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=sw=warlord
January 1st, 2012, 02:35 PM
Another year, another thread.
Quoted from Con:

The QC Thread is a place for your most current works of any kind or any game and get quick advice. Why use this instead of a [GALLERY] thread or a WIP thread in another section? You can post your projects in their own thread if you want, but if you want fast advice on a smaller project, this is the place for you. This is not a place for you to dump all your work (It's not a big truck), but rather a place for work that doesn't require a whole thread in the Studio. That being said, please avoid posting loads of images. Keep that to your [GALLERY] threads. Essentially, this is like the good ol' Offtopic Gallery Thread minus all crap that plagued it and its sibling in the CE section.

So here are the rules:

This is not a [GALLERY] thread, only post your most current work that does not require a whole thread.
Make sure your images are big enough to crit, not too dark, and remember that wireframes for models are helpful.
Images larger than the page size must be put in [shot] tags.
Use [spoiler] tags sparingly; it's annoying having to click to open and view every single one of your images.
Last but not least, no shitposting. This thread's been going good so far, don't ruin it.
Let's see some work!

p0lar edit:

Please note the following addition to the AUP as of 2/17:

CRITIQUE

Keep in mind that there are professional artists, modelers, writers, animators, etc in this community who have taken college courses and have degrees in varied areas. When posting your work for critique, please specify if you are looking for professional advice to make it as perfect as it can get, or if you just want a basic rundown to improve your work.

When asking for professional critique, you are opening yourself up to comments that you may find mean or rough. Feel free to inquire further or challenge the critic if they're too vague or you disagree, but do not retaliate to these comments (i.e: "fuck off, it took me X days to make this what do you know"), as this is normal in the professional world, and retaliating in such a way makes you look incompetent.
If asking for basic advice, make sure to specify what the final role of the work will be. Is it an artistic piece? Will it be going into a game?
If you do not specify what kind of advice you'd like, it will be considered by default that you are looking for a professional review.

PenGuin1362
January 2nd, 2012, 02:12 PM
updated bake with most of the errors fixed and some MFG markings
http://i.imgur.com/J7As9.jpg
http://i.imgur.com/iszEy.jpg

Futzy
January 2nd, 2012, 04:10 PM
http://i.imgur.com/3zxQS.jpg

poob

Nero
January 2nd, 2012, 04:59 PM
http://i303.photobucket.com/albums/nn159/Joshflighter/aaronashmorePSD-5.jpg

Almost done. Going to upload video tonight. :)

neuro
January 2nd, 2012, 05:57 PM
http://i.imgur.com/J7As9.jpg


UAGH PENG THAT SWITCH!! UAGH!!!

just bake it to a plane instead of a crappy cylinder, alphamap that stuff.

just uagh.

PenGuin1362
January 2nd, 2012, 06:48 PM
yeah i fixed that right after the render D: kept glancing over it until I took that render

phase
January 2nd, 2012, 11:18 PM
Oh my, what am I doing here?
2584
please ignore the pecs' contour

@mrbig
Whats the focal point of the painting? If its the white tree, it's too isolated from the other elements in the painting. Your eyes go straight to it, look at it, and go "OK I"m done with this picture.". if you made it larger it would help move your eyes around the image.if you wanted it to stay that size you could lower the value to a bit so it doesn't hog the attention.

PenGuin1362
January 4th, 2012, 09:17 PM
some more progress

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

Disaster
January 4th, 2012, 09:23 PM
Well done :iamafag:

neuro
January 5th, 2012, 03:55 AM
don't use the sharpen filter ffs.

PenGuin1362
January 5th, 2012, 01:02 PM
didn't, it was a shitty compression fail. I'll try not to f that up next render. Still doing spec map tweaks

Donut
January 5th, 2012, 02:52 PM
the word "Magpul" is mirrored on the right side of the gun on the handle, but im sure you already knew that

=sw=warlord
January 14th, 2012, 08:47 PM
Been working on this for the past day.
Had some help from Nero earlier getting my sub-D nailed down.
http://i1141.photobucket.com/albums/n599/cobby87/spiker-1.png

neuro
January 15th, 2012, 05:21 AM
i don't see any subdivided geometry there.

=sw=warlord
January 15th, 2012, 07:09 AM
i don't see any subdivided geometry there.
The blade is the only thing with turbosmooth on at the moment.
Getting the constraints worked on for the rest of it.
http://i1141.photobucket.com/albums/n599/cobby87/Untitled-22.png

PenGuin1362
January 15th, 2012, 10:20 AM
first you can probably up the iterations by another level, and those edges, loosen them up. no reason to be that sharp

http://dl.dropbox.com/u/1725586/crits/edgewidthmodel.jpg

Nero
January 15th, 2012, 03:22 PM
i don't see any subdivided geometry there.

.
This. At the moment, I still do not see the turbo smooth being applied. =o

neuro
January 15th, 2012, 04:30 PM
turn off the smoothing groups option in your turbosmooth

Donut
January 15th, 2012, 04:45 PM
http://dl.dropbox.com/u/1725586/crits/edgewidthmodel.jpg

my mind was just blown.

neuro
January 16th, 2012, 03:36 AM
really? pretty sure i made a post about exactly this at some point.

=sw=warlord
January 22nd, 2012, 01:03 PM
Working a planet to render for using as sky sprites:
http://i1141.photobucket.com/albums/n599/cobby87/thatsnomoon-4.jpg

E:

http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-01-2219-52-06-21.png
http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-01-2222-58-39-27.png

MXC
January 22nd, 2012, 05:36 PM
Very nice!

I made a tire.
http://i.imgur.com/9JOSD.png

BobtheGreatII
January 22nd, 2012, 10:53 PM
Yes you did.

=sw=warlord
January 25th, 2012, 10:32 AM
Update to the sky.
http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-01-2401-18-28-96.png
The ring has been made in 3ds max and then rendered to create a sprite.
http://i1141.photobucket.com/albums/n599/cobby87/Halo.png

DarkHalo003
January 25th, 2012, 02:17 PM
Looking real nice. Only criticism I have is that without other background info, it looks very close to the canyon and out of place.

BobtheGreatII
January 25th, 2012, 02:38 PM
Also, are there stars in the planets? It looks that way.

=sw=warlord
January 25th, 2012, 03:14 PM
Also, are there stars in the planets? It looks that way.
Yeah, that's one of the troubles I'm getting at the moment.
Crysis doesn't do Skyboxes in the normal sense and you can't import new skybox models.
The bitmaps for the skybox barely make much sense either so I'm having to make planes and apply shaders which have alpha channels which is resulting in stars showing through the planets and the ring looking much closer than it should be.
If I scale the ring any more it get's clipped out entirely.

Warsaw
January 26th, 2012, 01:50 AM
Make it faded. Art 101. Objects in the back fade out and have less contrast with the surrounding environment compared to objects up close. This can be accomplished by editing your colour palette (on the ring and the sky), adding fog, etc.

I will say that I do like the floaty feeling that the sky gives in that last picture. We are on a ring only 10,000km in diameter, orbiting a planet with a relatively thin (if compressed) atmosphere.

ICEE
January 26th, 2012, 02:09 PM
It would be interesting if during night maps, the other side of the ring (the side in the sky) was illuminated. Which it probably would be, taking into consideration the angle of the ring in relation to the sun that would be necessary for either side to be dark.

MXC
January 28th, 2012, 04:54 PM
Working on my first car model. I was stupid and picked the hardest one I could find.

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

Nero
January 28th, 2012, 06:31 PM
Wheels look great so far man. Your topology is a bit harsh at the moment though. Before adding all those loops, get the main shape down. If you add details in, plus edge loops, your model will have soooo much pinching going on.

Get shape down.
Add details.
Add edge loops for turbosmoothing.
this is how many edgle loops I had:
http://i303.photobucket.com/albums/nn159/Joshflighter/renders.png

I understand ur car has a lot of weird shapes, but dont look at those small details, like those weird slants in different areas. You can cut into your model later and add them.

Also, when you move verts, make sure you have either face or edge constraints on, so you dont destroy the topology/look of that area:
http://i303.photobucket.com/albums/nn159/Joshflighter/renders1.png

Keep at it man!

DEElekgolo
January 29th, 2012, 11:41 PM
I have the swift loop tool binded to my ~ key.
Have an edge selected with the swift loop tool enabled and click on an edge with the alt key held and then move your mouse.

Your welcome.

DarkHalo003
January 30th, 2012, 04:55 PM
Wow Josh, that low poly makes the high poly look isolated. Excellent job!

=sw=warlord
February 3rd, 2012, 08:47 AM
Just messing around with particles.

http://www.youtube.com/watch?v=GOcQOdpYdBk&feature=youtu.be

ExAm
February 4th, 2012, 03:46 PM
How do i follow my own damn perspective lines, damn

http://i.imgur.com/te34A.jpg

t3h m00kz
February 5th, 2012, 12:20 AM
that monster thing's p cool

also an attempt at quest-style art

http://sadpanda.us/images/832999-CUF2X4Q.png
http://sadpanda.us/images/832987-JUDH7JY.png
http://sadpanda.us/images/833017-DN3ED8O.png

MXC
February 5th, 2012, 03:42 PM
The sketchyness in the last panel makes things a little hard to understand what's going on, but otherwise good job!

I made some more progress on the car. I took you guys' advice and waited until I fully blocked out the car to start cutting in the little details. Once the front is looking good I'm moving on to working on the back.
http://i.imgur.com/RMGlP.jpg

Nero
February 5th, 2012, 03:55 PM
Oh damn that's going to turn out sexy! Good job so far man, keep at it!

Btw, how are you rendering that? :)

MXC
February 5th, 2012, 04:18 PM
Oh damn that's going to turn out sexy! Good job so far man, keep at it!

Btw, how are you rendering that? :)

Thanks man! As for how I'm rendering it, I'm just importing the model into a cyclobate with a couple lights and a camera I set up a few months ago. For the most part, I haven't really touched any of the render settings except for image size and force 2-sided, because my laptop will only show one side of a plane unless I render it out.
http://i.imgur.com/CPTpx.png

Nero
February 5th, 2012, 04:34 PM
Thanks. :)

Edit: You may be interested in reading this:
http://speedhunters.com/archive/2011/11/17/behind-the-scenes-creating-cars-need-for-speed-run.aspx

neuro
February 6th, 2012, 02:40 AM
one of their 'trade secrets' is that they don't use normalmaps on the cars themselves.
they build in extra edges for proper smoothing instead.

JackalStomper
February 6th, 2012, 10:11 AM
I forget if I posted these here.


http://dl.dropbox.com/u/3128383/Pictures/Island/DSCN0087.JPG
http://dl.dropbox.com/u/3128383/Pictures/Island/DSCN0193.JPG


Took them with a digital camera of unknown make, I borrowed it from a friend for the occasion.

Also have no idea what I'm doing so if they suck well they suck.

t3h m00kz
February 6th, 2012, 01:21 PM
sunsets are p awesome

also, some more stuff...

kobold wizard in the same style as before. if nothing else it's practice with light sources I'd like to think..

http://sadpanda.us/images/834536-2IC4ZGZ.png

a shark spilling pistachios and beer (inside joke, don't ask :/ )

http://sadpanda.us/images/834576-ROKFZLV.png

and some super kawaii aminu art

http://sadpanda.us/images/834538-BMS71KY.png

I don't know about you, but I bet the last one one would get ALL OF THE FAVS on deviantart. I would become internet famous

t3h m00kz
February 8th, 2012, 09:17 AM
a

practicing animation

neuro
February 8th, 2012, 09:36 AM
i thought that was pretty cool!

=sw=warlord
February 8th, 2012, 09:01 PM
http://i1141.photobucket.com/albums/n599/cobby87/Dalek-10.jpg
Working on texturing this guy.
There's one section still in need of unwrapping but i'll get there soon.

killer9856
February 8th, 2012, 11:35 PM
So I made a little prop for practice. Still needs to be textured.

2625
http://i148.photobucket.com/albums/s15/SAH1R/new-1.jpg

neuro
February 9th, 2012, 02:58 AM
floater-ambient-fail

Nero
February 9th, 2012, 12:47 PM
Killer has to clean the AO still. :p

neuro
February 9th, 2012, 02:51 PM
clean?

just set that shit not to cast shadows.

killer9856
February 12th, 2012, 03:46 AM
I was having trouble baking in MAX so I did it in xNormals.

neuro
February 13th, 2012, 03:03 AM
xnormal >_<

MXC
February 14th, 2012, 07:40 PM
Some more progress! Next up is some more refinement followed by taillights and headlights.
http://www.deviantart.com/download/285126425/schoolworkforda7_miray_concept_wip2_by_mxcoriginal-d4pr8yh.png

Nero
February 14th, 2012, 07:57 PM
It's coming along man! Can we have a wire frame?

MXC
February 15th, 2012, 06:48 PM
Thanks! I'm trying to keep things as simple as possible with the base, unturbosmoothed version, to avoid any pinching. Personally, I think the wireframe on the rear looks like ass, and I'm still working on it, but other than that There aren't any issues with pinching or overlapping. A modeler at Lockheed suggested tracing out a wireframe over a reference image and working with that.
http://i.imgur.com/IxUiq.jpg
http://i.imgur.com/6lqpR.jpg

neuro
February 16th, 2012, 02:13 AM
you've got waaaaaaaaaaaaaaaaaaaaaaaay too many irregularities in your mesh.

basically if your wireframe looks 'scribbly' like that, you're doing it wrong.
i'd say you've simply got too many edges everywhere.
believe it or not, this car is VERY simple shapes, you really don't need this many edges to define the shapes properly.

also, low-spec renders like that only hide your mistakes.
you should make a nice shiny glossy render, it'll bring out the flaws in your mesh (sounds backwards i know, but you need to see where you've gone wrong)

PenGuin1362
February 16th, 2012, 05:09 PM
Plus it will make your life a hell of a lot easier if you get a decent base mesh down before you subdivide that way you have a better working point for your low poly. If you were to make a low poly out of this you'd be better off scrapping everything.

MXC
February 16th, 2012, 08:41 PM
I knew I was doing it wrong, son of a bitch.


Plus it will make your life a hell of a lot easier if you get a decent base mesh down before you subdivide that way you have a better working point for your low poly. If you were to make a low poly out of this you'd be better off scrapping everything.

I really wish that we started off with a low poly class instead of jumping straight into high poly models. Every time I work on this I know I'm doing things wrong, but the classes so far are only concerned with high poly modeling. We're told that the fewer vertices/edges the better, but other than the fenders, we're not given any exact details.

Believe me, I would love to learn low poly modeling instead of this, or at least learn how to create a smooth mesh without using Turbosmooth.


you've got waaaaaaaaaaaaaaaaaaaaaaaay too many irregularities in your mesh.

basically if your wireframe looks 'scribbly' like that, you're doing it wrong.
i'd say you've simply got too many edges everywhere.
believe it or not, this car is VERY simple shapes, you really don't need this many edges to define the shapes properly.

also, low-spec renders like that only hide your mistakes.
you should make a nice shiny glossy render, it'll bring out the flaws in your mesh (sounds backwards i know, but you need to see where you've gone wrong)

Do you mean the triangles? The only reason they're still there is because I'm trying to fix the shitty geometry in the back, but I have no idea how to do that without ruining the smoothed out version. I did try to block out the car earlier on without adding any additional vertices. After what I thought was a clean, blocked out car, I started my assinine attempt to refine it.

I should already know this, but how do you make a glossy render?

neuro
February 17th, 2012, 03:04 AM
I knew I was doing it wrong, son of a bitch.
Every time I work on this I know I'm doing things wrong, but the classes so far are only concerned with high poly modeling. We're told that the fewer vertices/edges the better,

then you're getting fucking scammed.

there's a 'rule of thumb' that less verts makes your mesh easier to control and adjust, but it being BETTER is the biggest pile of horseshit i've ever seen.
more often than not (at least when you're making more complex stuff) you're going to NEED a dense mesh to be able to support whatver you're trying to efficiently.

try asking your TEACHER to make a cylinder with one of the faced extruded inwards.
any pinching makes him a retard. like this (http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/Tutorials/moresegments.jpg)

obviously don't show him that, but that's a prime example of you NEED more edges to be able to support a decent curve.
remember, it's a HIGHPOLY.
it doens't have to be a geometrical masterpiece, you only need good normals to bake.
polycount in highpoly models is 120% COMPLETELY IRRELEVANT.


as for a glossy render, just apply a material with a (higher) glossiness and don't have a skylight in the scene.
there's a BUNCH of render tutorials on these forums, and even more everywhere else.
shouldn't be to hard to find.

also, i'd like to point out that your car is by no means bad. it's pretty dern great for somebody who doesnt even have a basic grasp of lowpoly modelling.
(priorities man, priorities!)

BobtheGreatII
February 17th, 2012, 10:37 AM
I love neuro's posts. They're like the most degrading thing that can teach you a lesson at the same time.

PenGuin1362
February 17th, 2012, 12:15 PM
I don't think he's trying to be degrading, he's trying to get a point across, except for that bit about the school. Honestly dude the school isn't going to teach you everything, a lot of it falls on you. What can really help is posting your work around to get feedback. Try a few exercises outside of class and post them here or at a place like polycount.

Also what school do you go to?

MXC
February 17th, 2012, 01:37 PM
Penguin is right. I am going to the Art Institute of Dallas. The animation/modeling teachers know what they are doing, which is why I've been able to make it this far. My problem with their program is the order of the modeling classes, not their actual teaching.

I really should have said this earlier, but before I dig the hole any deeper I want to make one thing perfectly clear: I struggle to word things correctly. The teacher is nowhere near as bad as I'm probably saying he is, he's one of those guys that's been modeling since before the existence of 3dsmax and encourages going out and communicating instead of holding your hand through the entire course. The majority of my problems could probably be solved if I could word my questions to him correctly, I'm sure of it.

But whenever I ask him for help I'm just staring at my model trying to figure out what to say or ask that's not going to make me look like an idiot. Then I ask something really basic that I already know.

Whenever I DO manage to word my questions correctly I get the help I need, which is why that pump turned out as well as it did.

I am going to rework the organization of the vertices before I make another progress shot, and also make some glossy renders and look at what's really happening. I might also make a Polycount account and post my work there, but I doubt it'll get any feedback.

neuro
February 17th, 2012, 06:56 PM
if you post here

i WILL give you proper feedback if you'd like.
i told uhhhh... nero (i think) the same

PenGuin1362
February 17th, 2012, 08:25 PM
^ The reason why it's important to post your work. Nothing against your teachers or your school but I've notice in some cases that professors can be too soft when critiquing your work and don't always tell you what you need to hear.


I might also make a Polycount account and post my work there, but I doubt it'll get any feedback.

No harm in trying. Also the polycount wiki has tons of information regarding modeling, baking, texturing. So it's worth looking

Crackers
February 17th, 2012, 11:16 PM
Penguin is right. I am going to the Art Institute of Dallas. The animation/modeling teachers know what they are doing, which is why I've been able to make it this far. My problem with their program is the order of the modeling classes, not their actual teaching.

I am going to the AI of fort worth or UNT.

Warsaw
February 18th, 2012, 02:25 PM
I love neuro's posts. They're like the most degrading thing that can teach you a lesson at the same time.

Sooo...Neuro is the new Snaf?

BobtheGreatII
February 18th, 2012, 02:29 PM
Lol pretty much.

neuro
February 19th, 2012, 05:28 AM
more like snaf WAS the new neuro and now neuro is the new neuro

=sw=warlord
February 19th, 2012, 06:28 AM
more like snaf WAS the new neuro and now neuro is the new neuro
Or snaf was snaf and Neuro is tweek,

neuro
February 19th, 2012, 02:44 PM
people still don't know that?

PenGuin1362
February 19th, 2012, 03:41 PM
I thought it was just common knowledge at this point.

Rainbow Dash
February 19th, 2012, 04:28 PM
ban tweek for making alts

http://dl.dropbox.com/u/3332789/Amnesia/ChemansionTake2/Ingame/19-02-2012a.jpg

http://dl.dropbox.com/u/3332789/Amnesia/ChemansionTake2/Ingame/19-02-2012b.jpg

Nero
February 19th, 2012, 05:15 PM
Who is tweek?

Btw, Sel, brighten that scene up. Candles would do nicely. Hard to make out anything in those pics...

PenGuin1362
February 19th, 2012, 05:19 PM
What engine is that in? Also the details on your walls seem to large and stretched. And the wood on the base of the wall I think needs to be reworked as well.

Rainbow Dash
February 19th, 2012, 06:39 PM
What engine is that in? Also the details on your walls seem to large and stretched. And the wood on the base of the wall I think needs to be reworked as well.

Elaborate.

Warsaw
February 19th, 2012, 06:54 PM
It's whatever proprietary engine Amnesia uses, I believe...

PenGuin1362
February 19th, 2012, 07:42 PM
First of all your assets seem to have these nice soft edges then your wood base has very hard normals and could probably benefit from a normal map. Plus you could use the normal map for some nice detail on floor molding which I think this could benefit from as well. The texture itself is just lacking. I'd suggest a more prominent wood texture. It doesn't need to be really noisy but I just don't think the current texture is really working. Also get some AO around the decorative squares on the wood, that will help to ground them a lot more.

Rainbow Dash
February 19th, 2012, 10:00 PM
Texturing is hardly my strong point, so I'll see what I can do. Is there a way to make AO bake more intense shadows?

As for the wood, I dunno, the reference pictures have painted wood that only has a small handful of imperfections, I'm not really sure I want to make something with more details, but I'll look around anyway if I can find something that might be more fitting.

Rainbow Dash
February 25th, 2012, 08:02 PM
Am I a pro texture artist yet

http://dl.dropbox.com/u/3332789/Amnesia/Basement/floorengine.jpg

PenGuin1362
February 27th, 2012, 09:31 PM
Diffuse and specular are lacking. The normals came out well but you could use a little more color variation in the diffuse and a more brick like texture to it. It seems to fit the style well enough but I'd tweak the diffuse some more

=sw=warlord
March 1st, 2012, 07:21 PM
I kind of wish I knew the exact colour code for this but at the moment this will have to do.
http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-03-0200-07-28-68.png

E:
http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-03-0211-49-46-73.png

http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-03-0214-56-47-28.png

Nero
March 1st, 2012, 07:27 PM
-Happy face-

=sw=warlord
March 2nd, 2012, 07:05 PM
-Happy face-
http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-03-0300-01-27-66.png

TVTyrant
March 2nd, 2012, 10:33 PM
hilarious

rossmum
March 5th, 2012, 09:10 PM
Nice Dalek.

Very nice, in fact.

Tnnaas
March 6th, 2012, 11:24 AM
I like it.




Now make a Cyberman.

=sw=warlord
March 9th, 2012, 06:52 PM
I think I'm about done with this:
http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-03-0923-29-43-50.png



http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-03-0923-52-11-36.png
http://youtu.be/Jc7KkTJ1Gv4

Rainbow Dash
March 10th, 2012, 11:43 PM
http://dl.dropbox.com/u/3332789/Halo/Frontier/doorexperiment.jpg

experimenting

idk if this is even the proper way to make what I'm trying to do but whatevs

Rainbow Dash
March 11th, 2012, 02:18 PM
http://dl.dropbox.com/u/3332789/Halo/Frontier/doornormal.png

BobtheGreatII
March 11th, 2012, 02:39 PM
That's a really nice door you have there.

DarkHalo003
March 11th, 2012, 02:52 PM
Digging it. I love all of the engraved lines, but my favorite is the middle section.

Rainbow Dash
March 11th, 2012, 03:06 PM
Digging it. I love all of the engraved lines, but my favorite is the middle section.

I was definitely much more pleased with the middle segment too, but the sides are still more than enough to please me~

Hunter
March 14th, 2012, 09:58 AM
http://dl.dropbox.com/u/63494571/Models/Halo 4/BR55 HB/h4_br_prog6.jpg
http://dl.dropbox.com/u/63494571/Models/Halo 4/BR55 HB/h4_br_prog7.jpg
http://dl.dropbox.com/u/63494571/Models/Halo 4/BR55 HB/h4_br_prog8.jpg
http://dl.dropbox.com/u/63494571/Models/Halo 4/BR55 HB/h4_br_prog9.jpg
http://dl.dropbox.com/u/63494571/Models/Halo 4/BR55 HB/h4_br_prog10.jpg

Just need to add afew smaller details and the magazine. Tried to avoid making the edges TOO tight.

Nero
March 14th, 2012, 01:58 PM
those floaters are bothering the shit out of me.

PenGuin1362
March 14th, 2012, 02:19 PM
floaters are fine. But that charging is bothering the shit out me. It's got really hard edges and can't even tell what those details are doing

t3h m00kz
March 14th, 2012, 02:43 PM
The fact that it's yet another Halo gun by Hunter really ruffles my jimmies

Tnnaas
March 14th, 2012, 02:58 PM
Ugh. Why use floaters again? Can some one tell me? I'm not a professional 3D modeler, but to me they always look wrong.

It's really a nice gun though. It just need a little more polishing.

neuro
March 14th, 2012, 03:23 PM
it's faster to do floaters than to build them in properly. normalmaps don't give a fuck about stuff floating above your surface, but ambient occlusion can have a fit about it sometimes.

also it's more prone to fucking up if you're not setting up your projection cage properly

BobtheGreatII
March 14th, 2012, 03:46 PM
Also he's rendering them incorrectly. If you want them there, then it's fine. But you need to shut off "cast shadows" in the object properties for each floater. See this render of my updated BR:

http://img843.imageshack.us/img843/113/brrender1.jpg

As compared to:

http://img42.imageshack.us/img42/9630/brrender2.jpg

Which is what you're doing. It ruins the whole illusion.

Also yes, floaters are great for normal maps... but aren't always good if you don't plan on actually baking them.

As for your model... The grip is uh... not right. Looking at it it even looks uncomfortable. And I'm not sure what's going on with your bolt... but it looks sort of silly black compared to the rest of the render. Did you fake bumps on it instead of modeling it? Over all there are just areas that didn't stay constant with the real design. Which is okay, as long as you plan on staying that way during most of the model. If not it makes a lot of it look off. Just my two cents though.

Nero
March 14th, 2012, 03:49 PM
Bobthegreat got what I was getting at.

Btw looks great bob! but some more contrast would be great, to really make the details pop.
Edit: also, why is everyone using black backgrounds? heh.

BobtheGreatII
March 14th, 2012, 03:54 PM
Thanks. There are a few more things that I want to touch up... Then I'll get some final renders. I need to get back to CMT stuff.

Edit:



Edit: also, why is everyone using black backgrounds? heh.

Because I was making a point and it's default to 3ds max. Dur. :P

I also wanted to say that... if you do plan on baking them, you're going to have some funky things going on if you do:
_......._
.\...../
..|__|

It's better to do:
_ ....._
..\__/

Hope that makes sense. I'm mostly seeing it on the holes on the side of your gun.

Better explained in this:
http://fc03.deviantart.com/fs47/f/2009/190/1/6/Floating_Geometry_by_beere.jpg

Llama Juice
March 30th, 2012, 12:38 PM
Made a few assets for a video.

http://img208.imageshack.us/img208/4529/marioassets.png

Limited
March 30th, 2012, 12:52 PM
Needs more specular for what your using it for Llama :D Highlights and shadows and specular is what really sells objects.

Llama Juice
March 30th, 2012, 01:45 PM
I'll keep that in mind for the next one :P

Nero
March 30th, 2012, 03:15 PM
And maybe make some normals? (You can try Crazybump, if you only have a diffuse and no high poly). :)

Llama Juice
March 30th, 2012, 05:27 PM
I figured I wouldn't really need to bother with normals since they were going into a video. The shell is the only thing that's game res, and it's moving fast enough in the video that it doesn't really matter.

I was trying to get world reflections on it with mental ray shaders, but it was giving me a headache and I just gave up. Plus, then render times became bearable.

this is how it turned out in the video.

XA9dODDzOkY

PopeAK49
March 31st, 2012, 04:58 PM
I'm through the process of creating a pillar just so I can get a handle of the Asset creation process.

Here is a side by side of the low poly and high poly:

2730

neuro
April 6th, 2012, 07:35 AM
well, you killed the thread.

PopeAK49
April 7th, 2012, 09:58 PM
well, you killed the thread.

:mech:

http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/479188_332607490132858_100001508287035_892896_7134 17851_o.jpg

Tnnaas
April 9th, 2012, 12:24 PM
I've been doing MLP sketches for a while, but this is the only one I've scanned and began vectoring.

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

This is actually my second (third?) attempt and is certainly the best so far. Before I clean up the colt and move on, is there anything that I can improve that I didn't catch the first time through.

Also, the color is simply a placeholder. I'll probably change it later.

Higuy
April 9th, 2012, 09:07 PM
I see my six year old sister talking about that show, it really scares me when teenage/grown men start talking about it too...

Tnnaas
April 9th, 2012, 09:51 PM
I see my six year old sister talking about that show, it really scares me when teenage/grown men start talking about it too...
On the topic of things to like, it's pretty low on the list of disturbing from what I'm seeing. Believe me when I say there are worse things for grown men to be watching.

Tnnaas
April 9th, 2012, 10:28 PM
There's no point in being grown up if you can't be childish sometimes.

DarkHalo003
April 9th, 2012, 10:58 PM
There's a difference between being childish from something during your own childhood and becoming a part of a cult following for a modern children's show. At least, that's how I see it.

neuro
April 10th, 2012, 01:10 AM
I see my six year old sister talking about that show, it really scares me when teenage/grown men start talking about it too...

oh no, good animation and well-crafted characters!!!
better not look at that!!

grow the fuck up you child

Tnnaas
April 10th, 2012, 07:44 AM
There's a difference between being childish from something during your own childhood and becoming a part of a cult following for a modern children's show. At least, that's how I see it.
Shift your viewing angle. Might help you see better.

EDIT: Seriously though, before I move on can someone tell me if I fucked up the vector somewhere along the way? I don't want to find out I've broken something on the first character while working on the second character.

=sw=warlord
April 10th, 2012, 08:19 AM
I see my six year old sister talking about that show, it really scares me when teenage/grown men start talking about it too...
I suppose you might think me and Hotrod are terrible for watching Doctor who as well?

Rainbow Dash
April 10th, 2012, 10:42 AM
I see my six year old sister talking about that show, it really scares me when teenage/grown men start talking about it too...

Yeah people watching a quality show with excellent production quality, stories, and so on. How awful that grown men watch quality media :3

http://dl.dropbox.com/u/3332789/Art/rbd.png

also your vector looks good

TVTyrant
April 10th, 2012, 12:38 PM
Gurren lagann is better

Just saying

Tnnaas
April 10th, 2012, 01:29 PM
Nickelback is a good band.

Gonna go see them perform June 5 at the Sprint Center in Kansas City.

Relentless sarcasm...

DarkHalo003
April 10th, 2012, 02:30 PM
Shift your viewing angle. Might help you see better.

EDIT: Seriously though, before I move on can someone tell me if I fucked up the vector somewhere along the way? I don't want to find out I've broken something on the first character while working on the second character.
Half of my friends love this stuff. I see it a lot as it is. My opinion hasn't changed. I just naturally don't think it appealing. But no one asked for my opinion, so let's just leave it at nothing, plus I utterly hate Nickleback and wish to respect your opinions.

@Tyrant: Have you watched Code Geass?

TVTyrant
April 10th, 2012, 03:38 PM
Half of my friends love this stuff. I see it a lot as it is. My opinion hasn't changed. I just naturally don't think it appealing. But no one asked for my opinion, so let's just leave it at nothing, plus I utterly hate Nickleback and wish to respect your opinions.

@Tyrant: Have you watched Code Geass?
No, I have wanted to but just never had the time. Maybe when I am on break again.

Tnnaas
April 10th, 2012, 03:57 PM
Holy crap. Expressed opinions without a complete shitstorm. I'm impressed.

@DarkHalo003 Code Geass is good. I should go back to watching it.

Higuy
April 10th, 2012, 07:40 PM
There's no point in being grown up if you can't be childish sometimes.

Theres a huge difference between being childish and watching a TV show made for little girls.

Rainbow Dash
April 10th, 2012, 10:21 PM
Theres a huge difference between being childish and watching a TV show made for little girls.

wahhhhhhhhhh people like something i don't

wahhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

TVTyrant
April 10th, 2012, 10:31 PM
wahhhhhhhhhh people like something i don't

wahhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
waaaahhhhhhhhhhhhhhhhhhhhh people DON'T like something I do like

waaaaahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

JackalStomper
April 11th, 2012, 08:10 AM
waaaaaaaahhhhhhhhhhhhhhhhhh you guys are fighting too much
waaaaaaaaaaaaaaaaaahhhhhhhhhhhhh

TVTyrant
April 11th, 2012, 01:22 PM
waaaaaaaahhhhhhhhhhhhhhhhhh you guys are fighting too much
waaaaaaaaaaaaaaaaaahhhhhhhhhhhhh
lmao

PopeAK49
April 11th, 2012, 01:25 PM
I believe growing a pair of balls is good enough crit for you guys...

Hunter
April 14th, 2012, 09:00 AM
http://dl.dropbox.com/u/63494571/University/Dragon/uni_dragon.jpg

Just a very quick model and sculpt of a Dragon. Helping out my old group at Uni as they only have 1 modeller and they need a Dragon which is underwater. Does not need to be spectacular art work or modelling, so it will do. Messed up the base mesh which sculpted from so I struggled to get the arms looking decent, and I don't know Dragon anatomy, but it doesn't need to be "correct".

Just retopping it now, found the Freeform tools, PolyDraw - Extend and Step Build are amazing! :P

Higuy
April 14th, 2012, 09:39 AM
Looks pretty cool. Also fat.

PopeAK49
April 14th, 2012, 10:20 AM
Looks nice. Would have been cool if you related this actual creature to the design (seeing how it is a sea dragon):

http://www.theleafyseadragon.net/wp-content/uploads/2011/02/weedyseadragon.jpg?84cd58

http://www.divegallery.com/Weedy_Sea_Dragon_1.jpg

Hunter
April 14th, 2012, 10:36 AM
I would of liked to, but I got given some basic concept art, well, a basic drawing on how they wanted it to look lol. And they wanted it fat :P

PopeAK49
April 14th, 2012, 12:33 PM
I would of liked to, but I got given some basic concept art, well, a basic drawing on how they wanted it to look lol. And they wanted it fat :P

Haha. Whatever works man.

ICEE
April 14th, 2012, 03:23 PM
i did thing

AGWZ1DCRX14

BobtheGreatII
April 14th, 2012, 06:31 PM
Reload seems painfully slow. Rest of it seems good though.

ICEE
April 14th, 2012, 07:36 PM
do you mean number of frames, or that the motion in it seems slow. Because if its the latter, I agree. It looked great in max, but in the render it seems too still. I find that I tend to do that a lot with shotgun reloads specifically...

Hunter
April 15th, 2012, 11:46 AM
Looks nice ICEE. :)

Roostervier
April 15th, 2012, 01:31 PM
http://dl.dropbox.com/u/63494571/University/Dragon/uni_dragon.jpg

Just a very quick model and sculpt of a Dragon. Helping out my old group at Uni as they only have 1 modeller and they need a Dragon which is underwater. Does not need to be spectacular art work or modelling, so it will do. Messed up the base mesh which sculpted from so I struggled to get the arms looking decent, and I don't know Dragon anatomy, but it doesn't need to be "correct".

Just retopping it now, found the Freeform tools, PolyDraw - Extend and Step Build are amazing! :PThat's uh... quite the dragon. Not sure I've seen such a dragon before, points for originality lol

BobtheGreatII
April 15th, 2012, 04:02 PM
do you mean number of frames, or that the motion in it seems slow. Because if its the latter, I agree. It looked great in max, but in the render it seems too still. I find that I tend to do that a lot with shotgun reloads specifically...

Yeah just the motion. That was all.

=sw=warlord
April 23rd, 2012, 10:32 AM
UNSC Scythe for a project I'm helping out with.
Working on the high poly at the moment, some parts have turbosmooth on, some don't.
Still got some major details in need to being placed.
http://i1141.photobucket.com/albums/n599/cobby87/render-2.jpg
Quick video showing its axis points.

http://www.youtube.com/watch?v=8K_S8UvNa8A

neuro
April 23rd, 2012, 11:36 AM
always liked the design of that thing.

also, which project?

=sw=warlord
April 23rd, 2012, 11:51 AM
I'm working with Venerance at the moment.
It's a non profit indie using CE3, my model isn't completely accurate to the source for instance the legs, but the level this might end up in takes place at Sigma Octanus which wasn't a cutting edge military installation so I took that into account and added a more primitive design for the legs.
Main detail missing is the grooves into the main section just above the legs, I'm deciding on whether to use the concept idea or to go for a paneled look.

The ammo belt mesh is giving me some troubles though.
I've currently got it as a box running along a splined path deform, I'm not entirely sure how to keep it in it's deformed state, if you know what I need to do, I'd appreciate it if you let me know.

E: found the snapshot tool to sort out the belt.

DarkHalo003
April 23rd, 2012, 07:36 PM
Delicious. Can't wait until I start working on this stuff again.

=sw=warlord
April 23rd, 2012, 07:47 PM
I think, this will do pretty nicely.
Now onto details like rivets and what not.
http://i1141.photobucket.com/albums/n599/cobby87/Editor2012-04-2422-03-29-59-1.png

http://www.youtube.com/watch?v=-jSrZb2fN6k

t3h m00kz
April 25th, 2012, 11:24 PM
I've imported a sculpt from Sculptris into Blender, retopo'd, unwrapped and am trying to bake normals

anybody know what the fizzuck could be causing these weird-ass seams?

http://sadpanda.us/images/934347-DRZKA2E.png

http://sadpanda.us/images/934408-VVGTTDO.png

neuro
April 26th, 2012, 02:26 AM
I've imported a sculpt from Sculptris into Blender


WELL THERE'S YOUR PROBLEM!

(but it looks like unwelded vertices)

t3h m00kz
April 26th, 2012, 06:09 PM
CLEVER!!!!

I'll check that out ;}

Roostervier
April 26th, 2012, 08:44 PM
it may be your overlapping uvs

t3h m00kz
April 26th, 2012, 09:41 PM
Didn't have any open edges or double verts/edges. I guess blender's baking just blows. Xnormals baked them out like a pro.

A few problem areas, but that's most likely bad topo.

t3h m00kz
April 27th, 2012, 12:05 AM
So, I can't figure this out. What causes this to happen? Do I need edgeloops in these areas or something? These pop up when using Xnormals to generate normals.

http://sadpanda.us/images/935761-VVMQB3D.png

Roostervier
April 27th, 2012, 01:06 AM
looks like your rays are being cast too far and bouncing off other geometry. shorten the ray cast length or tighten your cage if you're using a cage

t3h m00kz
April 27th, 2012, 12:06 PM
yep it's a ray problem. This video seems to cover how to fix it.

0v72owNhG7Y

t3h m00kz
April 29th, 2012, 05:00 PM
lol re-importing the mesh to blender fixed the ray errors. fucking blender.

but hey at least I'm bound to a pretty good free-use license!!!

DarkHalo003
April 29th, 2012, 10:15 PM
You could just use a student edition of a competent software or find other methods of obtaining decent software.

t3h m00kz
April 29th, 2012, 10:33 PM
I am not a student, saying "You can use student edition" does not apply to everybody, which is something people don't seem to understand. I am not going to school as I cannot afford it. I've used 3DS Max in the past. I cannot afford the software, and do not want to be bound to a license agreement that requires a valid license. Maya has been slowly taking over the industry, and I'm not at all accustomed to the controls.

The software may not be the most stable, but I very much prefer Blender's user interface, controls, plug-ins and customization. It's constantly being updated. The fact that it's distributed by people who say "Do whatever the fuck you want with our shit" is a massive plus.

I'll admit I prefered 3DS Max's UI. and layout... but hey, look what I can do.

http://sadpanda.us/images/940339-6EPG26J.png

I'm not trying to say the software is better. I'm saying it's my preference. At this point in time I'm not a professional artist in the industry, so if and when I need better software, I'll go out looking for it.

BobtheGreatII
April 30th, 2012, 12:13 AM
My dad uses Blender also. Nothing against it. I've seen some great things come out of it. So all the more power to you for using it.

PenGuin1362
April 30th, 2012, 12:24 PM
It's the artist, not the tools. I know some great artists who use blender very effectively. Hell I've seen awesome work come out of milkshape 3d. I also hear that the UV tools in blender are pretty nice.

Limited
April 30th, 2012, 12:37 PM
It's the artist, not the tools. I know some great artists who use blender very effectively. Hell I've seen awesome work come out of milkshape 3d. I also hear that the UV tools in blender are pretty nice.True, but have you heard the saying - Pick the right tool for the job? It does have some truth to it.

t3h m00kz
May 1st, 2012, 01:45 AM
Unwrapping and retopo in blender is pretty much sex yeah. I don't plan on doing much hardsurface so sculptris and blender fit my current needs.

=sw=warlord
May 1st, 2012, 06:25 AM
True, but have you heard the saying - Pick the right tool for the job? It does have some truth to it.
Doesn't really apply when both 3DS and Blender are both the right tools for the job.
Blender also gets alot more updates.

FreedomFighter7
May 1st, 2012, 09:10 AM
I used to use blender, when I actually was modeling with it. I Dled it again a few weeks ago, I still could hardly do squat with that wacky UI. The worst part was some functions weren't finished, some essential things couldn't be done! I couldn't pan the viewport, use the middle mouse button to do anything, etc. I tried fiddling with the button maps but it didn't help. The point is, the thing went through a recent redesing and it might just be me but it does not work completely. They should have implemented essential functions first.

DarkHalo003
May 1st, 2012, 11:30 AM
There is no point to using Blender versus everything else that's available.

=sw=warlord
May 1st, 2012, 12:08 PM
There is no point to using Blender versus everything else that's available.
Good luck paying $1300 for Modo or nearly $3K for 3D studio max respective for full licences.

DarkHalo003
May 1st, 2012, 12:38 PM
Good luck paying $1300 for Modo or nearly $3K for 3D studio max respective for full licences.
Student Edition.

=sw=warlord
May 1st, 2012, 12:46 PM
Student Edition.
NOT EVERYONE IS A STUDENT.
Student edition is not a get out of jail free card you can use.

DarkHalo003
May 1st, 2012, 01:09 PM
NOT EVERYONE IS A STUDENT.
Student edition is not a get out of jail free card you can use.
You really don't have to be a student to own a student license. It's free for 3 years. The only catch is that you cannot use it for any kind of profit, perfect for learning or honing your skills.

=sw=warlord
May 1st, 2012, 02:18 PM
You really don't have to be a student to own a student license. It's free for 3 years. The only catch is that you cannot use it for any kind of profit, perfect for learning or honing your skills.
You need to have details relating to your educational center.

BobtheGreatII
May 1st, 2012, 03:02 PM
And generally an email account through them. Like I'm using Autodesk's student stuff. But when you first start it you have to have used a school email.

t3h m00kz
May 1st, 2012, 03:19 PM
There is no point to using Blender versus everything else that's available.

Aside from personal preference, student status, finances and goals!!

Pretty sure I went over this yeah?? (http://www.modacity.net/forums/showthread.php?24215-Quick-Crit-thread-2012&p=620806&viewfull=1#post620806)

Sounds to me like you booted it up for two seconds, didn't like the UI and went back to your beloved pirated 3ds max to mod Halo some more and to hell with any other software out there!

Could you even give me one valid reason based on your personal experience outside of Halo max scripts why you think 3DS is "better?"

DarkHalo003
May 1st, 2012, 10:52 PM
Aside from personal preference, student status, finances and goals!!

Pretty sure I went over this yeah?? (http://www.modacity.net/forums/showthread.php?24215-Quick-Crit-thread-2012&p=620806&viewfull=1#post620806)

Sounds to me like you booted it up for two seconds, didn't like the UI and went back to your beloved pirated 3ds max to mod Halo some more and to hell with any other software out there!

Could you even give me one valid reason based on your personal experience outside of Halo max scripts why you think 3DS is "better?"
I don't pirate, so that argument is invalid. Sort of a childish argument too.

Either way, I never said your preference was misguided, only that Blender is inferior to most other professional tools out there. Also, you don't need a school email to have a student version:


I heard that you need a school email address to join the Autodesk Education Community, but our school does not issue them to students. How can I get my students onto the community website?
A school email address is not required to join. If your school is already participating, students will be prompted to specify their school during registration. If your school is not yet participating, you may request to add your school.


The only advantage I see is that the community is relatively supportive like PolyCount and that you can sell your work for profit. Enjoy.

t3h m00kz
May 1st, 2012, 11:54 PM
I don't pirate, so that argument is invalid. Sort of a childish argument too.

Just making an assumption bro!


Either way, I never said your preference was misguided, only that Blender is inferior to most other professional tools out there.

Actually, you said specifically that there's no point in using blender (http://www.modacity.net/forums/showthread.php?24215-Quick-Crit-thread-2012&p=620916&viewfull=1#post620916).


Also, you don't need a school email to have a student version:

Too bad I'm not a student, which IS required. Too bad I was homeschooled my entire life and haven't been financially stable enough to go to college yet. Still not a get out of jail free card, bro!


The only advantage I see is that the community is relatively supportive like PolyCount and that you can sell your work for profit. Enjoy.

Oh, and the fact that it's, you know, not $3,000 dollars, open source for developers to code new features into, and content made with it counts as user output which 100% belongs to the user (http://www.blender.org/education-help/faq/gpl-for-artists/).

DarkHalo003
May 2nd, 2012, 12:03 AM
You could simply declare yourself as homschooled. I doubt they'd give two shits. And I never directly insulted your preferences, but I'm glad you know how to hotlink quotes in your posts. I just said Blender was inferior compared to other tools, which is why there is little point to use it in comparison. The rest is deduction.

Either way, this argument is relatively pointless. It will be cool to see what you get out of this.

t3h m00kz
May 2nd, 2012, 12:09 AM
You could simply declare yourself a part of a college. I doubt they'd give two shits.

ok let me go lie to get free software

but while I do that just remember, piracy is bad, children

BobtheGreatII
May 2nd, 2012, 12:13 AM
Sigh. Anyway. Don't let these morons get to you. Just keep using Blender. There's nothing wrong with using it. Sheesh.

DarkHalo003
May 2nd, 2012, 12:16 AM
ok let me go lie to get free software

but while I do that just remember, piracy is bad, children
Ummm, no. There is a difference. There is no lying involved either because homeschooling is an acceptable form of School for Autodesk. Think of the concept behind a Student version. You are a Student, as in someone trying to learn a certain skill or education. The Student Version is free for this reason, so you learn how to use the programs utilized in multiple industries. Whether or not the college you attend is My House University or College of Washington is subjective. The ultimate purpose and goal of the system Autodesk has for students is all the same. You cannot use assets created with 3ds Max for profit or monetary gain, which is the second point in that this is for the sake of education. It's of no consequence for the company either because you only have 3 years for each program. It's more or less an extended trail version for students.

Piracy is taking the full version from an illegal source without buying it from the company. The company loses money then. There is a huge fucking difference.

EDIT: What school you are from is a formality. Upon further research, you could say "Homeschooled" under your School and it's all peachy keen. Ironically, look where I found this information:

http://blenderartists.org/forum/showthread.php?226872-Autodesk-software-free-for-students-and-educators

I hope this helps.

t3h m00kz
May 2nd, 2012, 12:31 AM
Sigh. Anyway. Don't let these morons get to you. Just keep using Blender. There's nothing wrong with using it. Sheesh.

http://www.ibridgeplayer.com/wp-content/uploads/2011/12/thumbs-up2.jpg

neuro
May 2nd, 2012, 01:42 AM
uh you know... most pirated versions of Max and Maya and whatnot are put out there BY AUTODESK.

it's advanced hi-teh software (lol) which NOBODY in their right mid would buy right off the bat.
they let people use it, learn it, get used to it, and then when they get a job with it, they don't have a choice but to shell out 800 euros a year for a 3ds max subscription

also, don't use blender.
try Modo instead, it's good.

also, don't use X-normal, i've got to train every junior artist we get here to stop using fucking x-normal.

t3h m00kz
May 2nd, 2012, 09:21 AM
uh you know... most pirated versions of Max and Maya and whatnot are put out there BY AUTODESK.

it's advanced hi-teh software (lol) which NOBODY in their right mid would buy right off the bat.
they let people use it, learn it, get used to it, and then when they get a job with it, they don't have a choice but to shell out 800 euros a year for a 3ds max subscription

uh might I ask for citation? it's kind of surprising they'd do that and not offer a personal use license on their site which would be far more accessable and a better business move to not hang around pirate sites!


also, don't use blender.
try Modo instead, it's good.

also, don't use X-normal, i've got to train every junior artist we get here to stop using fucking x-normal.

forgive me, but I see no problem with small-time hobbyists who don't need high-tech industry-standard software using blender and supporting a company who offers some some cool tools.

Xnormals does seem rather buggy yeah, but I don't see what's wrong with people using it either!

Care to elaborate on these?

oh but hold on I shouldn't even be questioning what you say (http://www.modacity.net/forums/showthread.php?24441-Halo-4-Battle-Rifle&p=618002&viewfull=1#post618002) so I'll stop now

PenGuin1362
May 2nd, 2012, 11:12 AM
xnormal can be handy sometimes but definitely don't rely on it. If you don't know how to bake properly in the 3d software you're using you're doing it wrong.

=sw=warlord
May 2nd, 2012, 11:17 AM
You could simply declare yourself a part of a college. I doubt they'd give two shits.

You realize that is in it self fraudulent?
Read: Piracy.

DarkHalo003
May 2nd, 2012, 02:48 PM
You realize that is in it self fraudulent?
Read: Piracy.
Thanks for reading the Edit and the entire thread.

Tnnaas
May 2nd, 2012, 02:56 PM
So, I've been in a photo class for a few months now and the entire time we were required to operate with B&W film with B&W paper. Recently, we've gotten into coloring our images through various mediums.

Now, I'm no professional photographer, nor do I have a neat digital SLR camera like Timo. I just want to see where my images stand at the moment. I'm looking to do some photography over the summer and I'd like to see where I need improvement. These are just two of my most recent, and probably best images.

Hand Colored
http://i.imgur.com/vvNtl.jpg

Sepia Toned
http://i.imgur.com/yDffdh.jpg

I'm using an ancient 35mm Canon At-1 with a standard 50mm lens. They are manually colored B&W photos, but I'm looking to get some standard color film for the future. Ignoring that, just tell me what I should do to fix my composition, contrast, etc.

DarkHalo003
May 2nd, 2012, 03:35 PM
Hmm I like them. I wish I could give you some valuable feedback, but my knowledge on photography and image editing is incredibly limited. :P

=sw=warlord
May 2nd, 2012, 05:26 PM
Thanks for reading the Edit and the entire thread.
Thanks for completely missing the point.

DarkHalo003
May 2nd, 2012, 06:53 PM
Thanks for completely missing the point.
No I got it, and I edited it for that reason. But then again, you totally missed my point.

=sw=warlord
May 2nd, 2012, 07:05 PM
No I got it, and I edited it for that reason. But then again, you totally missed my point.
Your point is that 3DS is better than blender and if you're a student you can get a student licence.
If you are not a student and you get a student licence on the terms that you are a student whilst not, that is considered fraudulent which is what piracy comes under.
Student licences are NOT a get out of jail free card.

BobtheGreatII
May 2nd, 2012, 07:45 PM
Holy shit guys. Take it to PM's or another thread. You're clogging up a place for people to post their work, not a place to bicker.

ExAm
May 3rd, 2012, 02:50 AM
ExAm draws stuff again for once in forever

http://i.imgur.com/g7Zhj.jpg

TeeKup
May 3rd, 2012, 03:12 AM
The left foot looks a tad awkward.

ExAm
May 3rd, 2012, 03:51 AM
Camera left or her left?

Timo
May 3rd, 2012, 05:26 AM
So, I've been in a photo class for a few months now and the entire time we were required to operate with B&W film with B&W paper. Recently, we've gotten into coloring our images through various mediums.

Now, I'm no professional photographer, nor do I have a neat digital SLR camera like Timo. I just want to see where my images stand at the moment. I'm looking to do some photography over the summer and I'd like to see where I need improvement. These are just two of my most recent, and probably best images.

Hand Colored
<oh>

Sepia Toned
<snap>

I'm using an ancient 35mm Canon At-1 with a standard 50mm lens. They are manually colored B&W photos, but I'm looking to get some standard color film for the future. Ignoring that, just tell me what I should do to fix my composition, contrast, etc.

Composition is pretty good, but i've always thought that photos with degraded quality (either by colour or contrast ala instagram) have a nice look regardless of the content. However it looks like you've got the rule of thirds down-pat and a good balance of foreground/background. One thing that really grinds my gears with photos is horizontal lines/horizons that aren't straight, but that's one thing i'm pretty anal about and unless you're doing landscape photography I guess it doesn't matter that much.

Tnnaas
May 3rd, 2012, 08:59 AM
Composition is pretty good, but i've always thought that photos with degraded quality (either by colour or contrast ala instagram) have a nice look regardless of the content. However it looks like you've got the rule of thirds down-pat and a good balance of foreground/background. One thing that really grinds my gears with photos is horizontal lines/horizons that aren't straight, but that's one thing i'm pretty anal about and unless you're doing landscape photography I guess it doesn't matter that much.
I blame the tripod I was using, which is really the only one in the house. It was really meant for one of those cheap, 3lb Walmart telescopes (http://www.walmart.com/ip/Vivitar-60x-120x-Refractor-Telescope-with-Tripod/17473154) and not my 5lb camera. My camera doesn't mount properly and it tends to make the platform lean a bit. I see what you mean though and I'll see what I can do for future pictures.

Rainbow Dash
May 8th, 2012, 02:27 PM
http://dl.dropbox.com/u/3332789/TF2/lyra/ss/2012-05-08_00002.jpg

BobtheGreatII
May 8th, 2012, 03:30 PM
I hate playing TF2... but I sure do love the visuals.

DarkHalo003
May 8th, 2012, 04:47 PM
That's a nice environment, though I'm not really digging anything outside the center room.

Rentafence
May 10th, 2012, 11:51 PM
I haven't touched max in awhile but I threw together an animation as practice. What should I work on improving?

socFk464VNA

t3h m00kz
May 11th, 2012, 12:37 AM
http://sadpanda.us/images/956954-SZA3Y2P.png

maybe your lighting

Tnnaas
May 11th, 2012, 07:40 AM
That was hot.

FreedomFighter7
May 11th, 2012, 09:52 AM
Oh fuck, I had my speakers on max and my whole house heard that >_< Still hilarious!

I know that ^ was immature, but can you blame a guy for having some fun? Everything around here seems to turn into a debate... lighten up guys!

ExAm
May 17th, 2012, 01:12 AM
Ladies

http://i.imgur.com/JgUq1.jpg
http://i.imgur.com/Obzty.jpg

neuro
May 17th, 2012, 03:00 AM
they look a bit like dwarfs. (short)

other than that, fukin' A!

ExAm
May 17th, 2012, 03:18 AM
Yeah, with the size I draw, trying to draw heads smaller makes them muddled and stupid looking. So I draw at about six heads high.

Tnnaas
May 17th, 2012, 02:40 PM
I think rather than drawing them six heads high, you could go for seven. Sometimes it isn't the size of the head on the body, but the height of the body itself.

Rentafence
May 24th, 2012, 02:32 AM
Messing around with the source sdk :nigel:

GcPzqAA7fe0

BobtheGreatII
May 24th, 2012, 02:59 AM
Lol. That's cool, but I would be so sad if those shut that slow in my space ship. I loved the idea in Dead Space 2.

Rentafence
May 24th, 2012, 03:05 AM
Lol. That's cool, but I would be so sad if those shut that slow in my space ship. I loved the idea in Dead Space 2.

Ya but if it closed fast it would be pointless and no fun. I was thinking a space station with a bunch of traps like this would make a fun ttt map for gmod.

BobtheGreatII
May 24th, 2012, 04:06 AM
Well. I mean. The dead space 2 approach was to have a switch you could shoot to close it right away, or else you got sucked out. So I mean... you could work something like that... like have an override switch somewhere, but difficult to get to while being sucked out the window... That would be cool.

Rentafence
May 24th, 2012, 02:44 PM
Well. I mean. The dead space 2 approach was to have a switch you could shoot to close it right away, or else you got sucked out. So I mean... you could work something like that... like have an override switch somewhere, but difficult to get to while being sucked out the window... That would be cool.

I like that idea actually. I'll give it a go.

neuro
May 25th, 2012, 01:51 AM
somsone did the same like 6 years back where it would suck bodies and shit from the engire map down the hallways and such. was cool to see

=sw=warlord
May 28th, 2012, 04:28 PM
Looking for some crit on materials as well as any suggestions on where the phantom blue streaks in the shader are coming from.
On the bitmap the blue isn't there, possible cryengine artefact?

http://i1141.photobucket.com/albums/n599/cobby87/Cryengine3SDK2012-05-2821-24-56-62.png

neuro
May 29th, 2012, 01:31 AM
the blue shit is the sky being reflected.

=sw=warlord
May 29th, 2012, 02:56 AM
In the exact same place each time?
Look on the fender of the Dalek itself.
You see a odd blue bit just as it meets the "skirt" section.

neuro
May 29th, 2012, 11:46 AM
EXACTLY BECAUSE it's in the same place each time.

ICEE
June 3rd, 2012, 10:53 PM
I guess im not really looking for crit on this, because I am a terrible artist who is bad at being an artist. However I thought I'd post it anyways, because it was a fun way to waste my day

on paper: http://turboimg.com/p/yke1338762153u.jpgIn
3d: http://turboimg.com/p/yke1338778390m.pNG

(http://turboimg.com/p/yke1338778390m.pNG)Complete with Googlesearch textures! ... Partly.

PopeAK49
June 4th, 2012, 09:54 PM
28672868

Just a texture that I'm testing out for my Joust/Glacius level.

LlamaMaster
June 7th, 2012, 03:22 AM
ultama121 told me to make this.

http://filesmelt.com/dl/yes42.jpg

Edit: People were telling me the first one was too bright, so here is another version:

http://filesmelt.com/dl/yes210.jpg

neuro
June 7th, 2012, 04:44 AM
floating chains

LlamaMaster
June 7th, 2012, 06:39 PM
floating chains
Fixed that and doubled the resolution of the box texture.

http://img607.imageshack.us/img607/3276/steeltampon.jpg

PopeAK49
June 7th, 2012, 09:43 PM
28712872

BobtheGreatII
June 9th, 2012, 12:21 AM
Not sure if that texture works with those bends...

Rentafence
June 9th, 2012, 12:51 AM
Not sure if that texture works with those bends...

Same. If you're gonna use it on that bent thing I personally would try and match up the corners of the angles on the texture with where the actual corners are on the geometry to make it flow a bit better.

PopeAK49
June 9th, 2012, 03:53 AM
The map narrows disagrees...

Rentafence
June 9th, 2012, 10:55 AM
The map narrows disagrees...

Whatever you like best. I was just telling you what I personally would do to since it's a quick crit thread.

I think the texture itself looks cool though regardless.

neuro
June 10th, 2012, 05:44 PM
looks cool enough to me!

PopeAK49
June 12th, 2012, 07:27 PM
looks cool enough to me!

Bullshit....







Nothing impresses you!

neuro
June 14th, 2012, 03:08 AM
not impressed, just looks cool enough to me!

BobtheGreatII
June 14th, 2012, 01:11 PM
not impressed, just looks cool enough to me!

http://images3.wikia.nocookie.net/__cb20120522023856/mlp/images/1/16/OH_YOU.jpg

PopeAK49
June 15th, 2012, 02:53 PM
2888

Rainbow Dash
June 19th, 2012, 09:39 PM
https://dl.dropbox.com/u/3332789/Art/connectfur.jpg

PopeAK49
June 20th, 2012, 01:36 AM
I like it!

Nero
June 21st, 2012, 12:46 PM
it's foot is a turn off... I think it may be to wide?

Rainbow Dash
June 21st, 2012, 01:56 PM
furries have big feet

and most furries have foot fetishes

ultama121
June 22nd, 2012, 09:08 PM
post

LEL






SEL

JackalStomper
June 24th, 2012, 06:36 AM
managed to get some free time to do these

http://www.youtube.com/watch?v=UYpzACsaSHA
The goal was to create a br anim set that has the exact same timing as the pistol, so one could use it as a simple pistol skin to have a rifle as the main weapon while keeping the classic gameplay intact.

model = CMT

pretty much any error in these has no excuse

I'm just lazy

t3h m00kz
June 24th, 2012, 01:34 PM
I'd say the key poses don't seem terrible but the transition between all of them seems too smooth.

JackalStomper
June 25th, 2012, 10:20 PM
http://www.youtube.com/watch?v=MBICyhHil5c
better?

DarkHalo003
June 26th, 2012, 11:46 AM
I'm by no means an animator, but something doesn't look right with that reload, as if the timing is inconsistent or sluggish.

BobtheGreatII
June 26th, 2012, 03:40 PM
Stop screwing up the animations for my model! <:saddowns:>

In other news... It looks alright. Lol

JackalStomper
June 26th, 2012, 04:39 PM
I'm by no means an animator, but something doesn't look right with that reload, as if the timing is inconsistent or sluggish.

given that its constrained to 65 frames that could very well be the problem.


Stop screwing up the animations for my model! <:saddowns:>

In other news... It looks alright. Lol

:C

Higuy
June 27th, 2012, 10:48 PM
I think theres to much movement of the gun after the clip is pulled out. I think that might be the problem. Otherwise it looks cool to me!

ODX
June 28th, 2012, 11:53 AM
It moves at a constant speed throughout which is probably why it looks so weird. There's not really much noticeable difference in force like there should be. It goes from one area to the next, fluidly yes, but without much real style/interesting movements that I would care to look at.

Oh, and when you import your FP Arms...make sure you check "Import nodes as bones."

Also: Select Nodes>Right Click>Properties>Uncheck "Renderable"

JackalStomper
June 28th, 2012, 04:52 PM
It moves at a constant speed throughout which is probably why it looks so weird. There's not really much noticeable difference in force like there should be. It goes from one area to the next, fluidly yes, but without much real style/interesting movements that I would care to look at.
Was waiting for someone to point that out.
Can't be bothered to fix it though, or anything else. My effort quota has been exceeded.



Oh, and when you import your FP Arms...make sure you check "Import nodes as bones."

I don't give a shit! :D



Also: Select Nodes>Right Click>Properties>Uncheck "Renderable"

I don't give a shit! :D


I'm not very satisfied with making these at all. Reiterating the battle rifle set all over again did nothing to appease my creativity. Should try something entirely new next time.

kid908
June 28th, 2012, 07:55 PM
Been missing with minecraft lately and thought I would reconstruct a 1 to 1 (or atleast as close to 1:1) model of the Lighthouse of Alexandria. The tower is 47x47x138m. The outer wall is 117x117 and I think around 20m tall. It took a few days but I finished :D
According to minecraft, the building consists of 60K+ blocks.
http://img41.imageshack.us/img41/3903/lighthouse3.png
http://img99.imageshack.us/img99/7711/lighthouse4.png

Nero
June 28th, 2012, 08:02 PM
I don't like how its all blocky. Fix it.

Higuy
June 28th, 2012, 09:51 PM
Someones got alot of time on their hands! looks neat man.

Rentafence
June 29th, 2012, 01:50 PM
managed to get some free time to do these
<vidya>
The goal was to create a br anim set that has the exact same timing as the pistol, so one could use it as a simple pistol skin to have a rifle as the main weapon while keeping the classic gameplay intact.

model = CMT

pretty much any error in these has no excuse

I'm just lazy

I found some clipping.

http://www.majhost.com/gallery/rentafence/Misc/pistol_reload_anim_clipping.png

Rainbow Dash
July 6th, 2012, 04:53 PM
https://dl.dropbox.com/u/3332789/Art/prisoner.PNG

Jelly
July 6th, 2012, 06:16 PM
is it a pony

=sw=warlord
July 10th, 2012, 03:15 PM
working on materials for the Daleks.
The red in the background is CE3 bitching about materials missing on the ground.
http://i1141.photobucket.com/albums/n599/cobby87/Cryengine3SDK2012-07-1020-06-15-17.jpg

http://i1141.photobucket.com/albums/n599/cobby87/Cryengine3SDK2012-07-1019-35-02-58.jpghttp://i1141.photobucket.com/albums/n599/cobby87/Cryengine3SDK2012-07-0914-24-48-96.jpg