. I suggest looking at a lot of refs of heads and try to sketch out the bone structure of the head. Study that, and then you will know which parts are off because you have an understanding of the structure of the human face.
Maybe someone else can be of more help. :)

Hunter
November 3rd, 2011, 10:56 PM
First attempt at a head, had to model my own for Uni assignment. It turned out alright which surprised me. Still some things to fix and tweek, look un-needed loops.

http://i58.photobucket.com/albums/g268/martynball/face_8.jpg

Nero
November 3rd, 2011, 11:00 PM
Why is the model so dense?
It seems like there is a lot of wasted poly's all around, apart of the hair.

Hunter
November 3rd, 2011, 11:10 PM
Well it was only like 2.5K triangles, and we have a limit of 6K. I was going to mesh smooth it but it took it up to 8K, cant get it lower, so I just tessallated it. need to remove some loops though and fix things. Got the limit, might as well use it. Gotta be tomorrow, just done this today, quick job.

Nero
November 3rd, 2011, 11:17 PM
I don't understand why you tessellated it... was it for the fun of it? Or did it somehow effect the look of your model? Also, if you post an un-tessellated model, someone could probably point out what areas you can save polies and what you can fix.
Is this supposed to be really stylized? Or are you trying to go for realism?

t3h m00kz
November 3rd, 2011, 11:22 PM
Yeah so it's my first time attempting a head. What am I doing right/wrong?
2469
2470
2471

And a 360 degree rotation:
http://www.youtube.com/watch?v=QXYz6lNbrJI


I know the back of the neck/head is pretty flat, but there's something else bothering me about this face. I know something's wrong, I just can't figure it out.

Back of the neck and is way too flat and needs to be more rounded. There's not enough detail to really crit at this point... topology looks decent enough, from my inexperienced eye. Use references, as always.

http://anatomytools.com/
(http://anatomytools.com/)
http://www.posemaniacs.com/

And I personally wouldn't go with straight-up lowpoly modeling for characters, given the engines and graphical capabilities out there these days. You're probably going to want to sculpt a character first then retopo it then bake normals later in another program. I suggest Sculptris or Zbrush.

http://www.pixologic.com/sculptris/

(http://www.pixologic.com/sculptris/)Here's a tutorial of how to retopo in Blender.. I'm sure similar methods could be used in Max.

http://vimeo.com/14560538

Hunter
November 3rd, 2011, 11:23 PM
I would prefer to use MeshSmooth or TurboSmooth, but they could not be used. It was half the triangle count that I had available, adding more triangles means smoothing lighting,so why not. This is for a simple assignment and wont be going ingame. Supose I could undo the tessellation, it has got to be submitted tomorrow though so no point.

End result will be photorealistic, it has got to go through ZBrush ect still and be re-topped.

Edit:

@t3h m00kz (http://www.modacity.net/forums/member.php?922-t3h-m00kz)

Thanks, but like I said it's for a Uni assignment, that what we have got to do is model it in max like so, I know these days it would be sculpted :P And I will sort the neck out.

Nero
November 4th, 2011, 12:22 AM
Those cheek indents under the eyes (midway through the face) really don't exsist.

Think of drawing a face. You don't put harsh outlines through the drawing, instead you use shading to pronounce shapes. Same thing with modeling, try creating a nice smooth face with out any harsh abrupt areas. Unless you someone who really looks like that in real life, I think that needs re-work.
Good luck with the assignment man!

UnevenElefant5
November 4th, 2011, 12:22 AM
@Nero
THAT'S what it is. The cheekbones are all off. Thanks for pointing that out, I knew something was off, I just couldn't put my finger on it. The nose is still one of the areas that I need to work on. I basically just dragged out some verts as a placeholder.


@Mookz
Well I was following a tutorial and the guy started out with a low poly and then just applied a turbosmooth modifier to add detail within the existing mesh. Is this a good idea? It seemed like one to me, but I don't know much about this subject so yeah.

Thanks for all the resources. I'll be sure to check them out.

t3h m00kz
November 4th, 2011, 01:44 AM
The video tutorial is nothing more than retopologization/optimization of a high poly to low poly model, and should not be your starting point.

The process of actually creating a sculpt should be your first step which can be done in a program such as Zbrush or Sculptris, and yes, in Blender as well. Though I highly suggest screwing around with Sculptris and trying to make things before following the retopo tutorial, Sculptris automatically adds in geometry as you sculpt, and there is no need for tools like turbosmooth.

If you pick up Sculptris... learn the hotkeys! I cannot stress this enough. There's not may of them.

Once you have created a sculpt, then you can start worrying about retopo.

ejburke
November 4th, 2011, 01:50 AM
UE - Topology looks decent for a first attempt. The form is pretty much uniformly wrong, though. Use good reference material. Model with the mouth closed. You will need more topological density around key areas, like the eyes, the bottom of the nose, and the corners of the mouth to help preserve those areas against the smoothing operation. Also, clean up the topology around where the ears would be running down the neck. Unnecessary edge loops there.

Hunter - Dear God, do not tessellate an organic form like that. You're just going to make it lumpy and hard to work with later on. Don't triangulate it, either. The assigned polygon limit is plenty for what you're trying to do. You should only be smoothing the whole model near the beginning of the project to get a basic head shape from a crude block head model. After that, edge loops should be placed and tweaked almost exclusively by hand.

Rule of thumb - only affect creases in your model if they are a part of the silhouette. Nose and ears qualify, laugh lines do not. You may, however, steer your topology so that you have an edge loop that is coincident with the laugh line, but that's all. At that detail level you should not be trying to accentuate it with topological density. Leave it for the texture or the sculpt.

That isn't all that's wrong there, but it's a start.

Hunter
November 4th, 2011, 07:40 AM
Alright thanks, also it isnt triangulated, just the render

MXC
November 4th, 2011, 01:36 PM
Another project from school. I'm actually having a ball with this program(ToonBoom), but I can't get myself to animate on 2s instead of ones.

Sorry for the lousy audio quality, it's the best I had to work with.
nhtmQId1ZUM&

Tnnaas
November 7th, 2011, 10:49 PM
I figured I'd give the whole "shield world" thing another go. This time, it certainly turned out better than before.
http://i.imgur.com/YwTCG.jpg
http://i.imgur.com/Rw4nI.jpg
http://i.imgur.com/RlExB.jpg
http://i.imgur.com/FLgX3.jpg
http://i.imgur.com/CB029.jpg
I think the central structures look perfect. A bit wider than my reference pic, but I couldn't do a thing better. I just need to texture all the fancy metal pieces and rework the ground and I should be finished. Feel free to point out any other areas I could improve upon later.

Nero
November 7th, 2011, 10:50 PM
I'm confused on what I'm looking at. I don't get what a world shield thing is.

Warsaw
November 7th, 2011, 11:18 PM
It's a Dyson sphere. The miniature sun is in the centre of the construct, and the habitable space surrounds it.

I feel like those pylons in the middle need to be of a shape that better portrays their size. I'm not sure how to describe it. Those pylons are, make no mistake, massive.

neuro
November 8th, 2011, 02:07 AM
HUNDREDS AND HUNDREDS OF KILOMETERS MASSIVE

JackalStomper
November 11th, 2011, 08:38 PM
Never understood the appeal of Dyson spheres, how do they deal with the radiation and solar wind? Or gravity for that matter, if you rotate you're only providing acceleration along a single axis, you'll get pulled into the star if you start moving away from it.

As for distance the only way that's obvious is fog, dof, lighting, etc, which isn't really modeling is it?

anyway made this in 10 minutes when I got bored.
http://i.imgur.com/7P8GY.gif

super duper foldiness
http://i.imgur.com/bVp2T.jpg

I don't use fancy materials when animating sorry if you can't stand the look of plain colors.

t3h m00kz
November 11th, 2011, 10:46 PM
I like it. The return to origin seems to stop a bit abruptly, but aside from that it's pretty solid and unique.

DarkHalo003
November 13th, 2011, 10:48 PM
2484

Modeled in about a 6 hours total. Slapped some random wood and metal textures. I'm looking for criticism on how it looks in comparison to this:

2485

There are some personal differences, mainly with some proportions. I haven't really gotten into much with details, but is the basic shape good? What could use some work?

Donut
November 13th, 2011, 11:06 PM
thompsons are a particularly interesting thing to model. there are a bunch of variants with very subtle differences, but it looks like youre generally going for the 1928 model with that foregrip and iron sight
http://lh6.ggpht.com/_6rLALgCBhQQ/S-1WlAWoUhI/AAAAAAAAALk/AJDgvLSo560/Thompson_1928A1_Promo_01.jpg

those little things are up to you to customize. what im concerned with is the grip. not the foregrip, the other grip. its really disproportional.

E: for reference the thing i posted is NOT mine. i just found that picture to illustrate my point about the handle

DarkHalo003
November 14th, 2011, 12:15 AM
Ah yeah, I see it. I don't believe the handles are smoothed (maybe the foregrip is, it looks the most accurate of all of them), but I do notice now I need to clean up the stock a good bit and the grip needs an overhaul. Is there a good tut on how to add good details? I know there's a good cut tutorial somewhere on this site, but a tut about adding quality details I have not scene yet.

Warsaw
November 17th, 2011, 08:49 PM
Am I doing this right? Never drawn in Photoshop before. Time to start blocking in colours...what are colours?

http://fc06.deviantart.net/fs71/i/2011/321/8/6/all_digital_by_von_krupp-d4ghzsx.jpg

MXC
November 19th, 2011, 04:01 PM
Beats me. I've been trying to color for at least 6 years now, and I STILL can't figure out how to use full colors, or color a drawing to set a certain person/object apart from the rest of the picture.

I thought I might as well post a picture of my final. I still have about four or five more pieces to add to it, as well as the little details, such as bolts and such, but this is what I have so far.
http://i.imgur.com/ASxmC.jpg

ExAm
November 19th, 2011, 09:28 PM
With colors, it's easier to just do a groundwork sketch, then just construct everything on top of it out of solid colors that represent the midtone of whatever color you plan to use for that area, with no outlines anywhere, just color. From there, shade and highlight with colors along that same range, just brighter or darker. Shift them into slightly different colors if there's colored light shining on them, to represent the mixing of the light's color with the surface's. DO NOT just shade and highlight with black and white - this will ruin your colors. DO NOT do this using the dodge and burn tools, either. It looks really obvious, and it's just bad.

Warsaw
November 20th, 2011, 01:26 AM
That's pretty much what I was going to do, the blocking out of the mean hue for each section, and then darken/lighten. Glad to see my intuition was on the money there. My primary issue right now is getting a lighter or darker version of the colours I want.

Also, I don't even know what dodge and burn are. I don't know what any of the tools are, I'm just using a pressure sensitive, flat, round brush. =x

ExAm
November 20th, 2011, 05:09 AM
Lighter or darker versions of the colors you want are almost entirely arbitrary.

Just for an example, say you want a jacket to be orange. For the midtone, pick a sort of medium orange. Not too intense, maybe a hint towards red, with a lower value (towards black in the color picker). For highlights, you'd use a brighter, more intense orange (fuller orange, more towards yellow, slightly less saturated). For shadows, you'd use a color further towards red. It's a bit more complicated than just that, so here's an example image of what i'm talking about.

http://i.imgur.com/DqqYD.png

Same thing shaded with white and black. THIS IS BAD.
http://i.imgur.com/uSo9y.png

And dodge and burn. ALSO BAD.
http://i.imgur.com/0OIOD.png

Warsaw
November 20th, 2011, 10:00 PM
Adding black or white is a tind/shade, so yeah, that isn't what I'm after. I've been trying to colour mix as if it were paints, though, and I guess I just need to get out of that mindset. Since I don't have PS or a tablet at home, I only get to fiddle with it while at school. This will take awhile. Thanks.

ExAm
November 21st, 2011, 12:31 AM
You can also mix in cooler colors to shade warmer colors, which looks nice.

JackalStomper
November 21st, 2011, 07:27 PM
WIP
http://i.imgur.com/nC92k.jpg

Can anyone guess what it's supposed to be?

Here I'll give you a hint
http://i.imgur.com/G9oTt.jpg

The lighting is definitely going to change, I need to give the walls more definition and contrast from the floor, right now it's a little difficult to tell between the two while playing.


I should be able to finish this

Probably

Maybe

t3h m00kz
November 21st, 2011, 11:27 PM
Adding black or white is a tind/shade, so yeah, that isn't what I'm after. I've been trying to colour mix as if it were paints, though, and I guess I just need to get out of that mindset. Since I don't have PS or a tablet at home, I only get to fiddle with it while at school. This will take awhile. Thanks.

Photoshop is overrated (and overpriced!).

I suggest Paint Tool Sai. Anybody into digital art will have nothing bad to say about the program, aside from it's lack of general photo editing tools. It's specialized for artists.


WIP

Can anyone guess what it's supposed to be?


I DUNNO YO.

e: oh wait I thought it was yoyorast's main base

fuck

Warsaw
November 21st, 2011, 11:47 PM
Yeah, but, industry standards and all that. Unless I've been mislead, Photoshop and Illustrator are basically the tools of the trade for 2D work in the games industry, as well as comics, etc.

t3h m00kz
November 22nd, 2011, 12:03 AM
well each have their pros and cons. Sai has been praised for it's extremely fast pixel refresh rate, control over brush dynamics, as well as the line smoothing feature, which makes line art much more managable, whereas photoshop has been praised for... well, you know, having everything and the kitchen sink

to each their own I suppose..

Warsaw
November 22nd, 2011, 12:14 AM
Yeah, I'm software agnostic right now. The fact that Adobe's suite is the standard is honestly the only reason I'm trying to learn that.

MXC
November 24th, 2011, 10:06 AM
http://i.imgur.com/X8x8j.jpg

Almost done.

JackalStomper
November 24th, 2011, 08:05 PM
I'm having trouble figuring out what it is. With all those heat radiators I would think an electric motor?

Higuy
November 24th, 2011, 09:35 PM
It looks like it may be a piston.

DarkHalo003
November 24th, 2011, 09:41 PM
Thought it was a camera......

Patrickssj6
November 25th, 2011, 04:32 AM
Electric motor with gearbox?

thehoodedsmack
November 25th, 2011, 09:22 AM
I thought it was Luke Skywalker's lightsaber for a moment.

=sw=warlord
November 25th, 2011, 09:45 AM
Looks more like a circular sander to me.

Limited
November 28th, 2011, 06:37 PM
It looks like it may be a piston.I reckon its some kind of piston foot thats used to support something.

MXC
December 1st, 2011, 12:03 PM
The best identification I can find is that it's some kind of pump.

Anyway, I think I'm done.
http://i.imgur.com/nesFj.jpg

JackalStomper
December 2nd, 2011, 07:01 AM
Pump action rocket launcher

http://i.imgur.com/3bUxS.gif

Actually made this like years ago but never bothered showing it to anyone

MXC
December 2nd, 2011, 12:30 PM
Dude, that's beautiful! Put that shit in a map, man!

JackalStomper
December 3rd, 2011, 05:42 PM
Got the thumbs up from higuy so it'll probably show up in lumoria ep2

BobtheGreatII
December 3rd, 2011, 08:15 PM
Yeah that's actually not a bad idea...

PenGuin1362
December 12th, 2011, 04:03 PM
Part of a scene I made with a dynamic day/night cycle, and a storm. This is just the sun rise

http://i.imgur.com/PEAXF.jpg

DarkHalo003
December 13th, 2011, 12:17 AM
Nice! Is it intended to be CGI?

PenGuin1362
December 13th, 2011, 12:23 AM
This was done in UDK. Except the trees, used speedtree to make those for the sake of time constraints.

ExAm
December 21st, 2011, 06:23 AM
http://i.imgur.com/YRwDw.jpg

Something's wrong with the legs. WIP, not inked yet.

TeeKup
December 21st, 2011, 06:25 AM
The shin is too far back and its displaying the other side of his thigh, making it look awkward. Correct this and it may look better. His right knee is too far back as well, draw it out more as if he was splaying is thigh to a greater degree.

I like the overall design though, well done.

Nero
December 21st, 2011, 02:58 PM
Hey man. Great work on the first 2 renders. I like the architecture. May I ask what they are for? :o

As far as the last one is concerned, its hard to read the textures. None of them have any real definition to them, while others don't seem to have a purpose. For example, the wall tile texture, doesn't really make sense imo, at least in this scene. I Also suggest using more colors in your color pallet, because atm its all supper red/brown and in this case its not really helping the scene. (Don't forget to look at real life objects and scenes, to get a sense of what kind of textures are best to use in what you are making)
My last crit towards this thing, is that there is no real focus. I am not sure if I am supposed to be looking beyond the gate, at the gate, or at the floor (Although my eyes move away very quickly from there). Maybe some sort of object to attract the viewers attention? For example, if its the door way, don't have it the same color as the rest of the scene. Make it silver, or something that really brings it out from the rest and maybe add some more models around it, to really bring out its purpose (Lights on it, or something).

Hope this helps a little. :p
Great work. :)
(Btw you have a portfolio? Dunno if I asked this before :p)

ExAm
December 21st, 2011, 03:24 PM
The shin is too far back and its displaying the other side of his thigh, making it look awkward. Correct this and it may look better. His right knee is too far back as well, draw it out more as if he was splaying is thigh to a greater degree.

I like the overall design though, well done.I'm not even sure how to visualize the fixes for the legs, even. Honestly they've been baffling me the whole time i've been looking at it.

TeeKup
December 21st, 2011, 04:33 PM
Like so:
http://img803.imageshack.us/img803/4866/yrwdw.jpg

TVTyrant
December 21st, 2011, 09:14 PM
Woah guys. Please move all conversations back to the 2010 thread. K thx, bai.

MXC
December 21st, 2011, 10:54 PM
I can't decide whether scaning in a drawing was a good idea or a bad idea. Anyway, this is a WIP of my first project done for the hell of it.
http://i.imgur.com/UJEMZ.png

DarkHalo003
December 21st, 2011, 11:49 PM
Not really sure what it's supposed to be.

Pooky
December 21st, 2011, 11:50 PM
http://i.imgur.com/smMci.jpg

?

TVTyrant
December 22nd, 2011, 01:51 AM
Fuck there's another Neuro.

PenGuin1362
December 22nd, 2011, 02:39 AM
He's the original.

neuro
December 22nd, 2011, 05:18 AM
he's not actually.
pretty sure.

Patrickssj6
December 22nd, 2011, 05:50 AM
If Neuro Guro not Neurokoneza then not real neuro.

MXC
December 22nd, 2011, 09:39 AM
http://i.imgur.com/smMci.jpg

?

Bingo. I really think I should have only used that picture to begin with instead of a hand drawn side shot.

Nero
December 22nd, 2011, 01:30 PM
It goes like this guys:

Neuro Guro had a baby \/
Neuro \/
Neuro had a baby \/
Nero \/
Nero is having a baby



@MXC; Lots to work on man. Great start, but watch out of the inaccuracies that are beginning to occur with your model. Keep at it! :)

@Neuro Guro; Man some of that work is gross. Haha. In a good way. I like the attention to the little details like the texture, but my main crit is; Perspectives. You seem to lose focus on keeping the perspective the same through out. I don't know if you do this, but just like modeling, first block out the main objects and make sure everything is consistent. As an example, in the second piece you posted, the wall seems to be going in many different directions as it rises. You didn't keep the lines consistent, and because of that, the piece seems a bit odd. Either way, great work man, yet again.

=sw=warlord
December 22nd, 2011, 01:49 PM
Ah so you're the father of "the One".
Nero -> Neo

Neuro Guro
December 22nd, 2011, 03:42 PM
>Nero

Ah, haha nice thanks man! I'm blocking stuff out now actually. Funny cause I was just watching a tutorial earlier today that showed someone doing that. But yeah, I'm no illustrator, but now that I'm working on stuff in 3D it's easier to get that sort of consistency, and that stuff is just me pondered on how some of the assets might be formed, just early stuff. Trying to maintain at least a nice austere and unsettling look of minimalistic, but yet still detailed buildings in the first part I'm making, sort of reminiscent of a surban style. I plan on not rushing with this and just starting with one section, and whatever assets I start making for it. Should I just keep posting stuff? Or should I like make a new thread or something

Nero
December 23rd, 2011, 08:19 PM
Not sure if you have a Gallery thread, but if you don't, make one. That way you can always look back on the first pages and compare what you have become. :)

That's what I like to do every once in awhile. haha.

DarkHalo003
December 25th, 2011, 10:46 AM
I got a tablet of Christmas. Decided to do some free-style marker art:
2568

Still working on it. Should have saved the version before I added in more vibrant colors like the hazel and greens; it had a very nice, ancient look to it. Oh well, that's art by a noobie. Feel free to comment how I draw like a kindergartener.

EDIT:
2569
I moved up to the 1st grade. :iamafag:

DOUBLEDIT:

2570
More freestyle and messing with Autodesk Sketchbook to get used to my tablet. Just looking for more ideas to make the scene look cool.

MXC
December 27th, 2011, 01:11 AM
I looked over the existing geometry and removed alot of unnecessary shit. Also mirrored it over. Progress!
http://i.imgur.com/3Nk1a.png

=sw=warlord
December 28th, 2011, 11:03 AM
Decided to make a Tardis to help refine my sub-D last night whilst talking to Nero.
Comes to the margin of 10k tris
http://i1141.photobucket.com/albums/n599/cobby87/3dsmax2011-12-2815-56-56-08.png
http://i1141.photobucket.com/albums/n599/cobby87/3dsmax2011-12-2815-54-40-51.pnghttp://i1141.photobucket.com/albums/n599/cobby87/3dsmax2011-12-2815-54-15-66.png
http://i1141.photobucket.com/albums/n599/cobby87/Dalek-3.png

PenGuin1362
December 28th, 2011, 12:26 PM
Finally getting back to work on this guy, probably time to start the low poly

http://i.imgur.com/PCj5E.jpg

Nero
December 28th, 2011, 05:43 PM
Hey warlord, tuts going to take a bit longer then I expected. Waiting on a program to finish so I can edit the video. :)

@PenGuin; that looks really cool man! You better start on a low poly.

PenGuin1362
December 31st, 2011, 05:13 PM
low poly bake. Got some errors the baking process shit out that I still need to fix. Came out to 10,800 tris. Optics soon to come after I finish the diffuse

http://i.imgur.com/aApL6.jpg
http://i.imgur.com/v8NOH.jpg

Disaster
December 31st, 2011, 05:38 PM
That turned out awesome. :golfclap:

Nero
December 31st, 2011, 06:16 PM
Hot damn that bake came out nicely! Good job!

MXC
January 1st, 2012, 02:31 PM
Great job, Penguin! :neckbeard:

Boba
January 8th, 2012, 11:29 AM
I need help with a shape--I know this is not a help thread, but it's the closest thing to it on this site!

ps. I am laughably awful

how the fuck do i get these dges here (i know some of the loops aren't clean yet :( )

http://dl.dropbox.com/u/8632965/halp.png

Nero
January 8th, 2012, 04:01 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/howididit.png

This is how I would go about it?
Maybe Neuro can help you out more. I am not so good with topology as he always corrects me. :)

neuro
January 8th, 2012, 04:04 PM
your cage doesnt need to be low poly.

the easiest thing to do is to just start with a 30 sided cylinder
having it 8-sided when you want to make gaps like that is stupid.

Boba
January 9th, 2012, 02:53 AM
thanks guys :)

kid908
January 12th, 2012, 03:47 PM
It's been a while since I posted anything, but finally got some time off and wasn't playing skyrim. http://kid908.deviantart.com/art/Kate-Beckinsale-277788993

DarkHalo003
January 12th, 2012, 04:03 PM
The lips look a bit....off. Double-check your references. They look to scrunched up or distorted.

Hunter
January 12th, 2012, 07:58 PM
http://i.imgur.com/rNREf.jpg

Something I did a while ago, want no turbosmooth'd version ?

neuro
January 13th, 2012, 02:13 AM
still not really how i'd go about it, but it looks fair enough i suppose :P

Boba
January 13th, 2012, 01:31 PM
http://i.imgur.com/rNREf.jpg

Something I did a while ago, want no turbosmooth'd version ?
Sure, I'd appreciate it. :p


still not really how i'd go about it, but it looks fair enough i suppose :P

How would you do it?

PenGuin1362
January 13th, 2012, 03:45 PM
the easiest thing to do is to just start with a 30 sided cylinder
having it 8-sided when you want to make gaps like that is stupid.

that's how

ICEE
January 14th, 2012, 04:59 PM
PIs9NgHPGUY

Animations I done

TeeKup
January 14th, 2012, 05:12 PM
They need a bit more kick tbh. :x

TVTyrant
January 14th, 2012, 05:15 PM
Needs more force when the weapon recoils on both rifles, and the M40/24 looks like its a straight pull instead of a real bolt. Make the lifting/closing of the bolt more pronounced/forceful.

ICEE
January 14th, 2012, 05:19 PM
I suppose I could increase the recoil on the m40. The m14 however has moderate recoil because it's intended to fire fully automatic. Too much recoil with fully automatic firing weapons just looks jittery. Thanks guys

TeeKup
January 14th, 2012, 05:41 PM
Might I recommend a bit more visual flair? Make the M14 reload similar to the FAL reload from MW 2. As in the person ejects the magazine by pressing the eject button with a magazine already in hand.

ICEE
January 14th, 2012, 06:02 PM
Might I recommend a bit more visual flair? Make the M14 reload similar to the FAL reload from MW 2. As in the person ejects the magazine by pressing the eject button with a magazine already in hand.

That is a great idea and I agree that it would look cool. However, there are a few reasons I didn't do this with either of these rifles. One being because the project these were made for is supposed to be very realistic. Two, because I did exactly that with my last assault rifle animation set, which you can see here:

e73odNB3ve4

Though it takes about 35 seconds to get to it. Thirdly, because its a HUGE pain in the ass to do. Which isn't really a good excuse in reality. It does complicate the animation process a bit since you have to have 2 magazine models in the scene, and they have to switch places undetected at either the beginning or the end of the animation, since the same mag that was there when the animation started also has to be there when it ends. I'm able to do that just fine in renders as you can see, but ingame it can be a different story. I know in halo I tried to do this type of thing with an older SMG animation, but it just ended up glitching the hell out.

TeeKup
January 14th, 2012, 06:13 PM
Ah I understand. Well done regardless. :O

ICEE
January 14th, 2012, 06:48 PM
Thank you very much

PenGuin1362
January 14th, 2012, 07:48 PM
hey that m60 is mine :p

Also really want to see more emphasis on that bolt pull on the M40. more up and down action

ICEE
January 14th, 2012, 07:53 PM
Do you mean during the reload or the firing?

PenGuin1362
January 14th, 2012, 08:12 PM
when he fires, it's very straight as tyrant pointed out.

Warsaw
January 15th, 2012, 03:09 AM
I suppose I could increase the recoil on the m40. The m14 however has moderate recoil because it's intended to fire fully automatic. Too much recoil with fully automatic firing weapons just looks jittery. Thanks guys

Bingo. That's the reason the M14 was locked into semi-auto, because it had too much recoil to be controllable on full auto. Needz moar kick.

Nero
January 15th, 2012, 06:13 PM
Why is this thread still going? Might be nice if a mod locks this up and makes the new 2012 a sticky?

Where are you Roostervier? You were lock happy on my thread for no reason many times, time to do the same here. (Even though this thread has a reason to be locked.. lol)

ExAm
January 18th, 2012, 12:18 AM
Icee, your running animation with the M14 is really jerky. Think about how it'd look from a first person perspective if you were swinging your arms and gun left and right while running at full tilt. There wouldn't be much of it visible but the top, and there would be much more side to side movement, with gentler up and downs. Look at BF3 for an example of getting this basically perfect.

ICEE
January 20th, 2012, 06:37 PM
Probably the wrong place to put this, but no one actually looks at the source section. Does anyone know how to compile viewmodel animations in source? Valve recently added a pretty neat gun (http://www.youtube.com/watch?v=H6s3EjCf38s) to tf2, but the animations for it look like someones infant baby took a liquid shit in my chili. You can't really tell from the video, but if you play at a higher FOV, the left arm is completely twisted up. I intend to make a skin for it to resolve this issue, but I've never actually made any content for source before.

Hunter
January 23rd, 2012, 12:31 PM
Sorry about late reply, here are the renders without turbosmooth. There is probably a better way to do it, but this works rather nicely. Was awkward shape to do, I just messed around with multiple ways of creating it.

http://i.imgur.com/uE3Ao.jpg
http://i.imgur.com/vyO19.jpg

You dont want the triangles which I have either if you can get rid of them, don't know why I ain't done so :/