PDA

View Full Version : Quick-Crit 2008-2009



Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 [24] 25 26

English Mobster
November 4th, 2009, 09:14 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/westgatenormal.jpg
Any better at all? :p

teh lag
November 4th, 2009, 09:15 PM
The campaign color is actually the halo 3 retail color values that delta4097 gave me, even so I think I should brighten it up abit. And the visors, which one are you talking about, 1st pic or 2nd? since the 2nd picture is old and the 1st picture is the most recent

In both I feel that the visors' colors are too muted.

Llama Juice
November 5th, 2009, 12:47 AM
Youtube is hating me right now

http://www.llamajuice.com/img/youtube%20hates%20me.JPG

So I have to post a link to this, rather than being able to embed it....

It's a WIP idle/death animation for the cybermech enemy in my game.
.........vv....................................... ..vvvvvvvv
If the AVI (http://www.llamajuice.com/videos/DeathAnimTest.avi) doesn't work for ye, try the quicktime (http://www.llamajuice.com/videos/DeathAnimTest.MOV)
.........^^....................................... .^^^^^^

SnaFuBAR
November 5th, 2009, 01:46 AM
Looks a lot better, Jay, now make your storefront a lot less boring ok?

Hunter
November 5th, 2009, 07:30 AM
I am scraping that concept i was modelling becase it was a pile of shit, a newbi could of done better in fucking Google Sketchup :/

Let me fill you all in on my situation. I think I am suffering from depresion, or something like that, fuck knows. I just have loads of fucked thoughs and random shit running through me when I think.

Well, basically that means that I cant concentrate much, I have tryed to redesign the weapon in my mind. I can see it in my head, and it looks fucking amazing.. but i can only see bits of it lol, so sometime I will attempt to draw it and fit it together, I am sure you all would be imressed if I managed to get it 3d as it should it the Halo style nicley.

-Moblie post-

mech
November 5th, 2009, 08:17 AM
Sounds like ADHD to me.

http://img36.imageshack.us/img36/9065/westgatenormal.jpg

Keep that piece, get rid of the rest, it's terrible.

n00ber
November 5th, 2009, 12:36 PM
Try modeling something from a reference picture. Try modeling this flashlight.

http://img200.imageshack.us/img200/1641/14075g1.jpg

Your call, either the left or the right one.


http://img149.imageshack.us/img149/1153/flashlight.jpg

Llama Juice
November 5th, 2009, 01:27 PM
Proportionally a few things are a bit off. The button size seems a bit small, but that might be because you ignored how the handle gets skinnier past the textured part of the grip. You also ignored the lip where the lamp goes inward where the light comes out.

The point was, that when you have a reference image your work will turn out a ton better... which it did. Before you start on any project do some research and find a few images of what you want to model. Try your hardest to steer away from taking reference images from games because when you do most novice artists will stop at the detail level that the original artist stopped at.

I chose to give you the flashlight because it is a simple shape, just a series of extrudes.. but I wanted you to pay attention to certain things and was wondering if you'd attack the grip or not. I'm disappointed that you ignored it, but it's also something that'd jack the poly count WAY up.

I'd like to see you attempt the grip, just to see how you'd go about doing it. With the proper setup you could make that grip in about four minutes, but I want to see you go through it and post your results.

n00ber
November 5th, 2009, 01:42 PM
I'd like to see you attempt the grip, just to see how you'd go about doing it. With the proper setup you could make that grip in about four minutes, but I want to see you go through it and post your results.

i did model the grip, and i was going to bake some normal maps, but max seems to not like it when i try to bake normal maps and the normal map doesnt come out correctly.

mech
November 5th, 2009, 03:57 PM
That's because you're doing it incorrectly.

Darqeness
November 5th, 2009, 05:51 PM
Out of interest I tried exporting a Hammer map file as a .DXF and importing it into 3DS. This is what I got:

http://i79.photobucket.com/albums/j148/Delinquin/Render1.jpg

http://i79.photobucket.com/albums/j148/Delinquin/Render2.jpg
(Ignore that floating block in the corner, I used it to shape the windows and door)


Imported brushes perfectly except that all the faces had to be flipped. Materials and props aren't exported. It's definitely not the way to go if you're going for poly optimisation; this scene is just over 1500 polys alone (in case you're unaware, Hammer uses brush(block) based geometry). If I wanted to I could probably go back and recreate all the faces/delete unnecessary faces and see how many polys it is then.

Not really looking for crit, just thought it would be interesting.

English Mobster
November 5th, 2009, 06:07 PM
Hello, hello.
I've been looking into remaking some TF2 maps in a Halo style (more toying around with the idea) and sticking them into H1 (Ex. one of the maps I was thinking about was taking Dustbowl and completely remodeling it into a UNSC outpost in Siberia, while retaining the same shape and gameplay and sticking it into H1).
How'd you find that? Any plugins needed?

Darqeness
November 5th, 2009, 06:14 PM
No plugins needed, Hammer can export as a DXF from the file menu and then 3DS can easily import the DXF. Easy as. Mind you if you wanted to import a fully developed map like dustbowl you'd have to do some major tweaking in hammer. You'd have to remove the various trigger and clip volumes. A lot of props are used aswell and they won't transfer over. You'd get the basic geometry brushes and I'm not sure if displacements will transfer.

E: Actually if you fixed up the faces it could be suitable for Halo, I just quickly imported a Spartan model and the scales match up pretty closely:

http://i79.photobucket.com/albums/j148/Delinquin/render3.jpg

EE: I'm in the process of importing Dustbowl into Max, completely unedited. So far 25% imported after ~20 minutes. See how this goes...

EEE: Max spat the dummy(read:crashed) at 33%. Basic geometry only...

n00ber
November 5th, 2009, 08:34 PM
http://img256.imageshack.us/img256/2655/lolbarrels.jpg

barrels anyone?

Heathen
November 5th, 2009, 08:41 PM
the tops dont look right.

they should be more like |_______|

English Mobster
November 5th, 2009, 08:44 PM
No plugins needed, Hammer can export as a DXF from the file menu and then 3DS can easily import the DXF. Easy as. Mind you if you wanted to import a fully developed map like dustbowl you'd have to do some major tweaking in hammer. You'd have to remove the various trigger and clip volumes. A lot of props are used aswell and they won't transfer over. You'd get the basic geometry brushes and I'm not sure if displacements will transfer.

E: Actually if you fixed up the faces it could be suitable for Halo, I just quickly imported a Spartan model and the scales match up pretty closely:

http://i79.photobucket.com/albums/j148/Delinquin/render3.jpg

EE: I'm in the process of importing Dustbowl into Max, completely unedited. So far 25% imported after ~20 minutes. See how this goes...

EEE: Max spat the dummy(read:crashed) at 33%. Basic geometry only...
There goes that plan then. :p

Ganon
November 6th, 2009, 12:50 PM
I think you can use crafty to import tf2 maps as well. It only exports as .obj and it normally has flipped triangles everywhere.

mech
November 6th, 2009, 01:09 PM
http://img256.imageshack.us/img256/2655/lolbarrels.jpg

barrels anyone?

They're called drums.
For such a simple model, it's very inaccurate.

n00ber
November 6th, 2009, 01:53 PM
http://img442.imageshack.us/img442/3669/barrels.jpg

someone needs to teach me how to fix these black seams :/



They're called drums.
For such a simple model, it's very inaccurate.


i just looked up metal barrels on google images, than made kinda my own thing from the pics there so whatever

http://www.trendir.com/archives/bristol-and-bath-scale-bathroom-collection.jpg

thats the ref i used for the model, though i ignored the funnal thing on the top

SnaFuBAR
November 6th, 2009, 03:51 PM
those are bathroom sinks and that's the reason the tops look weird.

Disaster
November 6th, 2009, 04:18 PM
:lmao:

Heathen
November 6th, 2009, 04:20 PM
those are bathroom sinks and that's the reason the tops look weird.

oh christ :lmao:

Advancebo
November 6th, 2009, 05:38 PM
http://i218.photobucket.com/albums/cc292/Advancebo/machete.jpg

354 triangles
172 polygons

n00ber
November 6th, 2009, 07:01 PM
those are bathroom sinks and that's the reason the tops look weird.

i knew that :saddowns:

Reaper Man
November 6th, 2009, 10:12 PM
those are bathroom sinks and that's the reason the tops look weird.
Your most useful crit ever :iamafag:

Futzy
November 7th, 2009, 11:19 AM
I'm going to attempt to finish this today
http://img338.imageshack.us/img338/6976/niggin.jpg
still needs correct lighting, depth, vegetation, trees, etc.

http://img509.imageshack.us/img509/9923/sierra117.jpg

killer9856
November 7th, 2009, 11:56 AM
Mountain in the back looks good so far.

Advancebo
November 7th, 2009, 12:10 PM
Looks like Sierra 117 from Halo 3

Futzy
November 7th, 2009, 12:41 PM
Obviously.

SnaFuBAR
November 7th, 2009, 01:45 PM
354 triangles
172 polygons

way too low poly everywhere.

UnevenElefant5
November 7th, 2009, 01:48 PM
He's modelling the Halo 1 Machete so he can put it into an existing gbxmodel of a gun and use the machete as the melee weapon I believe. The gun already has a decent poly count so I think bo's trying to keep the poly count low.

SnaFuBAR
November 7th, 2009, 02:04 PM
Well if that's the case he should say so. AFAIK, you have to match the number of vertices of the original weapon, so making it higher/lower poly wouldn't work.

If he isn't doing that, then it's too low poly.

Advancebo
November 7th, 2009, 02:09 PM
So I should make a little machete, 3382 Tris/1656 Polys and 1802 verts?

SnaFuBAR
November 7th, 2009, 02:25 PM
Having the same number of vertices doesn't translate to the same number of tris/polies. From what i remember you're trying to match the vertice count.

PlasbianX
November 7th, 2009, 04:14 PM
Attempted this (http://gorillaartfare.com/wp-content/uploads/2009/10/rifle2.jpg) and failed miserably... I seem to suck at modelling nowadays.

*Closes 3ds max and gives up*

Here is a render, it looks like shit. Literally...
http://i58.photobucket.com/albums/g268/martynball/l95_1.jpg

Reminds me of the sniper from Tribes: Vengeance
http://www.the-junkyard.net/images/weapons/tvengeance/sniperrifle.jpg

Con
November 7th, 2009, 08:13 PM
They're both ugly.

Advancebo
November 7th, 2009, 08:59 PM
Some WIP map based off that map from Marathon.

http://i218.photobucket.com/albums/cc292/Advancebo/advwip1.png
http://i218.photobucket.com/albums/cc292/Advancebo/advwip2.png
http://i218.photobucket.com/albums/cc292/Advancebo/advwip3.png


Reflex Sight Unwrap:

http://i218.photobucket.com/albums/cc292/Advancebo/reflexsight_uv.jpghttp://i218.photobucket.com/albums/cc292/Advancebo/reflexsight_uvrender.png

Model by me

English Mobster
November 7th, 2009, 11:00 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/westgatenormal-1.jpg
And, because the render doesn't show most of the details for some strange reason:
http://i435.photobucket.com/albums/qq80/Mudkipz47/westgateclay-1.jpg
Also, it seems to me that the render makes my new bitmap look funny as well:
http://i435.photobucket.com/albums/qq80/Mudkipz47/newlovesrest.png

Advancebo
November 7th, 2009, 11:05 PM
Nonplanar errors circled in red:

http://i218.photobucket.com/albums/cc292/Advancebo/nonplanars.jpg

neuro
November 8th, 2009, 04:15 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/derpgun.jpg
(http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/derpgun.jpg)
the result of 3 hours of dicking around a bit.
thought the design looked pretty cool, and decided to go see where i could take it.

Heathen
November 8th, 2009, 04:24 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisordr/stuff/derpgun.jpg
(http://i623.photobucket.com/albums/tt312/Neurolgicaldisorder/stuff/derpgun.jpg)
the result of 3 hours of dicking around a bit.
thought the design looked pretty cool, and decided to go see where i could take it.

sorry hunter, though I doubt you will be offended, but his looks way nicer.

neuro
November 8th, 2009, 12:48 PM
bit of an update:

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/derpgun2.jpg

mech
November 8th, 2009, 01:42 PM
I personally don't like that gun's concept, it has too many hard edges for my liking. It doesn't really make sense either.

n00ber
November 8th, 2009, 02:30 PM
http://img175.imageshack.us/img175/9955/roadbarrier.jpg

lol road barrier.

DEElekgolo
November 8th, 2009, 02:59 PM
Reflex Sight Unwrap:

http://i218.photobucket.com/albums/cc292/Advancebo/reflexsight_uv.jpg
Model by me
http://img130.imageshack.us/img130/8527/fdhafh.png
I re-unwrapped the scope yo.

Advancebo
November 8th, 2009, 03:00 PM
ty yo

Hunter
November 8th, 2009, 03:43 PM
Think I might pack in modelling, I can only seem to copy other models. Will see what happens with this warthog once I bothered to draw some ideas...

Oh, and looked into that ADHD, seems I have it Lol. My mum said she always knew I had it, oh well. Lol.

Llama Juice
November 8th, 2009, 03:54 PM
Think I might pack in modelling, I can only seem to copy other models. Will see what happens with this warthog once I bothered to draw some ideas...

Oh, and looked into that ADHD, seems I have it Lol. My mum said she always knew I had it, oh well. Lol.

Quit being a downer sir.

Ganon
November 8th, 2009, 03:54 PM
Oh, and looked into that ADHD, seems I have it Lol. My mum said she always knew I had it, oh well. Lol.

welp

neuro
November 8th, 2009, 04:23 PM
Think I might pack in modelling, I can only seem to copy other models. Will see what happens with this warthog once I bothered to draw some ideas...

Oh, and looked into that ADHD, seems I have it Lol. My mum said she always knew I had it, oh well. Lol.

suck it up. you're better than most people 'round these parts.

just find some nice concept online, and build it, something NOT halo.
copy from a picture, not from a game.

IceCube
November 8th, 2009, 04:26 PM
bit of an update:

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/derpgun2.jpg

Im going to model again, your awesome. :-3

Hunter
November 8th, 2009, 05:04 PM
I didnt say that because neuro's looks better, because I aint bothered and it obviously will be Lol. I just seem to be incapable of modelling something from a design :/

Llama Juice
November 8th, 2009, 05:36 PM
Take that knife away from your wrist, you sound like a skinny girl screaming about how fat she is, just trying to get others to tell her otherwise.

You know what you're doing with Max, you just get frustrated with stuff that you aren't overly comfortable with.

Best way to get better is to try new stuff, and that's what you're doing. Sure you won't be amazing right away, but you'll rock it soon.

TeeKup
November 8th, 2009, 06:12 PM
Hunter model a Gundam. In fact model this one:

http://www.mahq.net/MECHA/gundam/0083/rx-78gp01-fb.jpg
http://www.gundamofficial.com/worlds/uc/0083/mechanics/images/ms_gp01fb_b.gif

If you can model a clear and accurate Gundam Prototype Unit 1, Full Vernian, then you should be able to model a good number of things. You need some thing to truly test your skill. If you do model this and find that it's easy, I can give you something else.

Horns
November 8th, 2009, 08:02 PM
I didnt say that because neuro's looks better, because I aint bothered and it obviously will be Lol. I just seem to be incapable of modelling something from a design :/

Then model your own design. ;)

BobtheGreatII
November 8th, 2009, 08:21 PM
Hunter model a Gundam. In fact model this one:




If you can model a clear and accurate Gundam Prototype Unit 1, Full Vernian, then you should be able to model a good number of things. You need some thing to truly test your skill. If you do model this and find that it's easy, I can give you something else.

Lol, I almost have the urge to give that a shot. But I would hate to blow your mind. :realsmug:

TeeKup
November 8th, 2009, 10:41 PM
My mind hasn't been blown in 3 years. Try me.

BobtheGreatII
November 8th, 2009, 11:23 PM
My mind hasn't been blown in 3 years. Try me.

I'm not even sure I want to know what happened 3 years ago then. :ohdear:

But I was playing. Doubt I would have time to work on it. Besides, I would rather make an Evangelion first.

Ganon
November 8th, 2009, 11:46 PM
I'm not even sure I want to know what happened 3 years ago then. :ohdear:

But I was playing. Doubt I would have time to work on it. Besides, I would rather make an Evangelion first.

and by evangelion you mean lancelot

http://code-geass.bandai-ent.com/knightmares/images/lancelot1.gif

:saddowns:

TeeKup
November 9th, 2009, 12:34 AM
I'm not even sure I want to know what happened 3 years ago then. :ohdear:

But I was playing. Doubt I would have time to work on it. Besides, I would rather make an Evangelion first.

Do GP01 FB, and the lancelot can go fuck itself.

Heathen
November 9th, 2009, 01:02 AM
and by evangelion you mean lancelot

http://code-geass.bandai-ent.com/knightmares/images/lancelot1.gif

:saddowns:

wtf is that

BobtheGreatII
November 9th, 2009, 01:06 AM
Code Geass sucks... 'nuff said.

Llama Juice
November 9th, 2009, 01:44 AM
I remember when this thread was about art, not faggoty robots.

That being said... I'm working on a WWII ambulance... haven't had much time to play with it though.

http://www.llamajuice.com/img/Ambulance01.png

Ignore my awesome mirror line.

Ganon
November 9th, 2009, 01:55 AM
the bend that connects the windshield to the top of the car looks funny. maybe that's how it's supposed to be though :I

Llama Juice
November 9th, 2009, 02:36 AM
Snaf yelled at me to render it again, but at a viewable distance.

http://www.llamajuice.com/img/Ambulance02.png

This is the car I'm going after.

http://www.llamajuice.com/img/AmbulanceRef.jpg

I know the door is all fuxorz, I'll get to that, no worries. It's still in an early blockout phase, so... yar.

E: and the windshield is horribly horribly wrong. I'll get to it. :P

Hunter
November 9th, 2009, 05:08 AM
Looks cool, the front of the bonnet should have another edge though because you can see a sharp edge.

neuro
November 9th, 2009, 07:08 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/derphigh1.jpg

decided to go away from the actual concept some more, and take away from the flat blocky design.

still nowhere near done, and i've got a cool ammo-system in mind to go along with this.

edit for apparatly not obviousness:
the back is all just blockout, and work in progress.

Spartan094
November 9th, 2009, 03:28 PM
Neuro, are going to fix the handle grip? Looks awfully uncomfortable when your holding it. But everything looks great.

Sever
November 9th, 2009, 04:24 PM
Judging by his progression from model to model, I'd say that he hasn't touched that part yet.

PenGuin1362
November 9th, 2009, 05:04 PM
Bingo. Personally I'm not a fan of the design to begin with but the model is lookin pretty good.

neuro
November 9th, 2009, 05:11 PM
i'm not really planning on sticking with the design, i made some big changes from the original concept already, and i'm going to keep going with that, because i like the direction i'm going now.

the back end is already fairly changed from the concept.
i'm propably going to add some kind of frip thing under the front bit, because it's just so damn bland looking.

Heathen
November 9th, 2009, 07:12 PM
Please PLEASE change the color scheme.

I know its not textured but just letting you know.

English Mobster
November 9th, 2009, 08:03 PM
Early WIP:
http://i435.photobucket.com/albums/qq80/Mudkipz47/render1.jpg
Based off of:
http://i435.photobucket.com/albums/qq80/Mudkipz47/lol-1.jpg
Not going into Halo, my first time modeling something "just for fun". While I realize that the reference I'm using is a modified SCAR, I'm going to make it into an original weapon.
Also, before anyone goes "Grenade Launcher + Silencer = WTF?", that's a flashlight at the bottom of the barrel there.

Going to make some deviations from the reference once I get a bit further.

teh lag
November 9th, 2009, 08:05 PM
I can't tell much from that picture, but your scaling seems way off. The extension to the butt definitely should be longer. The grip doesn't look right either - neither in its surroundings nor its shape. Please give us more angles (and for god's sake be more efficient with your rendering, you could zoom in way more).

n00ber
November 9th, 2009, 09:20 PM
http://www.youtube.com/watch?v=KM-tipOzHqU&feature=channel

Llama Juice
November 10th, 2009, 08:25 AM
Been playing with the Ambulance a bit.

http://www.llamajuice.com/img/Ambulance03.pngredid the doors, fixed the weird slant thing by the spare tire, redid the windshield area to make it more the proper shape, got started on the back doors area of it all, reshaped a good portion of the front/top to make it flow better, and left a few bad triangles by the spare tire.

n00ber
November 10th, 2009, 10:14 AM
[/URL]
[URL="http://www.youtube.com/watch?v=oN0hO8eZS5E"]http://www405.blibs.com/editor/working/125787951929895?1284422143 (http://www.youtube.com/watch?v=kUDLnfDVVzw)

yay for blibs!

Con
November 10th, 2009, 03:51 PM
You should add a little more time for him to grab the second magazine. Seems pretty natural aside from that.

teh lag
November 10th, 2009, 04:06 PM
Not really right at all. Your motions are incredibly awkward and there's no force behind any of them. You've just got a thing that transitions from pose a to pose b to pose c with no evident attention given to what happens in between. This is particularly evident right after the bolt is closed - the hand/arm look incredibly strange.

Spartan094
November 10th, 2009, 04:22 PM
Work on the finger motions, they seem stiff. More force required on the hand pulling the clip out (it needs to FULLY grab mag not just the fingers). Work on making a better render too, it seems dark to me. Replace the fp arms bitmap to, the rubber looks disgusting and idk why people insist on using it.

Trulife8342
November 10th, 2009, 05:01 PM
Lol, spartan seeing that hi-res mongoose makes me proud that people actually spread that texture around XD

n00ber
November 10th, 2009, 05:19 PM
Replace the fp arms bitmap to, the rubber looks disgusting and idk why people insist on using it.

i dont have any other bitmap


http://www.youtube.com/watch?v=91vCXV-Ffh0&feature=channel

any better?

kid908
November 11th, 2009, 01:14 AM
It's been about a week or 2 since I had time to work on it. I had exams for end of grading period last week and have a mock exam for english this week so I don't have alot of free time right now.

Anyways, I decided to find easy details to add in and fix a few minor inaccuracies. Things left to do are glyphs, the very inner details, the back replacement for the inner ring and outer blocky details.

http://img689.imageshack.us/img689/1175/110909edited.jpg

Rob Oplawar
November 11th, 2009, 11:57 AM
Is there some sneaky materials way of doing a render like that, or do you just make two renders and photoshop them together?

Maniac
November 11th, 2009, 12:51 PM
My 1st ever attempt at a weapon, i know about the smoothing error on the barrel.
Still got lots to do :)

http://i159.photobucket.com/albums/t151/Maniac1000/newgun.png

this is what i am trying to make, or close to.
http://www.interstellarmarines.com/media/uploads/screenshots/ss0057_1280x720_zps_interstellarmarines_concept_we apons_assaultrifle03_001.jpg

SnaFuBAR
November 11th, 2009, 02:01 PM
you should try something more interesting than a chamfered block.

Maniac
November 11th, 2009, 02:05 PM
I like how that weapon looks in the finished picture, so i wanted to make it.
I find it best to start somewhat simple.

n00ber
November 11th, 2009, 03:07 PM
http://www.youtube.com/watch?v=IX6B0cS8MXQ

teh lag
November 11th, 2009, 03:16 PM
IX6B0cS8MXQ

1) Please use youtube tags.
[youtube]video code goes here (ex: IX6B0cS8MXQ)[ /youtube]

2) What are we criting? The render? The animation?

n00ber
November 11th, 2009, 04:22 PM
both i guess

Advancebo
November 11th, 2009, 07:38 PM
Is there some sneaky materials way of doing a render like that, or do you just make two renders and photoshop them together?

Something similar to this:
http://www.3dvalley.com/tutorials/rendering-objects-in-a-solidwire-mix

Opacity
Mix
Gradients

or something like that, I cant find a better tutorial.

teh lag
November 11th, 2009, 09:13 PM
both i guess

Alright then.

Render... why orange? It just makes the scene look weird. I guess it doesn't look bad, but if it was up to me I wouldn't use it for showing off animations.

Animation... You need some pause between the time that the hand grabs the magazine and pulls it out. It's unnaturally smooth... like, there isn't even enough time to properly grip it. It just *whoosh* slides out. Then on mag in, you've got the same problem. The gun's body reacts as if some force is pressing on it, but the hand only briefly touches it and then pulls away, resulting in a really unnatural feel. Bolt push is still as awkward as before. The hand and arm just lurch out to press it - there's no sense of natural or "planned" movement. It almost seems like the bolt push is an afterthought: "Ok mag is in my gun is reloade- oh wait I still need to close the bolt don't I".

Heathen
November 11th, 2009, 09:39 PM
My 1st ever attempt at a weapon, i know about the smoothing error on the barrel.
Still got lots to do :)

http://i159.photobucket.com/albums/t151/Maniac1000/newgun.png

this is what i am trying to make, or close to.
http://www.interstellarmarines.com/media/uploads/screenshots/ss0057_1280x720_zps_interstellarmarines_concept_we apons_assaultrifle03_001.jpg

Looks good for a very first weapon.

kid908
November 11th, 2009, 09:53 PM
Something similar to this:
http://www.3dvalley.com/tutorials/rendering-objects-in-a-solidwire-mix

Opacity
Mix
Gradients

or something like that, I cant find a better tutorial.

Horribe if you have a high poly model. I actually have no problem w/ that tut except the clone. It really bad if you have an object that's high poly.



I'll make a quick one right now but I'll make a better one when I'm off mobile.
using mental Ray with fine gathering on (change preset to draft to get your stuff correct b4 making a final)

1. Start a composite material
2. Uncheck mat 2-9
3. In base material, put your clay material (copy or instant)
4. In mat 1, make a stardard material
5. Change diffuse to wireframe color
6. Check wire
7. In opacity, create a gradiant ramp
8. Set one side to pure white and the other pure black.
9. Make 2 new flags and set one to white and the other to black. ( this is to control how much will be transparent and solid. Everything in between is the transition)
10. Mess around with the gradiant type and uv map and tiling to get effect you want.
11. When done, copy it to an empty mat slot
12. Go to your clay mat in composite, base mat, and find the opacity slot. Drag and copy the gradiant ramp there
13. Invert your colors. Blacks to whites and whites to blacks ( this will make the total solid side have no wireframe and wireframe side have no/little solid. )

Turn off glossiness and specular in wireframe I sometimes get wierd effect with it on

you can take out opacity and have a clean wireframe render without affecting fps in max. Composite really help if you have a cinematic model of several million/billion tris.

Honestly, I would shop 2 rendered image together. It gives you alot more control and it just looks better IMO.

Sorry for grammar and mispellings. I tried to keep it to a minimum, but you know how it is with mobiles.

Gwunty
November 12th, 2009, 12:08 AM
http://i37.tinypic.com/30k827b.jpg
Shitty render is shitty, but it hopefully gets the point across.

Heathen
November 12th, 2009, 12:26 AM
The pillar/semiarch things weren't that alike. They were broken and nonuniform.

Gwunty
November 12th, 2009, 12:31 AM
Ill see what I can do, but for the most part I'm having issues with tagspace, so another couple of bitmaps for the pillars will be a bit of a stretch.

Llama Juice
November 12th, 2009, 07:42 AM
So don't use extra bitmaps, use proper space of your current one and make several assets use the same texture.

The uniform lines along the edges of stuff bothers the shit outta me though. It's all the exact same width and the exact same opacity. The opacity bothers me more than anything for a few reasons...

1: You're painting a sand? texture on top of the stone... without making it look like how sand would rest. I understand that most of it is just tiling fun time, but I think you'd benefit from doing a multi map setup (similar to how most people do ground textures) That way you could actually paint in sand where you want it to be on the mesh, rather than trying to use a tiled "brick"+"square outline of sand around the brick" texture.

The only part of that sand application that I actually like would be the far right side above the door where you have the sand sliding down the surface. Everything else looks like an overly abused skate park where everything possible has been grinded exactly 486 times, no more per piece, and no less.

Corndogman
November 12th, 2009, 04:33 PM
AFAIK its not sand, its erosion of the rock.

Llama Juice
November 12th, 2009, 07:24 PM
AFAIK its not sand, its erosion of the rock.

Point still stands.

Corndogman
November 12th, 2009, 08:24 PM
Well it looks true to the H3 map that he's copying from, so in that sense it looks pretty good.

Snowy
November 12th, 2009, 08:28 PM
http://www.artstin.com/portfolio_images/Tshirt/piano_fullsize.jpg

Gwunty
November 12th, 2009, 08:33 PM
So don't use extra bitmaps, use proper space of your current one and make several assets use the same texture.
I am using 3 textures for that entire image you see there, one unwrapped for the pillars and another for the rest of the structure, I could unwrap the entire map into one HUEG bitmap but it will look way to low res for my taste even if I do blow it up to something super duper huge, but ill still fuck around with that see how it looks.

The uniform lines along the edges of stuff bothers the shit outta me though. It's all the exact same width and the exact same opacity. The opacity bothers me more than anything for a few reasons...
Ok shoot.

1: You're painting a sand? texture on top of the stone... without making it look like how sand would rest. I understand that most of it is just tiling fun time, but I think you'd benefit from doing a multi map setup (similar to how most people do ground textures) That way you could actually paint in sand where you want it to be on the mesh, rather than trying to use a tiled "brick"+"square outline of sand around the brick" texture.
Not sand :downs: and like I said im having issues with tagspace and pushing out more bitmaps specific for anything is not exactly something ill want to do, but hey ill try it.

The only part of that sand application that I actually like would be the far right side above the door where you have the sand sliding down the surface. Everything else looks like an overly abused skate park where everything possible has been grinded exactly 486 times, no more per piece, and no less.
ummmmmmmmmmmmmmmmmm
BTW the shitty render makes everything brighter than it actually is.

Futzy
November 12th, 2009, 08:50 PM
shirt
Looks very nice. I would try outlining the major details of the piano.

Corndogman
November 12th, 2009, 09:26 PM
Okay this is pretty much done for now, I started on it months ago and finally got around to finishing it. It's meant to be a humanoid alien, hence the weird ears:
http://i199.photobucket.com/albums/aa303/corndogman939/Head01.jpg

What do you guys think of the way I did the ears, yay/nay? Also, I gotta go redo the lips because they look terrible. It's also supposed to have horns, but i'm not sure yet how/if i'll do those. (he's based off a character in the book Contest by Matt Reilly.) I've already unwrapped it, and he'll probably turn into a full biped at some point.

(also, Heathen i'm waiting for you to tell me it looks creepy... again)

Con
November 13th, 2009, 10:44 AM
The ears need to stick out. Right now it just looked like someone carved the shape of an ear into the side of his head.

Corndogman
November 13th, 2009, 04:13 PM
Yeah... I'm guessing you didn't read what I wrote.

Ganon
November 13th, 2009, 04:15 PM
Yeah... I'm guessing you didn't read what I wrote.

The fact you made them like human ears using that reason is just silly

klange
November 13th, 2009, 10:50 PM
A Mental Patient's Anecdote
My walls are padded, my doors: locked.
My windows non-existent.
Constantly I cry myself to sleep
Wrapped in fabric, mind gone deep
And yet, I look upon the wall
And there I see your face
In patches dark upon the yellow,
How it makes me feel so mellow

That caretaker of the institution
How he keeps me here.
He sees me as a lesser being,
so he keeps me, never seeing
What life is like outside my doors.

e: removed trailing ellipses for Nugget

NuggetWarmer
November 13th, 2009, 11:39 PM
get rid of all of the "..."

just have the lines end with no punctuation, unless it's the end of a sentence.

=sw=warlord
November 14th, 2009, 03:13 PM
image
Reminds me of http://newsimg.bbc.co.uk/media/images/46730000/jpg/_46730161_vicky.jpg

Inferno
November 14th, 2009, 03:45 PM
Okay so guys. I've given up my dream of being a game designer because I've realized it's a silly idea and I'll never make it as a game dev. So I've decided to try a more reasonable career as a rap artist. Help me out with these rhymes I'm working on.



Bitches like my cock.
It's longer than a tube sock.
When I stick it in her,
it's harder than a rock.

When I get a erection.
Bitches scream like it was jesus's resurrected.
They take in the ass.
And then I smoke some grass.
Then I'll pop a cap fucking in your ass.

I stuck it in her pussy,
but she called me a wussy.
So I slapped her in the face!
I hit her so hard it changed her fucking race.


People say my rhymes aren't kick'n.
I tell them to go eat some chicken.
Every rhyme I make
It's tastier than cake.
Cause you know I can't lie,
And if you don't like it I'll jizz in your eye.
Cause niggers don't know.
I rock at every show.


:snafubar:

Pyong Kawaguchi
November 14th, 2009, 03:45 PM
This thread now sucks.

n00ber
November 14th, 2009, 04:09 PM
Bitches like my cock.
It's longer than a tube sock.
When I stick it in her,
it's harder than a rock.

When I get a erection.
Bitches scream like it was jesus's resurrected.
They take in the ass.
And then I smoke some grass.
Then I'll pop a cap fucking in your ass.

I stuck it in her pussy,
but she called me a wussy.
So I slapped her in the face!
I hit her so hard it changed her fucking race.


People say my rhymes aren't kick'n.
I tell them to go eat some chicken.
Every rhyme I make
It's tastier than cake.
Cause you know I can't lie,
And if you don't like it I'll jizz in your eye.
Cause niggers don't know.
I rock at every show.

lolwut. You sound like my brother trying to rap :ohdear:

Llama Juice
November 14th, 2009, 05:25 PM
http://www.llamajuice.com/img/Wall01.png

'bout to UV and texture this toy.

It's a giant wall that covers the north end of the town in my game.

neuro
November 14th, 2009, 06:48 PM
ehm, i'm not sure what it is i guess.
a bunch of houses in some steampunk style?

it doesn't really do anything for me i guess : /
it just seems so mediocre.

there's nothing to it, it's some houses with 3 different decorative items repeated all over it.
i doubt it's something you'll impress any teacher with i'm afraid.

SnaFuBAR
November 14th, 2009, 07:14 PM
you should've seen the other guy's wall.

Llama Juice
November 14th, 2009, 07:29 PM
^

This isn't my job. The other artist on my team was supposed to finish this three months ago and according to him it was complete.

http://www.llamajuice.com/img/WallJohn.png

I don't have many polies that I can really throw at this wall, so the whole thing right there is just shy of 9K tris. (there's more that expands off to the sides of it... but still the same type of repeated fun stuff.)

This is going into my game that I'm working on that's using an engine that's built by other students... so the engine isn't all that great and can't push crazy amounts of polies so that's why it's not all crazy.

Also, I have 3 days to do this, (model, uv, texture, get in game properly) so I can't put too much unique stuff into it.

And yea, it's supposed to be a bunch of buildings and such that make up this giant wall all in a steampunk theme.

Disaster
November 14th, 2009, 08:30 PM
A piece like that wall needs to be broken up into multiple pieces. Make it into several modular pieces so that its assets can be reused. Add stuff thats alot more interesting to it. Right now its very very bland.

Llama Juice
November 14th, 2009, 09:19 PM
It is broken up into a bunch of modular pieces that are being reused sir. Maya is my level editor for my game. We export out the transforms and names of the models and that information gets put into the game engine to replace the models back into the world properly.

Texturework will make a lot of the big open flat pieces look less boring than they are haha.

MetKiller Joe
November 15th, 2009, 12:04 PM
Some improv I did on my guitar last night: Link
(ftp://public%40bluhill.net:public@ftp.bluhill.net/Croatia_Strong.mp3)
A lot of it may seem off beat because I quickly edited the better parts into one 45 second clip (the entire session took 30 minutes). I gave it the title I did because a couple of days ago I was doing a variation of the same chords/effects and a friend walked in, heard what I was playing, and said, in a grungy/metal voice, "Croatia Stronggggggg!!!" It gave me a laugh, so that's what I stuck with.

Higuy
November 15th, 2009, 01:19 PM
http://i238.photobucket.com/albums/ff260/showbizfluffy/howedgeloop.jpg

Im working on a high poly model of a air conditioner unit outside of a building. I'm sub-dividing it, and im kinda stuck. How should I properly make the edge loops on the square on the unit so it looks proper when I meshsmooth (on the wall, not on the inside of the square)? I'm kinda confused. Even if means redoing that wall, but yeah.

mech
November 15th, 2009, 01:53 PM
http://img21.imageshack.us/img21/8885/image1wo.jpg

http://img5.imageshack.us/img5/4544/image2rt.jpg

I actually have an unnecessary loop on the object, but it doesn't matter.

Higuy
November 15th, 2009, 01:55 PM
Thanks.

MetKiller Joe
November 15th, 2009, 01:56 PM
Can we see a ref?

For something that simple, I think you could just integrate those meshes into the box (and if this is unreal you don't even have to integrate the meshes, you just have to attach the meshes to the base mesh), since the tri count wouldn't explode (maybe for those cylinders at the bottom you could bake em into a normal map).

If this is for the sake of practice, apply the turbsmooth modifier to the base mesh and fool around connecting edges. Just screw around with how close the edges get to the main edge and such. But to be honest, you don't need to turbosmooth a box, unless you are planning to have round corners (and air conditions are usually made of sheet metal which will create sharp edges at the joints).

http://www.allenair.net.au/images/roof_array_airconditioning_units.jpg

If you do want the smoother edges, you would want have edgeloops farther away from the main edge to give it that smooth appearance you see above.

Higuy
November 15th, 2009, 02:17 PM
Yes I know.. This entire thing is the high poly for the normal map. The picture I posted isn't even close to done. When I'm done modeling this, I'll go and make the low poly.
e: oh and mine wasn't aiming like that; I was going for a wall unit on the side of a building.

neuro
November 15th, 2009, 02:31 PM
dont 'optimise' it like you would a lowpoly, just quickslice away for a big box-thing like that.

Higuy
November 15th, 2009, 04:28 PM
How's this?
http://i238.photobucket.com/albums/ff260/showbizfluffy/airconditoner.jpg

Probably going to add some more details like wires coming from the electrical box on the side, and some other stuff. Then I need to make the stands on the bottom and back so it can stay on the side of a building.
E: http://i238.photobucket.com/albums/ff260/showbizfluffy/airconditoner-1.jpg

killer9856
November 15th, 2009, 08:33 PM
Looks good so far. Keep it up.

http://i148.photobucket.com/albums/s15/SAH1R/BACKDOWNTOTHERIVER.jpg

http://i148.photobucket.com/albums/s15/SAH1R/TIMMEECANYOUFINDTHESUNLIGHT.jpg

making a CE map after a long ass time. Its kind of like a temple/grave-yard.

NuggetWarmer
November 15th, 2009, 10:19 PM
Maybe you should finish this one. :O

neuro
November 16th, 2009, 05:57 AM
How's this?


Probably going to add some more details like wires coming from the electrical box on the side, and some other stuff. Then I need to make the stands on the bottom and back so it can stay on the side of a building.

[pix]


looks okay, the grating is useless there though, since max's render to texture hates rendering 'nothing' into transparency.

you would be best off doing the grating in photoshop.
and don't make the grating into 1 quad, make it 4 quads, so you can tile the bit of bitmap for the grating, and save yourself some good UV space.
you can go even further with that, depending on your polybudget, and how tight you might be on texture space.

one more thing you could do is making some dents etc in it. (can be done in the highpoly totally easy, but for some reason people find it impossible. so you can do it in photoshop after baking as well.

(just be sure to half the blue channel of anything you overlay)

Llama Juice
November 16th, 2009, 07:47 AM
looks okay, the grating is useless there though, since max's render to texture hates rendering 'nothing' into transparency.

To be able to get a transparency out of that couldn't he just put something like a bright green behind it and then render to a diffuse? He could then just use simple photoshop fun to get rid of the green and get a perfect mask.

Then again, I've never tried that^ It's just a theory that I'd try.

mech
November 16th, 2009, 10:37 AM
He can actually set up a plane and get shape from selected to make the grate and bake it to a another plane on a 256x2 , it's what I did when I made my radar dish.

=sw=warlord
November 16th, 2009, 10:49 AM
Finished getting the basic outlay for the forerunner base i was working on.
I will be adding some nice sci-fi light fittings on it and such to give it some nice lightning and some distinction from red and blue base.
What im looking for are some tips and crit on hwta needs changing before i go and do anything drastic.
http://i34.tinypic.com/r85v28.pnghttp://i37.tinypic.com/2i0x8nm.png

Rob Oplawar
November 16th, 2009, 11:29 AM
making a CE map after a long ass time. Its kind of like a temple/grave-yard.

Neat, that's one of the more original map designs I've seen. Lots of extrusion, but I can forgive it as overall it looks pretty neat. Please do finish this.

Higuy
November 16th, 2009, 03:16 PM
Thanks for the tips guys. I'm taking this model and texture into real consideration even though its only practice, I want to get decent at so im trying to make it good. I've made my lowpoly, which is 380 tri's. Oh and the grate. I think im gonna try what Mech said to do.
Also, this is the first real time I've done a highpoly -> lowpoly bake. Any tips for getting good/better outcomes?

Cagerrin
November 16th, 2009, 07:37 PM
http://farm3.static.flickr.com/2677/4110204257_8805e8f21a.jpg (http://www.flickr.com/photos/cagerrin/4110204257)

Corndogman
November 16th, 2009, 07:48 PM
I uhhh... 0.o

Looks pretty darn good, the only thing I don't like is at the end of the protrusion that the tower is on, and its overall shape looks a little off. But besides that, it definitely has that overwhelming forerunner feel.

DEElekgolo
November 16th, 2009, 08:23 PM
Very boxy. Needs more of the same structure jutting out repetitively.

Cagerrin
November 16th, 2009, 10:00 PM
I uhhh... 0.o

Looks pretty darn good, the only thing I don't like is at the end of the protrusion that the tower is on, and its overall shape looks a little off. But besides that, it definitely has that overwhelming forerunner feel.
:raise: sounds like there's a word missing or something. What 'zactly at the end of the tower protrusion don't you like?


Very boxy. Needs more of the same structure jutting out repetitively.
Already has that, there's eight of the tower support things, though only two on each end have towers right now. They're just in various states of "must replace with detailed versions" right now.

SMASH
November 16th, 2009, 11:35 PM
MTech Knife WIP

http://img32.imageshack.us/img32/8659/lowpolyperp.png

To do: Unwrap, model highpoly version, build normal, texture.

Corndogman
November 16th, 2009, 11:38 PM
@Cagerrin:
Sorry about that, I'm kinda sick and my words aren't coming out right today. Just the whole protrusion and especially the very end of it is kinda boxy and looks off. I think its the 90 degree angle at the sides of it to the top (not the tower itself, just what its sitting on.)

mech
November 17th, 2009, 08:33 AM
MTech Knife WIP

http://img32.imageshack.us/img32/8659/lowpolyperp.png

To do: Unwrap, model highpoly version, build normal, texture.

No need for the hole in the back or the lip at the base of the blade if you're making a high res mesh for AO/Normal baking. Can't really criticize much because of your render quality, though.

PenGuin1362
November 17th, 2009, 08:44 PM
Being a game art major I'm currently taking an introductory class in Maya (I think I'm starting to fall in love, forgive me 3DS :( ). For the final project of the class we need to model what ever we can think of. So naturally, I started a gun. OC-14 Groza to be exact. This is what I have for the high poly so far, sorry not Sub divided :( that's next on list of things to learn.

Modeled in Maya, rendered in Max

http://img23.imageshack.us/img23/4071/leftsidegrozawip.jpg

http://img697.imageshack.us/img697/8480/grozawip2.jpg

Futzy
November 17th, 2009, 10:05 PM
Thinking about advertising to make websites for people in my area to make a bit of money. A friend of mine from school knows html so I'd be splitting the profit with him.
http://img697.imageshack.us/img697/4933/website1.jpg

MetKiller Joe
November 17th, 2009, 10:18 PM
Too many images. You can design a good looking website without using tons of images.

You tabs aren't too noticable. When I saw them, they appeared blurred.

What I like thought is that your stuff is right there, no need to look for it, but again, its hard to focus on them because the site is in my face (its like you are trying to show off the pretty images of your site as well as the photography).

Also, to be honest, html isn't hard to learn. I'd suggest just doing a basic site yourself.

Sever
November 17th, 2009, 10:22 PM
Heh, Inlarge.

Also, what the hell is that PenGuin that isn't The Pit I don't even

MetKiller Joe
November 17th, 2009, 10:36 PM
Also, what the hell is that PenGuin that isn't The Pit I don't even

Meme reference fail.

t3h m00kz
November 18th, 2009, 02:27 AM
Being a game art major I'm currently taking an introductory class in Maya (I think I'm starting to fall in love, forgive me 3DS :( ). For the final project of the class we need to model what ever we can think of. So naturally, I started a gun. OC-14 Groza to be exact. This is what I have for the high poly so far, sorry not Sub divided :( that's next on list of things to learn.

Modeled in Maya, rendered in Max

http://img23.imageshack.us/img23/4071/leftsidegrozawip.jpg

http://img697.imageshack.us/img697/8480/grozawip2.jpg

o snap its an ak-famas7

I like it, though the indentation in the middle above the clip receiver seems a bit low-poly.

Cagerrin
November 18th, 2009, 02:54 AM
I like it, though the indentation in the middle above the clip receiver seems a bit low-poly.

>clip

FFFFFFF

But yeah, there seems to be a few places like that. Trigger guard in particular.

PenGuin1362
November 18th, 2009, 11:25 AM
This is what I have for the high poly so far
... Don't know if you were able to notice but basically everything forward of the receiver is not finished... As for that hole, yeah it is. just haven't gotten around to fixing it yet

Reaper Man
November 18th, 2009, 01:03 PM
Thinking about advertising to make websites for people in my area to make a bit of money. A friend of mine from school knows html so I'd be splitting the profit with him.
http://img697.imageshack.us/img697/4933/website1.jpg
It's very web 1.0 looking. Glossy buttons like that just look tacky nowadays. Portfolio sites should be more minimalist, so that one focuses on the content, rather than the website. To be honest, I find your template quite distracting, and just very outdated looking.

Here are two portfolio sites I've made. Very minimal, but not to the point of being drab.

My personal website: http://www.feignphoto.com

A website I made for my color theory class final project (temporarily hosted as a subdomain): http://becomingimage.feignphoto.com

Futzy
November 18th, 2009, 05:26 PM
http://img196.imageshack.us/img196/4933/website1.jpg
It's not just for photography, so I would want to show some designs in the website. But this is just for practice, not actually for use.

=sw=warlord
November 18th, 2009, 05:55 PM
Dosn't help that you spelt eiffel tower wrong.

Futzy
November 18th, 2009, 06:22 PM
The French spelt it wrong.

Malloy
November 18th, 2009, 06:42 PM
It was named after the designer, STFU

ExAm
November 18th, 2009, 11:54 PM
http://img196.imageshack.us/img196/4933/website1.jpg
It's not just for photography, so I would want to show some designs in the website. But this is just for practice, not actually for use.Don't do what you're doing with the tabs at the top. Make the text pop out, not just be visible. Your name, too.

=sw=warlord
November 19th, 2009, 05:44 AM
The French spelt it wrong.
http://i45.tinypic.com/kbsow3.png


Derp

Hunter
November 19th, 2009, 01:42 PM
@MrBig; That doesn't look like liquid design will do anything... solid images with defined widths ect... looks cool though,

I made a small website for BTEC ICT at college, only meant to make it extremly basic, I went over the top, teacher keeps moaning at me because I keep adding more too it.

I will upload as soon as account to a web host has been validated, although its nothing special seeming as I am still a "noob".

---

Also, I attempted to give sub'd another shot, here is what I have so far for my magnum, need to add floaters of course.
http://i58.photobucket.com/albums/g268/martynball/subd-magnum.jpg

BobtheGreatII
November 19th, 2009, 04:09 PM
Dude... get some shots without wireframe, really can't tell what's actually going on on the model. It's annoying.

Higuy
November 19th, 2009, 04:11 PM
Also, I attempted to give sub'd another shot, here is what I have so far for my magnum, need to add floaters of course.
http://i58.photobucket.com/albums/g268/martynball/subd-magnum.jpg
Your edge loops need to be better.. right now when you turbo smoothed it, its a giant mess, shouldn't look like that. Dont put this into triangles. Needs to be quads. also sub dividision means you need to define your loops. which half of it isnt defined properly, you need to take the loops all the way around the model. It looks like you took something you already had for Halo and put edge loops on it.. thats not gonna work. remodel it mainly for sub-d. Also, some of the detail already there could be floaters, like the circles in the back.

Heathen
November 19th, 2009, 04:21 PM
http://i45.tinypic.com/kbsow3.png


Derp
also, spelt isn't a word

Futzy
November 19th, 2009, 05:13 PM
Maybe something more like this?
http://img34.imageshack.us/img34/8206/website1w.jpg
I wouldn't know where to begin for coding it, though.

Hunter
November 19th, 2009, 05:18 PM
I could code it but I doubt it would be user friendly because there will be no liquid design and it is made up of a lot of images. Which means higher load times, unless the images where compressed really well into something like gif's.

PenGuin1362
November 19th, 2009, 06:48 PM
Your edge loops need to be better.. right now when you turbo smoothed it, its a giant mess, shouldn't look like that. Dont put this into triangles. Needs to be quads. also sub dividision means you need to define your loops. which half of it isnt defined properly, you need to take the loops all the way around the model. It looks like you took something you already had for Halo and put edge loops on it.. thats not gonna work. remodel it mainly for sub-d. Also, some of the detail already there could be floaters, like the circles in the back.

Actually, after talking to someone who is incredibly proficient at sub division modeling, they said as long as supporting edges are in quads and properly done, and flat surface between supporting edges can contain n-gons, the entire model is not required to be quads. This is of course as long as you have a good enough understanding of what will happen when you sub divide.

Disaster
November 19th, 2009, 06:56 PM
Actually, after talking to someone who is incredibly proficient at sub division modeling, they said as long as supporting edges are in quads and properly done, and flat surface between supporting edges can contain n-gons, the entire model is not required to be quads. This is of course as long as you have a good enough understanding of what will happen when you sub divide.
Yes. However, he has smoothing errors arround the circular indents on the back of the gun.

Con
November 19th, 2009, 07:08 PM
On the subjects of portfolios, I found this amazing site of a polycount member:

(click and drag the pages)
http://www.renderhjs.net/index_flash.htm

DEElekgolo
November 19th, 2009, 07:19 PM
why the tris? Since its sub division, you can have a few ngons and non-planar quads since its going to be divided into polys anyways.


On the subjects of portfolios, I found this amazing site of a polycount member:

(click and drag the pages)
http://www.renderhjs.net/index_flash.htm

I think he released the source of that as well.

Higuy
November 19th, 2009, 07:25 PM
Actually, after talking to someone who is incredibly proficient at sub division modeling, they said as long as supporting edges are in quads and properly done, and flat surface between supporting edges can contain n-gons, the entire model is not required to be quads. This is of course as long as you have a good enough understanding of what will happen when you sub divide.
Well yes, thats true. I normally work in quads myself, and it seems to work a bit easier. But yeah, I don't see anything wrong with having n-gon's in unimportant places. But for this model, He should fix it up a bit and make the mesh before turbo smoothing a bit better. If you look at his mesh after, the circles don't work out very well, and in a few others places as well.

=sw=warlord
November 19th, 2009, 08:49 PM
also, spelt isn't a word
Wrong.
http://www.thefreedictionary.com/spelt
spelt 2 (sphttp://img.tfd.com/hm/GIF/ebreve.giflt)v.A past tense and a past participle of spell (http://www.thefreedictionary.com/spell)1.

Heathen
November 19th, 2009, 08:51 PM
and a free hooker will tell you she doesn't have herpes.

I don't believe your free dictionary.

ExAm
November 19th, 2009, 09:00 PM
Maybe something more like this?
http://img34.imageshack.us/img34/8206/website1w.jpg
I wouldn't know where to begin for coding it, though.Remove the shading on the upper part of the tab text and it'll be better.

Higuy
November 19th, 2009, 09:01 PM
just finished this
http://i238.photobucket.com/albums/ff260/showbizfluffy/scaffoldingtexturepreview.jpg
First real texture. Made a High poly model then made an AO, did the rest from there in photoshop. Probably gonna add some dirt on the sides for final.. dunno.
max render, has specular map.

Horns
November 20th, 2009, 12:12 AM
http://photos-c.ak.fbcdn.net/hphotos-ak-snc3/hs007.snc3/11462_182466083630_664708630_2833181_4479555_n.jpg

Wrestling locker poster for school. Basically just some chit for the cheerleaders to color and put on our lockers.

Gwunty
November 20th, 2009, 12:55 AM
I keep thinking your snaf :saddowns:
and im like "wtf"

Horns
November 20th, 2009, 12:58 AM
I keep thinking your snaf :saddowns:
and im like "wtf"

Part of my evil plan to concur modacity. But don't tell anyone.

Geo
November 20th, 2009, 01:06 AM
I keep thinking your snaf :saddowns:
and im like "wtf"


I've thought the same thing more than once :saddowns:

Cagerrin
November 20th, 2009, 01:18 AM
It's not that hard to tell them apart, Horns is a fair bit smaller.

mech
November 20th, 2009, 05:42 PM
Also, I attempted to give sub'd another shot, here is what I have so far for my magnum, need to add floaters of course.
http://i58.photobucket.com/albums/g268/martynball/subd-magnum.jpg

Looks pretty good, just get rid of those holes in the back of your gun and have them float instead.

DEElekgolo
November 20th, 2009, 07:18 PM
http://img27.imageshack.us/img27/4622/udk2009112016085223.th.jpg (http://img27.imageshack.us/i/udk2009112016085223.jpg/)
http://img255.imageshack.us/img255/1647/udk2009112016090015.th.jpg (http://img255.imageshack.us/i/udk2009112016090015.jpg/)
http://img230.imageshack.us/img230/3453/udk2009112016091204.th.jpg (http://img230.imageshack.us/i/udk2009112016091204.jpg/)
http://img407.imageshack.us/img407/1746/udk2009112016092661.th.jpg (http://img407.imageshack.us/i/udk2009112016092661.jpg/)
http://img255.imageshack.us/img255/1420/udk2009112016093941.th.jpg (http://img255.imageshack.us/i/udk2009112016093941.jpg/)
thanks rooster

Newbkilla
November 20th, 2009, 09:41 PM
You wouldn't...

DEElekgolo
November 20th, 2009, 09:45 PM
I would.

Newbkilla
November 20th, 2009, 10:06 PM
Looks good nonetheless :D

Sever
November 20th, 2009, 10:21 PM
As good as it looks, it's still Narrows, and thus is automatically null and void.

English Mobster
November 21st, 2009, 02:49 PM
Well, let's try this.
4RPjdlRFerc
Super-old project of mine (a few of you guys may actually recognize this).
Decided to dust it off and try to make it walk.
In hindsight, it doesn't really look very nice. I don't like how the legs stay put sometimes, and I'm working on it, but does anyone have any ideas on how to make something "walk" believably without actually walking?

teh lag
November 21st, 2009, 02:54 PM
Study what things look like when they move like that. Here's an important piece of advice: if you don't know what you're making, you can't make it.

You need to know what your end product should be, otherwise you'll just be groping around in the dark and end up with something that looks bad. You can't just make something that vaguely resembles walking and hope it comes out right. If you know what your end product should be, it's just a matter of knowing how to use your tools, not a question of "[making] something "walk" believably without actually walking". Look at how the AT-ATs move in the movies/games. Maybe sketch out some poses on paper. I'd imagine looking at how large land mammals (elephants) walk would give you some help too.

As it stands, you seem to just have it going from pose A to B to C with no real purpose other than "maybe that's what walking looks like." Motion should be smooth and deliberate - even machines move with a purpose. As far as the technical side of animation, I'd suggest maybe using IK to handle the legs/body. It would probably let you smooth out the motion a lot more easily.

Gwunty
November 21st, 2009, 10:00 PM
looooool moonwalk

Reaper Man
November 22nd, 2009, 12:39 AM
http://img196.imageshack.us/img196/4933/website1.jpg
It's not just for photography, so I would want to show some designs in the website. But this is just for practice, not actually for use.
I know it's not just for photography, but it still looks very busy. Additionally, though I can discern why those icons are at the bottom of your page, an actual explanation would be nice for those who just see a random bunch of icons.

Maniac
November 22nd, 2009, 12:50 AM
Added some more to this weapon.
http://i159.photobucket.com/albums/t151/Maniac1000/cltrigger.jpg

MetKiller Joe
November 22nd, 2009, 01:10 AM
Hehe, looks cool/badass.

The end of the butt is really square. Also, keep adding detail to the side. The bolts only do so much to break up the planar surface. The end of the rifle/beginning of the muzzle (I think that's what it is) is a bit too boxy.

Keep working on the grip (add some texture to it maybe), but with the rest I'd keep working on keeping the flow/style you have going at that bit with the grip and all that.

Heathen
November 22nd, 2009, 02:44 AM
Part of my evil plan to concur modacity. But don't tell anyone.

the TWO rep bars give it away. :realsmug:

t3h m00kz
November 22nd, 2009, 04:02 AM
http://i655.photobucket.com/albums/uu279/m00kz/charactermodelshz.png

Good start for massing it out or no?

§partan 8
November 22nd, 2009, 04:32 AM
http://img502.imageshack.us/img502/2848/twot.jpg (http://img502.imageshack.us/i/twot.jpg/)

t3h m00kz
November 22nd, 2009, 04:41 AM
needs more 64 players with machine guns.

§partan 8
November 22nd, 2009, 04:51 AM
I was going to put that in halo but not anymore. That is just way to many polys for CE to handle. I mean I am already at 30K and have all the background to model still. Which is about 20K more polys if not more.

Cortexian
November 22nd, 2009, 04:59 AM
So get rid of all the detail on the boxes and use textures like you're supposed to...

Also, this is my first attempt at an animated gif in a long time, all done from scratch in Photoshop with the exception of the Legendary shield.

http://www.lancersedge.com/images/Lancers_Edge_Ad.gif

t3h m00kz
November 22nd, 2009, 05:37 AM
how in the fuck did you get over 30k polys on a dozen boxes holy christttt

Yeah I'd definitely suggest just using bitmaps. Unless you're gonna put this into something like, say, Unreal :downs:

neuro
November 22nd, 2009, 06:10 AM
you still wouldnt put that in unreal, you'd use a parallax shader instead of a rediculously hihgpoly BOX

Higuy
November 22nd, 2009, 09:05 AM
I was going to put that in halo but not anymore. That is just way to many polys for CE to handle. I mean I am already at 30K and have all the background to model still. Which is about 20K more polys if not more.
Thats why you bake the box's onto low poly ones.. Even if there scenery, just make sure the diffuse and multi is good.

Maniac
November 22nd, 2009, 11:51 AM
PIC

Good start for massing it out or no?
Looks like a good start to me.

SnaFuBAR
November 22nd, 2009, 04:36 PM
http://img502.imageshack.us/img502/2848/twot.jpg (http://img502.imageshack.us/i/twot.jpg/)

seriously dude what the fuck

Ki11a_FTW
November 22nd, 2009, 07:23 PM
Hey, 8, i can bake that shit for you if you want :downs:

§partan 8
November 22nd, 2009, 07:29 PM
You know what I think I will still put it in halo. But I will reduce the poly count by replacing most polys with textures.

Huero
November 22nd, 2009, 08:09 PM
Part of my evil plan to concur modacity. But don't tell anyone.

i conquer with this post
it had to be done

Maniac
November 22nd, 2009, 08:42 PM
I concur.

t3h m00kz
November 22nd, 2009, 10:47 PM
http://i655.photobucket.com/albums/uu279/m00kz/characterrender.png

now for UVWs, textures, armor modeling, and possibly some Z-brushing...

The polycount is 804 polys, 1368 tris

crit?

Gwunty
November 22nd, 2009, 10:58 PM
acctually I take that back looks fine

neuro
November 23rd, 2009, 01:36 AM
needs more definition in it's legs, make a cut across the back of the legs, and give it some calf muscles

t3h m00kz
November 23rd, 2009, 01:53 AM
Upper legs or lower legs, or both? My grasp on leg anatomy has always been a bit lacking

neuro
November 23rd, 2009, 02:11 AM
upper leg should be 'fatter' in general, the middle leg needs a calf muscle,
where as the lower leg propably wont need muscles, as anatomy-wise speaking, that bit would be controlled by tendons. still though, some definition on it would be wide, as right now, it looks much like a plain piece of cylinder.

make the shapes flow over into eachother a bit more. just add a cut across the bac, and move it in a bit for the lower leg i guess.
you'll be surprised how much a ery small adsjustment can make to make a silhouette come to life.

t3h m00kz
November 23rd, 2009, 02:35 AM
Will do, thanks brosef

neuro
November 23rd, 2009, 02:43 AM
ITS OKAY YOU CAN JUST REP ME FOR IT

t3h m00kz
November 23rd, 2009, 02:45 AM
tee hee :mech2:

Figured I had repped you too recently, apparently not. I tried not too long ago and couldn't :smith:

If you had visitor messages enabled you'd be a true homie.

English Mobster
November 23rd, 2009, 06:32 PM
This is kinda shitty, but meh. =/
Attempt at a VTOL cargo/passenger aircraft, the "Eagle".
http://i435.photobucket.com/albums/qq80/Mudkipz47/eagle.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/eagle1.jpg

Con
November 23rd, 2009, 06:46 PM
It's pretty long.. cargo planes typically don't look like flying pencils. Also, I thought you knew better than to inset faces like that. It has no design at all, so make some sketches first then start over.

SnaFuBAR
November 23rd, 2009, 08:05 PM
Um... firstly, cargo planes are wide, to you know, accommodate cargo?

Secondly, cargo doors aren't going to fold INSIDE the plane. Why? Well, it takes up that precious cargo room!

Lastly, where is your loading ramp? How in the hell do you expect to get cargo into a skinny transport with small doors and no ramps?

Everything about this model is the complete converse of the intended role. You can't make something if you don't know anything about them. Do some research.

Maniac
November 23rd, 2009, 08:39 PM
Added the launcher and a rail.
http://i159.photobucket.com/albums/t151/Maniac1000/new-1.png

Horns
November 23rd, 2009, 08:48 PM
Tbh now it looks like you're just adding shapes to the thing and aren't really following gun mechanics or anything.

SnaFuBAR
November 23rd, 2009, 08:54 PM
rail is wrong

Roostervier
November 23rd, 2009, 08:56 PM
its also kind of boxy

Maniac
November 23rd, 2009, 09:13 PM
http://www.interstellarmarines.com/media/uploads/screenshots/ss0057_1280x720_zps_interstellarmarines_concept_we apons_assaultrifle03_001.jpg
I am not adding anything thats not there, and yes its boxy.
The rail, i didnt want to copy that one for some reason, its just for a halo game so im not particularly interested in making it real life accurate.
But saying that, what could i do to make the rail better?

Sever
November 23rd, 2009, 09:32 PM
Heh. Even though you're given a fully unobstructed side view and a marginally obscured top view, along with a perfect 3d view, you're still managing to get many of the basic dimensions and important curvatures just... wrong. You're making it look too sci-fi, and thus unwieldy. The individual pieces are being lost, and therefore the piece as a whole is becoming actually less unified - the indents, curves, and facets are losing their purposes, and making the whole thing just look silly. Make it look like something that a soldier could actually hold, use, and trust in.

Maniac
November 23rd, 2009, 10:02 PM
oh well, ill try make my next model better i guess.

English Mobster
November 24th, 2009, 02:38 AM
I have to say, the Russians make some BEAUTIFUL fighter jets.
Was Googling for some sci-fi stuff to model, and instead, I came across an incredibly awesome real-life (experimental) fighter jet.
http://i435.photobucket.com/albums/qq80/Mudkipz47/gain_su47_09.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/su-47.jpg
I know I'm missing the piece jutting out of the nose; for some reason I forgot to unhide it when I made the render.

While I'm here, you guys got any other beautiful Russian jets to model? Top, front, and side views are all nice.

E: A-ha! Next in line:
Sukhoi Pak Fa T-50:
http://www.strangemilitary.com/images/content/152948.jpg

Con
November 24th, 2009, 03:03 PM
Nobody ever makes biplanes.

also, here's some explosion sprite I made for a class game
http://img513.imageshack.us/img513/8751/expl.gif

SnaFuBAR
November 24th, 2009, 03:36 PM
Dude STOP THE FUCKING CLAY RENDERS. I can't see SHIT about the model's surface information. It looks like you have some really bad surfaces behind/around the cockpit but I CAN'T TELL WITH THE CLAY RENDER HIDING ALL YOUR MISTAKES.

Con
November 24th, 2009, 03:46 PM
Make a larger render because we can't see anything.

English Mobster
November 24th, 2009, 03:46 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/SU-47-1-nonclay-1.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/SU-47-2-nonclay-1.jpg
E: There you go.

k4is3rxkh40s
November 24th, 2009, 03:56 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/SU-47-1-nonclay-1.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/SU-47-2-nonclay-1.jpg
E: There you go.

You've got a shitload of errors near the cockpit, and you're not even following the form of the actual plane, when you've got a PERFECT top-down view of the thing with shading to show where the definition is at. Also; maybe it's just me but why would you just extrude where the ailerons are supposed to be and not make them separate objects?

English Mobster
November 24th, 2009, 04:13 PM
Hmm...

I see what you mean about not following the form of the plane; specifically, you're talking about the area behind the canopy, correct? About how its a "hump" when it should be more smoothened out?

Ganon
November 24th, 2009, 04:24 PM
Nobody ever makes biplanes.

also, here's some explosion sprite I made for a class game
http://img513.imageshack.us/img513/8751/expl.gif


needs more black maybe

k4is3rxkh40s
November 24th, 2009, 04:39 PM
Hmm...

I see what you mean about not following the form of the plane; specifically, you're talking about the area behind the canopy, correct? About how its a "hump" when it should be more smoothened out?

You also made the whole front end blend together where it connects from behind the canopy and cockpit, when it should kind of look like you booleaned a cylinder into a prism(obviously don't do that, though)

http://img101.imageshack.us/img101/7057/fixa.jpg

Rudimentary paint picture done on a laptop touch pad

Red should be where the definition on the body is, green to give an idea of what the shape should be stemming from the body

English Mobster
November 24th, 2009, 05:19 PM
Got it, thanks a lot.

This is my first time making something from the "real world", e.g. not something from sci-fi.
I don't quite know what I'm going to do with these models yet, but I'll find some use for 'em eventually. :p

Hunter
November 24th, 2009, 05:23 PM
Snaf sure hates clay renders :realsmug:

English Mobster
November 24th, 2009, 05:49 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/SU-47-1-nonclay-2.jpg

Is it getting any better?

PenGuin1362
November 24th, 2009, 07:22 PM
Snaf sure hates clay renders :realsmug:

As do I. That's why I made the damn rendering tutorial for people who don't have their own decent rendering method use.

Boba
November 24th, 2009, 07:50 PM
http://i435.photobucket.com/albums/qq80/Mudkipz47/SU-47-1-nonclay-2.jpg

Is it getting any better?
still shapeless as christ

Gwunty
November 24th, 2009, 08:09 PM
Jay next time you decide to model anything, I don't want you to touch the extrude or bevel button, becuase right now you obviously don't know how to use them properly. :downs:

English Mobster
November 24th, 2009, 11:18 PM
Jay next time you decide to model anything, I don't want you to touch the extrude or bevel button, becuase right now you obviously don't know how to use them properly. :downs:
...A tiny bit too late for that, although I really didn't touch them TOO much in this render.
http://i435.photobucket.com/albums/qq80/Mudkipz47/petermarksnormal.jpg
http://i435.photobucket.com/albums/qq80/Mudkipz47/petermarks-3.jpg

For reference, this is what the old version looked like, from the same camera:
http://i435.photobucket.com/albums/qq80/Mudkipz47/petermarks-4.jpg

E: Just caught a couple bad polygons on the right side of the top render.

NuggetWarmer
November 24th, 2009, 11:34 PM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/KeyesWIP.png

High Deffin' the Keyes

more soon bro yeahhhhh

Higuy
November 24th, 2009, 11:35 PM
@ jay That's looking alot better then the original. There's a few bad polys on the sides that come out of those tunnels, probally created from chamfering or something.

t3h m00kz
November 24th, 2009, 11:38 PM
http://i164.photobucket.com/albums/u27/foxymccloud/Modeling/KeyesWIP.png

High Deffin' the Keyes

more soon bro yeahhhhh

I like it. Add some more of the age lines then take it into Z-brush and get some real def going.

Not that you'd be able to use it in Halo or anything with normal mapping :smith:

NuggetWarmer
November 24th, 2009, 11:43 PM
I'm making it to put into Halo. Keyes' model always has bugged me.

I'll finish the body, then if I have some polies to spare I'll add a few more age lines.

ICEE
November 25th, 2009, 02:57 AM
Oh god, you must model in the furrow of his brow.

n00ber
November 25th, 2009, 07:55 PM
do i see high res halo 1 bipeds in the near future :o. anyway http://img171.imageshack.us/img171/7547/bayonets.jpg. i need to finish texturing this beast.

Con
November 25th, 2009, 08:54 PM
For all the scratches on that you'd expect the blade's edge to be a little more worn. I'm not diggin' the blade's colour either, but that's just me. The blade needs far less grunge and a lighter leading edge. The text stands out too much. Is it just painted on? If so, why hasn't it worn away like the knife clearly shows?

n00ber
November 25th, 2009, 09:05 PM
Is it just painted on? If so, why hasn't it worn away like the knife clearly shows?
naaa, its with the base texture im usin. idk why i havent worn that part yet. i also dont like the color, i dont know why whoever made the knife would want black paint on it.

Disaster
November 25th, 2009, 09:49 PM
so you just slapped a photo onto the uvs and did hardly anything else?

Cortexian
November 25th, 2009, 11:11 PM
this is my first attempt at an animated gif in a long time, all done from scratch in Photoshop with the exception of the Legendary shield.

http://www.lancersedge.com/images/Lancers_Edge_Ad.gif

Quick Crit Plz.

Con
November 25th, 2009, 11:59 PM
Looks fine, good job.