View Full Version : Quick-Crit 2008-2009
Hunter
July 29th, 2009, 03:43 PM
That actually looks pretty nice. The abse texture seems good. The bevel edges should be a bit more defined though, and maybe have some damaged egdes/corners.
Roostervier
July 29th, 2009, 03:58 PM
the base texture is nice, like hunter said, but its missing all the wear and tear, not just the stuff around the edges.
Futzy
July 29th, 2009, 04:00 PM
Thanks, I'll work on that.
http://img18.imageshack.us/img18/8005/boxemn.jpg
Now I need to figure out how to do UVW maps :/
Limited
July 29th, 2009, 04:01 PM
Uving that box? Or something else.
Also, you planning on doing a specular for that box? If its metal I highly suggest you do :)
Edit: Also, maybe bake an ambient occlusion onto the texture, really helps add depth using shadows, they obviously wont be real time but it can help out.
Futzy
July 29th, 2009, 04:15 PM
Uving that box? Or something else.
How else do I apply different part of the texture to each face?
Also, you planning on doing a specular for that box? If its metal I highly suggest you do :)
Edit: Also, maybe bake an ambient occlusion onto the texture, really helps add depth using shadows, they obviously wont be real time but it can help out.
I don't really know how those work.
http://img194.imageshack.us/img194/4098/boxtorn.png
Limited
July 29th, 2009, 04:19 PM
Well yeah, uving the box is the answer to allowing it to use different sections on the same texture file.
In short, apply a Unwrap UVW modifier to the box, select face in the tree for unwrap, untick normalize map, set it to planar and find the right axis, and make the face smaller in the edit uwv's preview box. Google it though theres thousands of tuts out there.
Specular can help add shine to things, google that too. xD
Roostervier
July 29th, 2009, 04:20 PM
to make ambient occlusion, you either bake one from a hi res mesh to a low poly mesh (the real way), or you can use a height map and use xnormal to make an ambient occlusion from it (the fake way). both ways yield decent results, so choose which you'd rather do d:
=sw=warlord
July 29th, 2009, 07:49 PM
Working on the halo assault rifle.
So far i have this but hopefully someone can point out to me if im doing something wrong and if so what and how i can fix it.
http://img11.imageshack.us/img11/330/assaultrifle1.jpg
http://img24.imageshack.us/img24/9056/assaultrifle2.jpg
The refference im using is this.
http://fc02.deviantart.com/fs42/f/2009/087/4/a/Halo_Assault_Rifle_by_Wolff60.png
Any tips or advice would be greatly appreciated.
Joshflighter
July 29th, 2009, 08:55 PM
you have a non-planar in the back.
kid908
July 29th, 2009, 09:09 PM
Lmao I can no longer clay render... Well I've got most of the hull outline done and going to move in and add all the panels. I've also finished a majority of the panels covering the wheels, with the exception of the last panel covering the gear wheel.
http://img193.imageshack.us/img193/4462/tanker.jpg
I have a request to make. Can someone find me pictures of the suspension/ axial for the majority of the wheels because I can't find any.
DEElekgolo
July 29th, 2009, 09:10 PM
http://img24.imageshack.us/img24/1879/frongs.png
frongs.png
Hunter
July 29th, 2009, 09:11 PM
http://i58.photobucket.com/albums/g268/martynball/fixar.jpg
Futzy
July 29th, 2009, 09:12 PM
http://img199.imageshack.us/img199/5581/niggaseverywhere.jpg
Hunter
July 29th, 2009, 09:15 PM
That looks really good. One question. Why have you got duplicate sides? You can put them all in the same place on the unwrap so you dont have to texture the same thing about 4 times.
Bastinka
July 29th, 2009, 09:18 PM
Lets see it on the model!
kid908
July 29th, 2009, 09:18 PM
That looks really good. One question. Why have you got duplicate sides? You can put them all in the same place on the unwrap so you dont have to texture the same thing about 4 times.
Like he said, he didn't know how Unwrap works. but yeah what hunter said. let see some norms too.:golfclap:
DEElekgolo
July 29th, 2009, 09:20 PM
Lets see it on the model!
I actually made a quich high poly for that texture he made. :D
When you see it applied to the model it is just a simple box sadly. I still have the high poly model if you want to see it.
Roostervier
July 29th, 2009, 09:25 PM
the random splotches look bad and the scratches are sorta eh in areas, but overall not bad, especially when you don't really know what you're doing
Futzy
July 29th, 2009, 09:28 PM
Thanks.
http://img24.imageshack.us/img24/2095/boxm.jpg
Viewport render because I was using DirectX material.
Toned down the splotches and now each side is unique
http://img24.imageshack.us/img24/4376/titseverywhere.jpg
Spartan094
July 29th, 2009, 10:00 PM
I had always thought DOA 4's models were abit to high poly for Halo CE (if anybody knows the poly limit, tell me). So I decided heck import the DOA spartan from it. Oh teh lag, your not gonna like how large the poly count is, 27K
http://i214.photobucket.com/albums/cc286/Brandon094/haloce2009-07-2921-52-48-00.png
http://i214.photobucket.com/albums/cc286/Brandon094/haloce2009-07-2921-53-23-53.png
I got bored, time to rig it and apply the textures to it! 27K is high but eh.
Oh i dont like those crates really :(
DEElekgolo
July 29th, 2009, 10:02 PM
dark-matter forums, etc, etc.
I did this before. Once you give it any bones and animate it. Your FPS will drop a crap load in-game.
kid908
July 29th, 2009, 10:09 PM
16 of those + dead bodies = Horrible framerate
Roostervier
July 29th, 2009, 10:11 PM
at least fix the smoothing :v:
Hunter
July 29th, 2009, 10:28 PM
Thanks.
*image*
Viewport render because I was using DirectX material.
Toned down the splotches and now each side is unique
*image*
You should chamfer all of the edges like the bit crates are in Halo 3. The edgs just look too sharp.
DEElekgolo
July 29th, 2009, 10:32 PM
Won't bake right then.
Advancebo
July 29th, 2009, 10:59 PM
@MrBig
It could have been the same texture. Than the decals are just separate bitmaps applied onto planes.
Hunter
July 29th, 2009, 11:03 PM
Won't bake right then.
Not everything has to be baked.
Futzy
July 30th, 2009, 01:36 AM
Alright, I'm going to bed, but first, how do these textures look?
http://img24.imageshack.us/img24/6792/textureprev.png
PlasbianX
July 30th, 2009, 01:53 AM
http://img115.imageshack.us/img115/5419/synyster1copy.jpg
My wacom seems to be lagging in PS a lot.. this is a quick 2 min sketch. Yes I know theres a shit ton of things wrong with it, but im just doing a rough sketch then going through later and touching it up. MAJOR rep to who ever knows who this is.
EDIT: Image changed some, still havent touched much of his face. Im thinking about redoing the shirt.. the solid black aint cutting it. Probably going to darken the rest though.
BobtheGreatII
July 30th, 2009, 01:58 AM
Yeah, the eye is a bit wacky and so is the nose, but really, it's better than what I can do. I can't draw a portrait for the life of me.
neuro
July 30th, 2009, 03:23 AM
Won't bake right then.
um.. what would you bake?
there's nothing there to bake in the first place :/
(and if something doesnt bake right, you're doing it wrong.)
Alright, I'm going to bed, but first, how do these textures look?
generic and bland
Llama Juice
July 30th, 2009, 03:31 AM
http://img24.imageshack.us/img24/1879/frongs.png
frongs.png
What do you intend on putting this in? It looks like you figured out how H3 does it lol.
Terror(NO)More
July 30th, 2009, 04:40 AM
MrBig, can I get that ground for some of my renders :O?
Futzy
July 30th, 2009, 11:49 AM
Which one?
Or do you mean the actual scene? Its just a bunch of planes.
um.. what would you bake?
there's nothing there to bake in the first place :/
(and if something doesnt bake right, you're doing it wrong.)
generic and bland
Comments like this are completely unnecessary and utterly worthless. Post something constructive.
Further clarification: saying something is bad will not help. When I asked that question on I expected constructive criticism, as this is the wip criticism thread.
Higuy
July 30th, 2009, 12:40 PM
I'm just doing what chains told me too :realsmug:
Henchmen #21: if i copy pasta my rant into this box, can you post it in the quick crit thread in modacity?
Higuy: k
Henchmen #21: you can say that i said it
Henchmen #21: kk
Henchmen #21: Mr.big was in no way hostile at all, he has been taking crit with the utmost respect to the members. So far he has acted kindly and I should expect he should receive kindness in return. I do not know whether Mr.big edited the above post, but this does not matter, for the fact that Neuro's "critique" did not do shit. Nuero, I respect your work and I know you are a professional, but just like some other professional members of this board, you have the ego larger then that of a whale. So here is a piece of advice, SHUT THE FUCK UP, OR TRY TO HELP SOMEONE IMPROVE. I know the whole "oh I am not going to baby feed him" bull shit, but he has responded positively to everyone's critique so far, and for you to merely note his work off when he is just beginning is the most unprofessional thing I have seen. You are discouraging him from continuing work, and that is not what you should be doing, what are you, a 12 year old halomaps user? Also Teh Lag, what the fuck man, I thought you were a good moderator. I understand if Mr.Big put some insult then he edited it after the warning, but Neuro deserves at least a warning too. You of all people remember my fiasco with not taking crit, and it was obvious there were some unhelpful people just being douches and harassing, such as Silentwind, he is fine towards me now, but that is because of the other members helping me improve enough to be somewhat good. I should think yall would learn that modacity is becoming a fucking slum hole, and you and the other mods and admins have the power to change it, and I know what the first thing to fix should be, and if you read my rant you would too. People should get a warning, then an infraction if repeated on giving unnecessary comments and "troll critique". I hope this concept doesn't make too many of you shitters angry, because that would be just hilarious. Lag, do whats right, at least give Neuro a warning too, it is time to change modacity for the better, and it will save us a whole lot of bitching if we just do it now.
Higuy: k ill post
Henchmen = Chains
teh lag
July 30th, 2009, 12:57 PM
Warn him for what? Not giving enough crit? Big asked what people thought, Neuro told him what he thought. I think "bland and generic" is pretty telling as to what he thinks, yet evidently that was "unnecessary and utterly worthless." Retard Retort is for when people openly reject comments that they asked for, so that's what I used.
I'll gladly talk about this further in PMs.
Terror(NO)More
July 30th, 2009, 01:46 PM
Oh, sorry MrBig. I was not clear on what I meant. Can I use the ground texture for some of my renders? :O
Futzy
July 30th, 2009, 02:41 PM
Oh, sorry MrBig. I was not clear on what I meant. Can I use the ground texture for some of my renders? :O
http://img190.imageshack.us/img190/6384/concretetile.pnghttp://img115.imageshack.us/img115/3276/dirt.png
Going from 1024x1024 texture to a 256x256 is not awesome :(
http://img359.imageshack.us/img359/7205/lamp1024.png
http://img24.imageshack.us/img24/2817/lamp256.png
Newbkilla
July 31st, 2009, 12:54 PM
http://img86.imageshack.us/img86/1200/tiledfloor.jpg
An interesting floor design I drew up on my tablet. Though, as funny as this is, I find it quite sad.
Rendering this took some time, and also some energy XD
http://img269.imageshack.us/img269/5086/lmfaom.jpg
Con
July 31st, 2009, 01:05 PM
Idk if Max has it, but Maya can use satellite CPU's from computers on your network to do MR raytracing. Look into it.
Advancebo
July 31st, 2009, 02:49 PM
I believe thats what the "raysat_3dsmax" process is.
By the way, I learned something new and made this:
http://i218.photobucket.com/albums/cc292/Advancebo/nurbsdeform.png
I used Nurbs and Deform Modifier.
Joshflighter
July 31st, 2009, 03:02 PM
edit: nvm.. ill reupload-
DEElekgolo
July 31st, 2009, 03:04 PM
I believe thats what the "raysat_3dsmax" process is.
By the way, I learned something new and made this:
http://i218.photobucket.com/albums/cc292/Advancebo/nurbsdeform.png
I used Nurbs and Deform Modifier.
Cool sub-div modeling. Can we see the wires of the un-smoothed version so we can see if your doing it right?
Advancebo
July 31st, 2009, 03:05 PM
Doing what right? I just did it for fun.
DEElekgolo
July 31st, 2009, 03:16 PM
The sub-division modeling. There are techniques with that as well. Avoiding things like poles and n-gons.
Rentafence
July 31st, 2009, 03:52 PM
I believe thats what the "raysat_3dsmax" process is.
Backburner
Higuy
July 31st, 2009, 04:05 PM
The sub-division modeling. There are techniques with that as well. Avoiding things like poles and n-gons.
He said "for what" becuase he wasn't trying he was just messing around, nothing serious.
Futzy
July 31st, 2009, 08:16 PM
http://img372.imageshack.us/img372/7775/onilogo.png
First time I've ever messed with the text warp tool.
Ganon
July 31st, 2009, 09:45 PM
http://hivclan.net/hivshack/images/zrmqe26p20oyy2v9hvm0.jpg
who remembers this little building :3
klange
July 31st, 2009, 09:53 PM
First time I've ever messed with the text warp tool.
Got a vector of this so I can make it holy-shit-that's-huge? Also need it smaller so it fits nicely in my sig so I can replace this one I got off of the Halo wikia.
Futzy
July 31st, 2009, 10:02 PM
who remembers this little building :3
Dragon Ball, I believe :)
And Admiral I will upload the .svg in a bit
E: http://www.mediafire.com/?gmfudlhuzwm
Newbkilla
August 1st, 2009, 06:05 PM
I kind of picked up on this on my own, I have no idea if I'm doing it right lmao. Anyway, my first sculpt in zbrush, some 150k polygons.
http://img522.imageshack.us/img522/2140/concreteblock.jpg
MetKiller Joe
August 1st, 2009, 06:28 PM
What you've got seems to be more pinched than bumpy, but I think if you use some other brush/method this would work out much better. It already looks nice. I would add some more dings and scraps on the sides and not just the corners.
Roostervier
August 1st, 2009, 06:30 PM
not to sound like a dick but thats pretty apparent. broken concrete doesnt look so smooth, look at how rocks chip. also, its just overall not very well defined.
e: all this @ newbkilla
Advancebo
August 1st, 2009, 06:43 PM
Turret Mount as seen in Halo 3 ODST
http://i218.photobucket.com/albums/cc292/Advancebo/turretmount1.png
Spartan094
August 1st, 2009, 08:59 PM
I like that advance, but add more faces to the tubes. Kinda tired of the triangly shapes when its supposed to be all circular.
So I got bored from the xbox 360 and decided to make some shaders for an h2 marine
http://screenshot.xfire.com/screenshot/natural/72319979648bffaf0948d2dd1bf0341a1fb3f645.png
Don't mind the face, I screwed up that bitmap. Might redo the multi too. yes or no?
Bastinka
August 1st, 2009, 11:14 PM
Face made me lol.
Nice rest of it though, did you texture the radio on his back? It seems a little lo-res or maybe that's just me.
BobtheGreatII
August 1st, 2009, 11:17 PM
Turret Mount as seen in Halo 3 ODST
http://i218.photobucket.com/albums/cc292/Advancebo/turretmount1.png
You should put it in CE.
Futzy
August 2nd, 2009, 12:12 AM
http://img9.imageshack.us/img9/8649/syfy.png
just messin around
Pooky
August 2nd, 2009, 01:20 AM
Turret Mount as seen in Halo 3 ODST
The rail just looks dumb and pointless, like it's put there to trip people trying to get on or off the turret.
BobtheGreatII
August 2nd, 2009, 01:26 AM
The rail just looks dumb and pointless, like it's put there to trip people trying to get on or off the turret.
Even so, if he was aiming to make the one in the ODST video, he pretty much nailed it. But now that you bring it up, it really doesn't make any sense. It really should have an opening on the back... or not have it at all.
Newbkilla
August 2nd, 2009, 10:19 AM
http://img9.imageshack.us/img9/8649/syfy.png
just messin around
The top of the letters needs to be a brighter white, the whole sy fy is grey looking. As for the text below, I forget what it looks like.
kid908
August 2nd, 2009, 04:21 PM
Fix your Y and get better lighting. color and lighting are totally off.
Hunter
August 2nd, 2009, 05:27 PM
Did this a while ago, was going tp put it in-game but I am too lazy.
http://i58.photobucket.com/albums/g268/martynball/transportvehicle1.jpg
BobtheGreatII
August 2nd, 2009, 05:31 PM
It's a little bland. But oh well. Looks good though.
Futzy
August 2nd, 2009, 05:36 PM
http://img33.imageshack.us/img33/4584/fsadh.png
I had DEEfag render it
Hunter
August 2nd, 2009, 05:36 PM
Thats why I didnt put it ingame. Too boring looking Lol.
Invader Veex
August 2nd, 2009, 05:53 PM
http://img150.imageshack.us/img150/1040/h3mtmagnumspec.jpg
http://img150.imageshack.us/img150/5682/h3mtmagspec.jpg
:effort:
Seriously, I didn't really use much effort on this. (note the lack of some grime where there should be)
Roostervier
August 2nd, 2009, 05:56 PM
i wont use much effort to crit it then
sucks, start over
to be honest, you need to give it some definition. just looks like scratched up metal, and the scratches dont even make sense where they are. over all, its really easy to tell you didnt try at all
Hunter
August 2nd, 2009, 05:57 PM
Noticed :/ Looks. ermmm, alright.
Pistols such balls anyway, I don't know what everyones obsession with them is.. they are crap.
Advancebo
August 2nd, 2009, 06:27 PM
@Hunter, how does it move.
Heathen
August 2nd, 2009, 06:30 PM
its from halo 3 I think...
ThePlague
August 2nd, 2009, 06:31 PM
It's a forge object, why should it move?
Hunter
August 2nd, 2009, 06:40 PM
@Hunter, how does it move.
Errmm... maybe the wheels? It got not seat or steering wheel yet though, if thats wa you mean. Lol
Advancebo
August 2nd, 2009, 06:51 PM
Because it would make a cool vehicle :D
Hunter
August 2nd, 2009, 06:52 PM
Slow getaway with the flag and an eletric moter :P Im can't be arsed to get it ingame. Looks boring, and needs textures, which would be easy, but I can't be arsed.
Futzy
August 2nd, 2009, 07:00 PM
Now that is more like something I could actuallytexture, and I've had a bit more practice; maybe I could give it a go?
kid908
August 2nd, 2009, 07:28 PM
http://img33.imageshack.us/img33/4584/fsadh.png
I had DEEfag render it
"Imagine greater" is still off.
klange
August 2nd, 2009, 07:42 PM
For reference, here is the original logo:
http://www.wired.com/geekdad/wp-content/uploads/2009/04/syfy_2.jpg
Futzy
August 2nd, 2009, 07:48 PM
I just did it for fun, I dont need it to be perfect. Not really gonna be used for anything.
Rentafence
August 2nd, 2009, 08:33 PM
http://img33.imageshack.us/img33/4584/fsadh.png
Cool, looks the the real one.
Hunter
August 2nd, 2009, 08:33 PM
@MrBig.
I will unwrap when I can be bothered and send it to you Lol.
Roostervier
August 2nd, 2009, 08:38 PM
From now on keep personal messages personal; PM him. Seriously, you didn't even shamelessly add in something stupid to keep your post on topic.
Hunter
August 2nd, 2009, 10:28 PM
Last time I checked there where two posts conserning what I said about the unwrap, that is mine, above. and MrBig saying that he would give it ago.
Also, it is ontopic as it is discussing something I posted in the last page. He asked a question, so I answered it. There is no need for you to bitch about this all of the time, although the last time you did I can understand as I more or less had a convo in the public forum...
Futzy
August 3rd, 2009, 12:31 AM
http://img27.imageshack.us/img27/7634/benderm.png
BobtheGreatII
August 3rd, 2009, 12:42 AM
I don't understand... did you make that?
Futzy
August 3rd, 2009, 12:45 AM
.
Why else would I post it.
BobtheGreatII
August 3rd, 2009, 12:47 AM
.
Why else would I post it.
What did you make it in? Come on man! Give me some details here. Was it a vector?
Futzy
August 3rd, 2009, 12:55 AM
Yes, of course it was a vector.
I will be posting the finished version with a background on my deviant art soon.
e: http://avpdragon.deviantart.com/art/Bender-131915426
neuro
August 3rd, 2009, 07:47 AM
http://i218.photobucket.com/albums/cc292/Advancebo/nurbsdeform.png
I used Nurbs and Deform Modifier.
Cool sub-div modeling. Can we see the wires of the un-smoothed version so we can see if your doing it right?
i call this a double-fail.
he clearly sais he used nurbs, yet you ask for a wireframe of an unsmoothed version.
idk, but i guess you didn't connect the dots where NURBS does not equal sub-d?
this results to me believing you wouldn't really be a fair judge on whether or not 'he's doing it right', considering you yourself seem to barely have understanding on 'how it's done right'.
excuse my rant.
edit: woops, didn't see this was 5 pages down already.
Chainsy
August 3rd, 2009, 09:16 AM
I believe thats what the "raysat_3dsmax" process is.
By the way, I learned something new and made this:
http://i218.photobucket.com/albums/cc292/Advancebo/nurbsdeform.png
I used Nurbs and Deform Modifier.
Cool Nurbs and Deform Modifier modeling. Can we see the wires of the un-smoothed version so we can see if your doing it right?:allears:
DEElekgolo
August 3rd, 2009, 10:15 AM
i call this a double-fail.
he clearly sais he used nurbs, yet you ask for a wireframe of an unsmoothed version.
idk, but i guess you didn't connect the dots where NURBS does not equal sub-d?
this results to me believing you wouldn't really be a fair judge on whether or not 'he's doing it right', considering you yourself seem to barely have understanding on 'how it's done right'.
excuse my rant.
edit: woops, didn't see this was 5 pages down already.
I don't see how nurbs modeling is any different from using the turbo smooth or mesh smooth modifier. Especially if it acts the same way when sub-div modeling. So what makes using nurbs any different? I don't see how nurbs is different from this (http://en.wikipedia.org/wiki/Subdivision_surface).
If you see the difference in this then tell me. Because clearly I don't.
http://img12.imageshack.us/img12/1193/37492954.png
Llama Juice
August 3rd, 2009, 10:17 AM
.... try modeling something in nurbs once. You'll see why a wireframe is almost useless.
nurbs aren't a real surface... they're an... "idea" of a surface haha.
teh lag
August 3rd, 2009, 10:19 AM
ah yes what insightful crit we are all giving each other,
oh wait
(that means enough about nurbs)
E : I'm fine with having a thread about what the difference is, go ahead and make one. Not in here though.
=sw=warlord
August 3rd, 2009, 03:50 PM
Thanks to the help of Deehunter and a few tutorials i've nearly done my first weapon model.
I know this has been done to death but i wanted to make my own model for a mod instead of using someone elses.
I started this arround 3PM and it is now 8:46PM and been doing this non stop so yeah little worn out but any crit or advice on how to make my model look better would be greatly appreciated.
There are currently no smoothing groups so please ignore any smoothing errors im concerned more about the mesh it self at the moment before i go into smoothing.
http://img193.imageshack.us/img193/9334/renderc.jpg
http://img35.imageshack.us/img35/3299/renvders.jpg
Saggy
August 3rd, 2009, 03:53 PM
Fix the nasty non-planars on the front and the back.
DEElekgolo
August 3rd, 2009, 04:14 PM
Other then that, it is a very good for a first weapon model.
Donut
August 4th, 2009, 12:13 AM
http://i154.photobucket.com/albums/s277/TheKillerDonut/models/knife.jpg
made this for a game. looking for crit on my mesh and how i could make it better while keeping it nice and low poly. right now it has 1108 triangles
E: i can get a closer up shot of the handle with a wireframe if necessary. i just realized that you cant see it very well\
E2: and smoothing advice/tips wouldnt hurt either :D
neuro
August 4th, 2009, 03:29 AM
I don't see how nurbs modeling is any different from using the turbo smooth or mesh smooth modifier. Especially if it acts the same way when sub-div modeling. So what makes using nurbs any different? I don't see how nurbs is different from this (http://en.wikipedia.org/wiki/Subdivision_surface).
If you see the difference in this then tell me. Because clearly I don't.
E : I'm fine with having a thread about what the difference is, go ahead and make one. Not in here though.
i was going to make a post explaining how you apparently haven't got a damn clue of what you're talking about, and you base what you say -ONLY- on what you see when you convert a mesh to a patch.
i was going to, but in all honesty, i think you wouldn't grasp the concept, no matter how hard i tried to explain it.
next time you try to post something intelligent, you should consider whether or not you're making a complete tool out of yourself, resulting in anyone who DOES know what he's talking about, laughing at you. (which i doubt was your intention)
g'day,
case closed.
edit:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/nurbsRnot4u.jpg
feel free to prove yourself wrong.
Disaster
August 4th, 2009, 03:37 AM
Why would you even need to see the wireframe? There are clearly no smoothing errors on it, so it was modeled properly.
rossmum
August 4th, 2009, 11:10 AM
Why would you even need to see the wireframe? There are clearly no smoothing errors on it, so it was modeled properly.
properly and well aren't always the same thing
PenGuin1362
August 4th, 2009, 12:51 PM
Your mesh is important >_> As I saw with hunters turret, while the end result was nice, there was a lot that was done to it that was able to reduce the triangle count yet made no visual difference.
Donut
August 4th, 2009, 02:40 PM
i have no idea who you guys were talking to. which of those comments were directed at me, if any? i had a difficult time deciding how to smooth the knife's handle and i would really like to improve. any constructive criticism is appreciated
kid908
August 4th, 2009, 03:00 PM
@Neuro: just explain it, some will understand and some won't. Just throw it out there so people can read it.
Roostervier
August 4th, 2009, 03:04 PM
Discussion of this stops now.
killer9856
August 6th, 2009, 12:05 AM
Im entering this competition on another site, its following a certain concept, where we can make minor changes to it if we want.
This is the concept
http://www.iamglynnsmith.com/ga_content/GAMC01.jpg
here is my model, its going to be a refrigerator/cooler. Come on and help a man out :)
http://i148.photobucket.com/albums/s15/SAH1R/GAMC_uno_testo.jpg
http://i148.photobucket.com/albums/s15/SAH1R/GAMC_uno_testo_wire.jpg
Higuy
August 6th, 2009, 12:08 AM
You could add alot more detail on the sides and fronts like the panels and bolts like in the ref.
BobtheGreatII
August 6th, 2009, 12:09 AM
Is there a poly limit? Cause if not I would go crazy with detail.
killer9856
August 6th, 2009, 12:11 AM
Oh yeah, poly limit is 1500
Higuy
August 6th, 2009, 12:35 AM
Go crazy with detail and make a normal map out of it and put it onto a low poly object..?
killer9856
August 6th, 2009, 12:48 AM
I wasnt sure about doing a high poly for this one. But the deadlines on August 16th. Should I go ahead and do it?
neuro
August 6th, 2009, 03:01 AM
you should, that's plenty of time.
(in reference, i would get 2 days allowed for such an object, for both high and low-poly, including unwrapping and baking)
IceCube
August 6th, 2009, 12:18 PM
I would agree with Neuro. That's lots of time.
Also, where you see little bolts in that concept, go and add them all in. After your done with adding the grill details and stuff, get a tut or something that makes beautiful renders of sub'd models. :)
(oh, you know details that will be normal'd are allowed to be floating right? :p)
killer9856
August 6th, 2009, 02:34 PM
yeah they can be floating. I learned it from this cool guy :)
Alright neuro, I shall begin the high poly tonight! Right now, off to play some baseball!
Sel
August 6th, 2009, 05:30 PM
Trying to model something that isn't terrain or forerunner for once.
I figure it didn't turn out too terrible hahaha
http://i93.photobucket.com/albums/l42/selentic/Models/tank1.jpg
http://i93.photobucket.com/albums/l42/selentic/Models/tank2.jpg
Obviously not finished yet, tips, crit, shit Im obviously fucking up on?
killer9856
August 6th, 2009, 06:14 PM
more detailed model = a happy detailed model.
Sel
August 6th, 2009, 06:27 PM
I'm a whole lot more worried about figuring out how to get the shapes right first than detailing the thing to hell and back right now lol
IceCube
August 6th, 2009, 06:57 PM
My work flow (people like neuro or disaster may not like this though).
I first block model my object. Sort of what like you did. But I dont block model EVERYTHING. I just go ahead and block model the main body. (So its a box with a few angles to show its the main shape). Then I go ahead and work on the side details in box model mode. then I take that, and add all the edges on that box for TB. Once I got that done, I add bolts and everything (while adding the detail I still put edges where needed, when I TB). Once that is done, i work my way till I have everything done. Then I just TB, and render.
But there are different techniques for different people. :p
(Please re-render that though. ]:)
Sel
August 6th, 2009, 08:52 PM
I vertex modeled this lol, aside from the parts that are obviously cylinders.
and ok
http://i93.photobucket.com/albums/l42/selentic/Models/tankin.jpg
kid908
August 6th, 2009, 09:25 PM
Give a rough time period, tanks for time periods are very specific in design. yours look near end WWII and post WWII tank, prob as late as Korean War.
rossmum
August 6th, 2009, 09:30 PM
I vertex modeled this lol, aside from the parts that are obviously cylinders.
and ok
http://i93.photobucket.com/albums/l42/selentic/Models/tankin.jpg
YOU MOTHERFUCKER http://sa.tweek.us/emots/images/emot-argh.gif
pm me loads of renders and i can point out any problems, and if you need refs, ask
Give a rough time period, tanks for time periods are very specific in design. yours look near end WWII and post WWII tank, prob as late as Korean War.
Pz.Kfw.VI Ausf. B Tiger II. Latter half of WWII, most powerful tank of that war.
kid908
August 6th, 2009, 09:39 PM
ok cool.
Sel
August 6th, 2009, 10:41 PM
YOU MOTHERFUCKER http://sa.tweek.us/emots/images/emot-argh.gif
pm me loads of renders and i can point out any problems, and if you need refs, ask
Pz.Kfw.VI Ausf. B Tiger II. Latter half of WWII, most powerful tank of that war.
I wouldn't mind hooking you up with the model, I know I'm doing shit wrong, since this is probably the first vehicle model I've tried to do since this (http://hce.halomaps.org/index.cfm?fid=3184).
I'll probably try it again too, just because I fucking love this tank.
...and jesus christ ross, could have just said King Tiger!
http://i93.photobucket.com/albums/l42/selentic/Models/tankin-1.jpg
I like how the turret, side armor, and treads came out, but I absolutely hate my lack of details, and the details I made.
Might redo this again just for shits though.
HDoan
August 7th, 2009, 02:03 AM
http://www.youtube.com/watch?v=_L6AfH4VqpE (http://www.youtube.com/watch?v=od8Pe2_w2rA)
_L6AfH4VqpE
Master Chief's epic jump
Models by Bungie
Textures by Bungie
Materials by HDoan
Con
August 7th, 2009, 02:26 AM
It's like that one FRain made
rossmum
August 7th, 2009, 07:54 AM
I wouldn't mind hooking you up with the model, I know I'm doing shit wrong, since this is probably the first vehicle model I've tried to do since this (http://hce.halomaps.org/index.cfm?fid=3184).
I'll probably try it again too, just because I fucking love this tank.
...and jesus christ ross, could have just said King Tiger!
http://i93.photobucket.com/albums/l42/selentic/Models/tankin-1.jpg
I like how the turret, side armor, and treads came out, but I absolutely hate my lack of details, and the details I made.
Might redo this again just for shits though.
engine decking looks whack and the side armour is too thick where you have the towing eyelets, plus your driver and idler cogs look no different to the road wheels which is a huge whoops
i'm still only partway through uploading all my refs and am taking a break for now but expect scale 3-views of it up within the next day or two
Hunter
August 7th, 2009, 09:19 AM
@HDoan, the banshee seems to move a lot slower than the cheif when he is in the air which seems stupid, you want him to jump before the banshee not next to it.
Because the banshee then seems to pickup a lot of speed, it would splat him.
So;
1. Speed the banshee up.
2. Make cheif jump a lot sooner.
3. Have the banshee move faster than the cheif during the slow mo effect.
Sel
August 7th, 2009, 03:18 PM
plus your driver and idler cogs look no different to the road wheels which is a huge whoops
That was on purpose, I wasn't able to figure out how to model the front and back things lmao.
For now I'm not going to change the model, I'm gonna give skinning it a try, and for simplicities sake I'll keep it like that for now.
I'll redo the model entirely later on though.
Hunter
August 7th, 2009, 08:35 PM
Iza bit fuxed.
http://i58.photobucket.com/albums/g268/martynball/unwrapping_problem.jpg
What do I do? :( There isnt enough room for the red and blue parts...
Thinking about it, does this make more sense? (http://%5BIMG)
Roostervier
August 7th, 2009, 08:44 PM
dont be afraid to stretch your uvs a little bit. if you get a clean bake and proper texture made for it, no one will notice anyway
DEElekgolo
August 7th, 2009, 08:48 PM
http://img12.imageshack.us/img12/4431/16784023.jpg
Like this.
Hunter
August 7th, 2009, 08:53 PM
I will make it like the 2nd image I posted - Like DEE's above - because it makes more sense and easier to texture. Cheers :) I might bake this as well, seems simple.
Another question, if I open a max 8 scene in max 2010 can I still open it in max 8?
Roostervier
August 7th, 2009, 09:01 PM
that all depends on whether or not you save it
Hunter
August 7th, 2009, 09:32 PM
So if I save it in max 2010 max 8 won't open it? :( Looks like I am using bluestreek :/
IceCube
August 7th, 2009, 09:55 PM
Ill narrow it down for you:
3ds max 7>3ds max 8>3ds max 2008>3ds max 2009><3ds max 2010
Im not really sure if 3ds max 2009 and 2010 are interchangable, but I kind of doubt it.
basicly, if you save in a higher version, it will give you a error in a low max version. Simple solution is saving it as a .3ds or .obj. :)
DEElekgolo
August 7th, 2009, 09:58 PM
Or use .fbx, which is best.
Hunter
August 7th, 2009, 10:16 PM
:( okay, cheers /offtopic :P
Hunter
August 7th, 2009, 11:52 PM
2712 Triangles, unwrapped and ready for texturing, unwrap might need a bit of tweeking though.
http://i58.photobucket.com/albums/g268/martynball/SMG_Unwrap.jpg
http://i58.photobucket.com/albums/g268/martynball/unwrap_smg_odst.jpg
Ki11a_FTW
August 8th, 2009, 12:18 AM
looks good to me
Advancebo
August 8th, 2009, 12:20 AM
Or use .fbx, which is best.
3ds Max 8 doesnt have support for the newest FBX versions.
DEElekgolo
August 8th, 2009, 12:25 AM
Then don't use 3ds max 8. :/
il Duce Primo
August 8th, 2009, 12:45 AM
It might be more usefull to unwrap the attachments on a seperate smaller bitmap if you wanted to have a second version without all the attachments.
Ki11a_FTW
August 8th, 2009, 01:16 AM
Then don't use 3ds max 8. :/
3ds max 8 = best of them all, thx.
Also, 2010 is decent to :realsmug:
Terror(NO)More
August 8th, 2009, 02:47 AM
I agree with Killa. And nom! nom!! nom!!! Soz?
http://img522.imageshack.us/img522/2301/cardboardboxclosed.jpg
MetKiller Joe
August 8th, 2009, 06:35 AM
2712 Triangles, unwrapped and ready for texturing, unwrap might need a bit of tweeking though.
*UVs*
http://img40.imageshack.us/img40/4940/guncrit.gif
Hunter
August 8th, 2009, 07:18 AM
@Il Duce Primo, that is actually a good idea.
@Joe, the seems in the middle is due to unwrapping half of it and then mirroring it, none of those parts sre actually stretched. Also I am sure the blue part is not skewed because it is a flat object and would be hard to fuck up Lol.
Edit:
http://i58.photobucket.com/albums/g268/martynball/unwrap_smg_odst3.jpg
Ignore the parts which have fuxed up colors, that is because overlapping parts which are intensional.
http://i58.photobucket.com/albums/g268/martynball/SMG_Unwrap2.jpg
http://i58.photobucket.com/albums/g268/martynball/SMG_Unwrap3.jpg
All the same unwrap.
DEElekgolo
August 8th, 2009, 11:51 AM
Since the gun is pretty symmetrical, most of those parts can be "butterfly" unwrapped. And when you are unwrapping the cylinders, have the seem be on the bottom most edge.
Hunter
August 8th, 2009, 12:09 PM
I was butterfly unwrapping untill I realised it would look weird when textured as the grains of the abse texture would be going in different directions... so on the edges of some parts where it is chamfered abit it would look wrong.
Also if the person who textures it decides to add a bit of shine to it with the burn and dodge tool then they can just put on long stroke on the edge if it isnt butterfly unwrapped.
FireScythe
August 8th, 2009, 01:04 PM
Figure with all this UV talking going round i'll show my tanks, see what people think :). Textures WIP obviously.
Tank as it is now:
http://i362.photobucket.com/albums/oo66/TheFieryScythe/tank01.jpg
http://i362.photobucket.com/albums/oo66/TheFieryScythe/tank01wire.jpg
http://i362.photobucket.com/albums/oo66/TheFieryScythe/tank01checker.jpg
http://i362.photobucket.com/albums/oo66/TheFieryScythe/tank02.jpg
http://i362.photobucket.com/albums/oo66/TheFieryScythe/tank02wire.jpg
http://i362.photobucket.com/albums/oo66/TheFieryScythe/tank02checker.jpg
UV's
http://i362.photobucket.com/albums/oo66/TheFieryScythe/hovertankUV.jpg
Hunter
August 8th, 2009, 01:12 PM
That looks awesome, nice unwrap as well. I love the model.
samnwck
August 9th, 2009, 06:35 AM
Just something basic right now, nothing special, hopefully the nudity is tasteful, if not ill be glad to take it down but anyways, mostly looking for crit on pose and the overall dimensions of him, if anything looks awkward feel free to let me know.
http://i129.photobucket.com/albums/p236/samnwck/african.jpg
BobtheGreatII
August 9th, 2009, 04:52 PM
Ear looks too far back, but I could just be crazy.
Futzy
August 9th, 2009, 09:43 PM
I think Bacon likes it how it is, but more peoples opinions couldn't hurt.
(Warning large image - 5mb)
http://derek.pepness.net/Modacon/modaconhuge.png
klange
August 9th, 2009, 09:45 PM
I think Bacon likes it how it is, but more peoples opinions couldn't hurt.
(Warning large image - 5mb)
http://derek.pepness.net/Modacon/modaconhuge.png
And for those interested, yes, there will be an announcement for this on Modacity. I only have the private invitation typed up, though.
kid908
August 9th, 2009, 11:48 PM
C&C. Sorry about the very noticeable crisp edges at some parts. My comp can't handle rendering the whole thing in one go so I had to render it in 4 separate parts and shop them together. I wasn't going to render it until I finished the hull, but I spent the whole day backing up files and decided that my comp was going to multi-task.
The majority of the center area is done only a few more details to get done.
I'm still deciding whether or not to make the "mesh like fencing," I really don't know the actual term, actual tris or just texture it in.
http://img38.imageshack.us/img38/930/blaster.jpg
Reaper Man
August 9th, 2009, 11:54 PM
And for those interested, yes, there will be an announcement for this on Modacity. I only have the private invitation typed up, though.
So, all the mods are invited right :-3
BobtheGreatII
August 9th, 2009, 11:57 PM
So, all the mods are invited right :-3
Of course not. :-3
Oh wai-
samnwck
August 10th, 2009, 06:18 AM
Well this is him colored and shaded/highlighted. Comments and criticism graciously accepted. I'm really trying to get my poses perfect and lifelike. And ear fix coming soon bobby(no i haven't forgotten, and if you're squeamish to the slightest amount of nudity, do not click below.)
http://i129.photobucket.com/albums/p236/samnwck/african2.jpg?t=1249899457
Hunter
August 10th, 2009, 09:34 PM
:O Baking worked... Well. It looks like shit because I did the cage shit because ti was just a quick test. But look, basic normals working :P
http://i58.photobucket.com/albums/g268/martynball/Baked_Silenced_MAgnum_1.jpg
Malloy
August 10th, 2009, 09:48 PM
rofl nice... I remember when i got my first botched one working I was so happy.
IceCube
August 10th, 2009, 09:57 PM
I think you are doing the process with 3ds max with the cage and all? I don't want to stop you from doing that, because sometimes its better to know how to do it in various different ways, but xnormals already sets the cage and everything. Maybe you already know about it, but just saying. It helps alot. Imo of course. ;)
Hunter
August 10th, 2009, 10:06 PM
I will look into this xnormals thing because you have mentioned it afew times Lol.
legionaire45
August 10th, 2009, 10:25 PM
Not sure what you are doing to make it look like that, but if you are using the default cage that it makes for you, don't.
Reset the cage and manually expand it out a very tiny bit - you want it as close as possible to the HP model without the cage intersecting any of it. Basically, expand it out a tiny bit so that it covers most of the HP and for the parts where it is intersecting, select the vertices for that part of the cage and manually expand them out.
Also, if you are using more than one smoothing group on the low poly model, give the entire gun a single smoothing group. If you have smoothing errors than fix them and try again.
If you haven't already watched it, that one AK47 tutorial that someone posted a while ago probably covers baking out decent normal maps - if not, check the thread where I linked you to a million things.
Disaster
August 10th, 2009, 10:28 PM
Make sure your low poly has all the same smoothing group when baking as well if your unwrap doesn't have a different island for each smoothing group change.
neuro
August 11th, 2009, 10:39 AM
split your smoothing groups according to your UV's
(if there's a UV seam, make sure there's a smoothing-seam as well)
also, dont use Xnormal, or any other bullshitp program that lets you pull magic stuff out of your ass all you need are max and photoshop, and if you actually KNOW what you're doing, you can use crazybump as well. anything else is completely obsolete and only shittifies our workflow in general.
Llama Juice
August 11th, 2009, 12:01 PM
Workin on a pitch for a space shooter descent style game. Here's some quick concepts I threw together to show the good (first image) and the bad (second image) ships.
http://img156.imageshack.us/img156/8708/goodship.png
http://img195.imageshack.us/img195/1078/badship.png
The other artist for our team said not to shade them, he was even iffy in wanting to add any color... but I think they look even more horribly unfinished without any color.
rossmum
August 11th, 2009, 01:50 PM
The second one's not really that great, but honestly it far surpasses the first one. The first is just a nondescript blob. Design it with a purpose in mind, and shape it accordingly.
Malloy
August 11th, 2009, 07:52 PM
I think you are doing the process with 3ds max with the cage and all? I don't want to stop you from doing that, because sometimes its better to know how to do it in various different ways, but xnormals already sets the cage and everything. Maybe you already know about it, but just saying. It helps alot. Imo of course. ;)
Its better to learn something authentically than to rely on an application, Xnormals is for lazy people who dont enjoy the self satisfaction of a good bake :P
DEElekgolo
August 11th, 2009, 07:53 PM
Its better to learn something authentically than to rely on an application, Xnormals is for lazy people who dont enjoy the self satisfaction of a good bake :P
ye
There is enough tutorials and videos out there on how to bake correctly.
Roostervier
August 11th, 2009, 09:04 PM
Are you honestly ragging on an app that some people find easier to use? As long as the quality of the bakes are the same, what does it matter? It honestly sounds like you two (dee and malloy) have no idea what you're talking about, because it's not like you can do a "fake" bake. Using xNormal, maya, or any other kind of program (which can bake) is just as legitimate of a way to go about baking as using 3ds max.
IceCube
August 11th, 2009, 09:04 PM
If you guys learn to read, I said its good to learn to do it the hard way. Xnormals does the job faster and just as good. It hasnt failed me yet. There is nothing wrong with using xnormals. Its for people who know how to do it the other way, and dont need/care about spending time on something they dont have to.
Malloy
August 11th, 2009, 09:36 PM
If you guys learn to read, I said its good to learn to do it the hard way. Xnormals does the job faster and just as good. It hasnt failed me yet. There is nothing wrong with using xnormals. Its for people who know how to do it the other way, and dont need/care about spending time on something they dont have to.
you should always care dude, also my previous post was relayed for Hunter not a personal attack on your own habits.
@ Hunter i'd highly recommend sticking to the authentic method as 1) its more satisfying getting a legit result 2) doing it the authentic way just gives you so much more experience n shit. becomes a second nature you probs understand.
IceCube
August 11th, 2009, 09:39 PM
how is it authentic? One way requires more steps and an application. The other method, requires less steps and an application. Care to explain how it helps make work more authentic? (just wondering, because it doesn't make any sense).
Roostervier
August 11th, 2009, 09:48 PM
Malloy, you don't know what you're talking about. As for this conversation, it stops here. No use in fighting, no one's going to budge.
Malloy
August 11th, 2009, 09:59 PM
When using the word 'authentic' I was referring to the genuine 3dsmax method of baking. Also telling someone that they dont know what they're talking about doesnt make it true, only incinuates that you are a bias contributor to the discussion at hand. This will be my last post on the matter unless provoked, was just trying to sway Hunter into learning the 'genuine' way effectively before using Xnormals.
get over it "k thx bai". So to speak.
SnaFuBAR
August 11th, 2009, 10:03 PM
When using the word 'authentic' I was referring to the genuine 3dsmax method of baking. Also telling someone that they dont know what they're talking about doesnt make it true, only incinuates that you are a bias contributor to the discussion at hand. This will be my last post on the matter unless provoked, was just trying to sway Hunter into learning the 'genuine' way effectively before using Xnormals.
get over it "k thx bai". So to speak.
oh god, the irony in this post, i love it.
E: as for you, malloy, when a section mod tells you to discontinue, you do it. Next time will result in an infraction. Next post better assuage me.
Hunter
August 11th, 2009, 10:18 PM
Think I will learn the hard way then. I did not realise that xnormals was a application which does it automatically for you. I do not really like programs like that.
I prefer manually making things, better results and more control.
Cagerrin
August 12th, 2009, 12:33 AM
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/hammerlance_fp_not_proper_origins.jpg
Not done yet(missing handguard), and the origin is waaay horrible/temporary, but I think I've figured out a fairly easy method of building models of Pimp My Gun creations.
Also just realized that I fucked up smoothing on something again. :suicide:
Ki11a_FTW
August 12th, 2009, 12:41 AM
i actually kind of like it, gj!
Heathen
August 12th, 2009, 01:27 AM
welp I think its ugly really.
Pretty boring.
But its got no textures so :/
Maybe in time.
Hunter
August 12th, 2009, 11:24 AM
http://i58.photobucket.com/albums/g268/martynball/newclip_odst_pistol.jpg
Does that clip more interesting and better than normal flat one, and is it worth the extra polys? The "bullets" are cylinders with open ends and have 4 sides.
This raises the pistol up to 2584 triangles. Doesn't really make sense how the thing that pushes the ammo up is at the top though and there is still ammo into the clip Lol.
legionaire45
August 12th, 2009, 03:44 PM
Looks better, although you may want to have a bullet at the top for the final model.
Maybe replace the bottom of the mag with a magazine extension (http://www.atlantictactical.com/mmCATALOG/Images/glock-magazine-extension.jpg) so it looks a bit more interesting? The basic magazine bottom design that Bungie uses looks terribly boring :<.
Advancebo
August 12th, 2009, 03:52 PM
For the lolz
http://www.youtube.com/watch?v=W226xCIcLG4&fmt=18
IceCube
August 12th, 2009, 04:13 PM
For the lolz
http://www.youtube.com/watch?v=W226xCIcLG4&fmt=18
That made me laugh!~ :neckbeard:
kid908
August 12th, 2009, 04:47 PM
@Hunter: you can just texture and norm-map the bullets on. The odds of it being seem is very low, even if reloading. It's really not worth it, but the top half of a bullet on the top of the mag is always a good idea.
Hunter
August 12th, 2009, 06:07 PM
That is a stupid idea because of the amount of depth that it should actually have, don't you think I have thought of texturing the bullets in already? If the details didnt have as much depth then I would. But texturing that in would just look stupid.
PenGuin1362
August 12th, 2009, 06:16 PM
Bullets could easily only be a small section of cylinder, not the whole thing, the only bullet that would need the most faces is the one on top, the others only need enough faces as to what will be seen, also you only need at most about 3 or 4 sides for each bullet, and for the hole in the mag, you could easily do with an alpha map. Putting to much detail into that is just wasting resources which could be applied somewhere else that would be more aesthetically pleasing, especially because these details will only be seen in a brief sequence.
Hunter
August 12th, 2009, 09:09 PM
I agree with you on the hole in the clip, but the only thing I hate with doing that is that the hole would make the clip material look paper thin if you see it for a while.
I could add some different details instead which may make it look more interesting.
kid908
August 12th, 2009, 09:20 PM
depending on how extended the clip is from the bottom of the gun and the fp gun placement, the paper thing wouldn't really matter since you'll only see it during reload which is less than 3 second at most if the mag isn't extruding from the bottom or isn't seem.
It's a very low visible area. maybe adding details where they're more visible.
killer9856
August 12th, 2009, 10:29 PM
Im probably going to be making a UT3 map, so I decided just to touch up on the rock modeling. It isn't very good in my opinion, but that's me.
http://i148.photobucket.com/albums/s15/SAH1R/BREATHINGINSULFAR.jpg
http://i148.photobucket.com/albums/s15/SAH1R/THEROTHBOYSINDABUILIDNTONIGHT.jpg
I learned vertex blending too :iamafag:
Hunter
August 12th, 2009, 10:47 PM
depending on how extended the clip is from the bottom of the gun and the fp gun placement, the paper thing wouldn't really matter since you'll only see it during reload which is less than 3 second at most if the mag isn't extruding from the bottom or isn't seem.
It's a very low visible area. maybe adding details where they're more visible.
I am fussy with things like that Lol. if I see paper thin metal because alpha maps then I don't like it. Like I said, I am going to try something else.
Also, I made a lamp-post :/
http://i58.photobucket.com/albums/g268/martynball/lamppost_1.jpg
Bastinka
August 12th, 2009, 10:50 PM
Cute, but I personally think it's a bit overdone. Either way nice concept just the lights look a bit pointy.
killer9856
August 12th, 2009, 10:52 PM
pretty neat.
Cagerrin
August 13th, 2009, 12:03 AM
Well, I think I've got the model done-ish(still trying to fix a few smoothing errors and such). Now to figure out if I suck at skinning or not. =/
http://www.majhost.com/gallery/TalonX/randomstuff/WIP/hammerlance_actually_kinda_good_shiny.jpg
SnaFuBAR
August 13th, 2009, 02:42 AM
http://i58.photobucket.com/albums/g268/martynball/newclip_odst_pistol.jpg
Doesn't really make sense how the thing that pushes the ammo up is at the top though and there is still ammo into the clip Lol.
:lolugh: either lose the bullets in the mag or lose the magazine follower on the top and add a modeled bullet there.
NuggetWarmer
August 13th, 2009, 05:59 AM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/PlasmapistolH3H1.png
SPACE RAYZ
Advancebo
August 13th, 2009, 06:24 AM
I am fussy with things like that Lol. if I see paper thin metal because alpha maps then I don't like it. Like I said, I am going to try something else.
Also, I made a lamp-post :/
http://i58.photobucket.com/albums/g268/martynball/lamppost_1.jpg
Im guessing its based off the ones in Halo 3's The Storm?
Hunter
August 13th, 2009, 09:20 AM
Yup ^
And I will lose the bullets Snaf.
Saggy
August 13th, 2009, 07:03 PM
http://img39.imageshack.us/img39/5821/scoobydoo.png
Click for lolhuge... (http://img39.imageshack.us/img39/5821/scoobydoo.png)
Working on a vector of Scooby-Doo. This is my first time using illustrator and I'm doing this to help me get familiar with the pen tool and all it's functions. I Will be adding color in soon, btw. Was just wondering on what parts of the outline I should fix, if at all. I think now that looking at it some more, the right side ear could use some fixing up, as well as the eyes.
Futzy
August 13th, 2009, 07:15 PM
Maybe it will look better when you color it in, but I think it would be best to use the offset tool to make your strokes rather than basic line stroke. That way you can round the edges and have better control of the stroke.
Saggy
August 13th, 2009, 09:49 PM
http://img228.imageshack.us/img228/2734/scoobydoocolorsmall.png
Huge Version... (http://img87.imageshack.us/img87/9174/scoobydoocolor.png)
Well, almost done. Just a few more tweaks here and there from what I can see. Would love if someone could point out any errors or pass along some tips. Speaking of which; MrBig, I tried using the offset tool but I couldn't get the results I wanted with it. Of course though, I'll have to play around with it more to get a feel for it and learn how to properly use it (which is pretty straightforward, just not in a "learning mood" atm). Nonetheless, thanks for the tip. I think it's turning out good though, just the way it is.
Llama Juice
August 14th, 2009, 08:10 AM
The bottom of the image where his neck is just looks weird how his neck gets smaller. Makes it look like the rest of him would just be a worm body.
rossmum
August 14th, 2009, 10:11 AM
http://i298.photobucket.com/albums/mm258/rossmumv2/sheet1.jpg
WIP character sheet... not sure if I'm going to shade it or not, some input would be good (sorry about the outlines Snaf, force of habit)
Reaper Man
August 14th, 2009, 12:12 PM
Shade it.
=sw=warlord
August 14th, 2009, 06:57 PM
Working on a custom hunter design.
This one which once done will be designed along the lines of using upgraded covenant technology [hunter has shields in more ways than one]
I've added the hunter to the scene to show the proportions which seem to be all in shape.
Any C&C on the design or other aspects would be greatly appreciated.
http://img134.imageshack.us/img134/6749/rendera.pnghttp://img232.imageshack.us/img232/808/screenhunter02aug142352.jpghttp://img199.imageshack.us/img199/1981/screenhunter01aug142352.jpg
Donut
August 14th, 2009, 08:28 PM
http://i154.photobucket.com/albums/s277/TheKillerDonut/models/saberrender.jpg
2652 triangles. same deal as last time. its for a game, and im looking for crit on my mesh, smoothing, and poly distribution
Ki11a_FTW
August 14th, 2009, 11:51 PM
it looks good, but when you put it in the game, you could reduce the amount of polys on the grib area, since there is going to be a hand there
Donut
August 15th, 2009, 02:24 AM
i plan to have the whole weapon used in the first person animations, so unless youre talking explicitly about the part where the hand will be, youre going to see everything in the anims, including that bottom bulb part
Roostervier
August 15th, 2009, 12:04 PM
2.6k tris is fine for a first person model. In fact, it's good for a third person model in some cases. I wouldn't worry about reducing the tris, personally.
Llama Juice
August 15th, 2009, 12:44 PM
spheres are useless in games, the amount of polys for the effect is just silly.
Grab a box, smooth it two/three times. You'll get the same effect.... tons easier to UV too.
Advancebo
August 16th, 2009, 02:17 AM
New set of screenshot textures, v2. v1 can be downloaded here: http://hce.halomaps.org/index.cfm?fid=4129
http://i218.photobucket.com/albums/cc292/Advancebo/h3textures1.jpg
http://i218.photobucket.com/albums/cc292/Advancebo/h3textures2.jpg
http://i218.photobucket.com/albums/cc292/Advancebo/h3textures3.jpg
http://i218.photobucket.com/albums/cc292/Advancebo/h3textures4.jpg
Originals by Bungie from Halo 3
Screenshotted and Edited by Advancebo
Unlike the old ones, I took time on these to make them the best I can.
More will be shown, then after I make about 5-7, Ill release the v2 pack.
Con
August 16th, 2009, 02:57 AM
Remove the green colour cast unless it's meant to be like that, which I doubt
Donut
August 16th, 2009, 03:10 AM
spheres are useless in games, the amount of polys for the effect is just silly.
Grab a box, smooth it two/three times. You'll get the same effect.... tons easier to UV too.
the thing is that the hemisphere is perfectly symmetrical and achieves the rounded belguard effect i was going for. normally i would do what you suggested, or use a geosphere, but in this case i figured the quads would make the smoothing, mesh, and general appearance better.
also as far as UV mapping is concerned, i could unwrap this myself. and im horrible with uvws. i would just select the whole top and flatten it out on the UV template.
Heathen
August 16th, 2009, 04:37 AM
http://i298.photobucket.com/albums/mm258/rossmumv2/sheet1.jpg
WIP character sheet... not sure if I'm going to shade it or not, some input would be good (sorry about the outlines Snaf, force of habit)
Or play it off and say its "white noise" from the Venture Bros.
Advancebo
August 16th, 2009, 01:30 PM
Remove the green colour cast unless it's meant to be like that, which I doubt
Wha?
Saggy
August 16th, 2009, 08:26 PM
http://img80.imageshack.us/img80/2052/scoobydoopretty.png
Almost done, just a few more tweaks. I fixed the neck a bit 9thnx for the tip LlammaJuice) and added the collar which makes him looks less slender. Note that the background was just for contrast and may not be in final image, but it does sort of fit with the Scooby-Doo time era.
kid908
August 16th, 2009, 09:09 PM
:iamafag: I like the background.
Fix the dog tag a bit so it's not so flat, and I guess it's done.
Con
August 16th, 2009, 09:46 PM
Wha?
http://en.wikipedia.org/wiki/Colour_cast
The floor looks too green. You can remove this using curves.
BobtheGreatII
August 17th, 2009, 12:08 AM
http://en.wikipedia.org/wiki/Colour_cast
The floor looks too green. You can remove this using curves.
I feel like I'm always learning somehting on this website. :ohdear:
Advancebo
August 18th, 2009, 06:22 AM
Done a few more
http://i218.photobucket.com/albums/cc292/Advancebo/h3textures5.jpg
Futzy
August 18th, 2009, 04:24 PM
http://img12.imageshack.us/img12/1108/niggerded.png
First attempt at this kind of thing. Once DEE stops play gmod he can help me fix it up.
Vectors done in photoshop and then exported to 3ds max.
e:
http://img34.imageshack.us/img34/861/wongdongs.png
Advancebo
August 18th, 2009, 05:27 PM
What is it? Simon says?
Made custom signs:
Arrow was vectored by MrBig/AVPdragon
http://i218.photobucket.com/albums/cc292/Advancebo/h3textures6.jpg
Roostervier
August 18th, 2009, 08:22 PM
I honestly have to ask, why do you make screenshot textures instead of remakes from scratch or something?
BobtheGreatII
August 18th, 2009, 08:37 PM
I honestly have to ask, why do you make screenshot textures instead of remakes from scratch or something?
Easier?
Advancebo
August 18th, 2009, 08:37 PM
Because I cant texture for shiz.
Hunter
August 18th, 2009, 09:00 PM
Seriously though Advancebo, fuck all of these screen capped textures of from this thread... because why would you need crit for bungies work? Apart from the Hue and Saturation levels and stuff...
You show concentrate on learning to texture instead of spending your time take pictures... it is just pointless and stupid. If you want to waste your time then find, just don't post them here.
I am not dissing you by the way, I am just telling you what is what. The screen caps look decent but your time could be spent elsewere.
paladin
August 18th, 2009, 09:32 PM
Also, some of your offsets are horrible. 50% of the tiled textures have bad seams. Nice try though.
Futzy
August 19th, 2009, 04:06 AM
http://img9.imageshack.us/img9/8017/rockurdock.jpg
Model by DEE. I'm painting it in Mudbox, first time doing something like that.
Desaturated for now, but Mudbox can do some really amazing stuff with textures.
Just a random rock.
It's 4 am and I'm finally going to bed.
Advancebo
August 19th, 2009, 06:07 AM
Seriously though Advancebo, fuck all of these screen capped textures of from this thread... because why would you need crit for bungies work? Apart from the Hue and Saturation levels and stuff...
You show concentrate on learning to texture instead of spending your time take pictures... it is just pointless and stupid. If you want to waste your time then find, just don't post them here.
I am not dissing you by the way, I am just telling you what is what. The screen caps look decent but your time could be spent elsewere.
By editing screenshot/textures, I am at the same time learning to make textures. And using techniques from editing to create new textures.
legionaire45
August 19th, 2009, 06:09 AM
By editing screenshot/textures, I am at the same time learning to make textures. And using techniques from editing to create new textures.
No, you really aren't.
Suck it up and go learn to make textures. There are tutorials on getting started everywhere on the internet. Spend two seconds on google and you will find them. Check the studio resources thread as well. That has some stuff too.
Advancebo
August 19th, 2009, 06:29 AM
I did learn, and it didnt come out great. Im sticking with modeling mostly, not really efforted to learn to texture.
rossmum
August 19th, 2009, 06:39 AM
I did learn, and it didnt come out great. Im sticking with modeling mostly, not really efforted to learn to texture.
Then you didn't try hard enough. Stop making excuses, and don't bother showing work that isn't yours. Editing a screenshot to fit a basic UV doesn't count as being your own work.
Spartan094
August 19th, 2009, 09:49 AM
Shaders v2
http://screenshot.xfire.com/screenshot/natural/c87352c53a1109414b541b5830dfa1130e5c6487.png
http://screenshot.xfire.com/screenshot/natural/215011053cfb603cca418f1be2a710282adbc90d.png
http://screenshot.xfire.com/screenshot/natural/5d933a58b0e5ef7bbd324c1c29498efdbdae49cb.png
Cons? Pros?
I think I should tone down the shininess.
I redid the main bitmap (default mark vi) and made the rubber darker and changed the multi abit.
MetKiller Joe
August 19th, 2009, 11:13 AM
As you said, I would make the shader a little less shiny, but I would also tone down the black lines (for example, the knee cap) just a tad; for me, it is too much contrast. Its getting there, though.
FRain
August 19th, 2009, 11:18 AM
I did learn, and it didnt come out great. Im sticking with modeling mostly, not really efforted to learn to texture.
I learned to do basic texturing/skinning by repeatedly fucking up about 8 times until something came out decent and telling myself "that's not good, I have to do better". And, other than from tips fron Dane and Con, I really didn't watch or read any tutorials to learn.
Spartan094
August 19th, 2009, 11:32 AM
As you said, I would make the shader a little less shiny, but I would also tone down the black lines (for example, the knee cap) just a tad; for me, it is too much contrast. Its getting there, though.
lol, you probably might know that I did turn down the black lines alot from my previous v1 shaders. Well time for some adobe photoshopping! Thanks.
Newbkilla
August 19th, 2009, 12:27 PM
http://img9.imageshack.us/img9/8017/rockurdock.jpg
Model by DEE. I'm painting it in Mudbox, first time doing something like that.
Desaturated for now, but Mudbox can do some really amazing stuff with textures.
Just a random rock.
It's 4 am and I'm finally going to bed.
No offence, but that looks like a huge turd.
Pooky
August 19th, 2009, 12:30 PM
Shaders v2
Cons? Pros?
I think I should tone down the shininess.
I redid the main bitmap (default mark vi) and made the rubber darker and changed the multi abit.
Looks like cheap plastic, or a badly painted action figure. Keep in mind this is a soldier's armour. It should be very dull, no one wants to be shiny in a gunfight :S
Futzy
August 19th, 2009, 12:33 PM
No offence, but that looks like a huge turd.
That's what I told DEE.
DEElekgolo
August 19th, 2009, 12:55 PM
Why isn't the normal map on it? :/
http://img15.imageshack.us/img15/2258/12839272.png
Rob Oplawar
August 19th, 2009, 02:33 PM
That doesn't look like any rock I've ever seen. What sort of rock erodes a uniformly deep trench all over through an otherwise smooth polished, roughly spherical surface?
=sw=warlord
August 19th, 2009, 02:40 PM
That doesn't look like any rock I've ever seen. What sort of rock erodes a uniformly deep trench all over through an otherwise smooth polished, roughly spherical surface?
I've seen plenty of stones look simular some even have holes eroded on them leaving them in a o shape.
Advancebo
August 19th, 2009, 02:55 PM
I learned to do basic texturing/skinning by repeatedly fucking up about 8 times until something came out decent and telling myself "that's not good, I have to do better". And, other than from tips fron Dane and Con, I really didn't watch or read any tutorials to learn.
I dont really have contact with them :\
ODX
August 19th, 2009, 04:02 PM
I dont really have contact with them :\Then fine someone else, Con and Dane aren't the only two texture artists in the community. (Well, what ever happened to Dane, actually?)
NuggetWarmer
August 19th, 2009, 05:33 PM
That doesn't look like any rock I've ever seen. What sort of rock erodes a uniformly deep trench all over through an otherwise smooth polished, roughly spherical surface?
deathstar
Roostervier
August 19th, 2009, 07:24 PM
Then fine someone else, Con and Dane aren't the only two texture artists in the community. (Well, what ever happened to Dane, actually?)Dane is permabanned. And I agree with rob. Your rock makes no sense.
NuggetWarmer
August 20th, 2009, 04:46 AM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/OpposingForceC4-3.png
Made for Operation Black Mesa.
Higuy
August 20th, 2009, 11:11 AM
Looks nice, though I thought the Black Mesa project was dead..?
NuggetWarmer
August 20th, 2009, 11:20 AM
What?
Higuy
August 20th, 2009, 11:43 AM
What?
For this?
http://www.blackmesasource.com/
I thought they stopped working on that a while ago.
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