http://img29.imageshack.us/img29/5213/zgrab01.png
Printable View
kinda cool, but looks like hes wearing a bin bag outfit with all of those clothe ruffles.
That and his head seems small in proportion with his body.
i suggest studying the effect of gravity on clothing and drapery.
oh and he has a 'gunt' (gut + cunt) - usually seen on old ladies with belts above the waistline.
whats with the massive dent in the side-top of the head?
sci-fi reasons i am lead to believe.
Im pretty sure its a 'gunt'.
edit: Awsome its clear my Youtube embeds done work here the link
There you go.
E: Hilarious btw.
I cannot see alot of the 'b' so it looks kinda shitty. maybe have another light source on it.
I'd say rotate the camera a bit to the right, so that the V is less bright and the B is brighter. And yes, another light source would be good. Especially on the V, since it is purely orange, and the other letters have different shades.
PMed
Uh, i guess the Max one.
idk, the Marmoset one actually looks like a large stone weight thing... Xoliul's shader is too gray.
I like the Marmoset one better, cept it looks a bit bluey.
Marmoset ftw.
The viewport shader is doing something weird to the specular and lighting it incorrectly (it looks like obsidian that's been smoothed in a riverbed).
The Marmoset Engine is rendering it like concrete.
If concrete is what you were going for, I'd go with the Marmoset. If you were going for the polished obsidian look, I'd go with the viewport shader.
Do a mix of the two. The viewport one is the right color on the outside, but has too much specular, and the inside needs to look different than the outside. make the inside look more like the concrete you have in marmoset.
http://img269.imageshack.us/img269/5213/zgrab01.png
Concept.
Its gonna end up kind of like this guy.
http://www.wiitalk.co.uk/wp-content/...2/ffcceot1.jpg
What a beast.
Very interesting form, I like it. :)
http://img102.imageshack.us/img102/1042/59813312.png
Modeled chain's gun for lols.
ye bro ye
Looks kind of like a carbine in the back.
But its obese.
Gained weight over the summer.
Good job man, you'll have to wait until tomorrow for mine cos i got work and relatives over :(
Blame chains. :D
http://i305.photobucket.com/albums/n...tguncopy-1.png
what happened to artistic license?
How the hell would that even work? Doesn't even have a trigger. Your model is missing quite a few details that were in the concept. As for the concept itself, tell chains it looks un-finished, it has that look to it.
Yes, but he's sub-dividing AKA High poly model, and a high poly model usually has everything modeled into it.
the design doesn't seem too bad to me, maybe missing SOMEthing. The model looks terrible though. It seems pretty obvious to me that based on the curvey nature of the rest of the gun in the concept, the side that wasn't shown is clearly going to share those curves.
I think anyone who's trying to take that model seriously is just silly. : /
For the lols. Yes.
Practicing some stuff with malloy actually. And learned a new way of getting floaters on non-planar surfaces as well.
Make that hugemungus and i'll set it as my background.
I'll render it overnight at 1600x1200 with super super super sampleing.
Done.
1600x1200
:D
Wip
http://img268.imageshack.us/img268/8617/34276463.png
3ds max viewport so the floaters would show right. The handle is a place holder. Model is for renegade X.
Original
http://www.cncden.com/images_ren4/repairgunbig.jpg
renegade x is a UT3 mod correct?
if you're doing this for normalmapping, you really need to quit making all your little detailythingies a simple straight extrude, because they won't show in your normalmap, unless you do your projection wrong, resulting in a double-wrong
here's a few small pointers:
normalmaps only store surface -direction-, not depth. it's the single reason floaters actually WORK.
ask yourself this, if the projection process can't see the height difference between floaters and the surrounding mesh, why would it be able to see the height difference on your extruded cylinders?
i'm also wondering why you've got perfectly sharp edges on the cylinders. whats the point of doing a highres if you're not going to see anythign of it?
the things you add are so miniscule, they'd end up being less than a pixel wide on a normalmap.
what you're doing right now, may look nice (to you) but when it comes to actual practical purposes, it's not really usefull, at all, the best you could bake of this would be -some- of the things you've got in the front atm.
Where do you see these details that will show up less than a pixel?
http://i623.photobucket.com/albums/t...ff/rep-gun.jpg
first of all, ALL your hard edges. (why do you keep hard edges? explain this to me please)
unless you know what you're doing when projecting (which honestly, i doubt) you'll get a nice W-formation going along all your cylinder-cap-loops
the rest i marked in orange will either not show up because they're straight-down projections without surface direction (or maybe there's at most 2 pixels width) mainly the 3 asmaller cylinder in the middle of the thing and around it. and the little extruded box-bit youve got on the side thing will vanish (maybe leave 1 pixel edge) because, there's just not enough surface direction.
you should avoid hard edges in general, because supersampling has a hard time with it, giving it a 1-pixel offset along the length of it usually (resulting in something which you could describe as shitty anti-aliasing
what you're doing now, is putting teeny-tiny-mini details on places, when you haven't got your main mesh built.
generally, you'll want to build your things in order, from big shapes first, small shapes later. if you end up having to change a big shape later, you're fucked, because all the smaller things are dependant on the things underneath it. (like the hole in the big round thing, where the handle comes out)
if i were you, i'd make sure you get that hole-bit where the handle goes into in your mesh first, because that'll propably end up being the most challenging part of this thing for you.
since the rest of the gun is just cylinders on a handle.
edit:
http://i623.photobucket.com/albums/t...ickexample.jpg
quick example of what i ment with the thing the handle goes in, and using soft edges.
Much better.
...why is there so much empty space
Make it bigger they said.
http://deelekgolo.wmclan.net/WONG%20FOO.png
Watch out kids, 10 mb png.
http://deelekgolo.deviantart.com/art...GGER-132304176
you're using only like 60% of your surface.
if you unwrapped it properly, you could have the SAME density on HALF the texture.
i'd suggest you restart your UV's
if you can't get it to fit in a square texture, make it fit in a 256x512 instead. it often makes alot more sense if you've got alot of longer strips, like you do in this case.
honestly, those uv's just won't do.
could be even more compact. So much space wasted.
Cant you put some of those floaters in the same place if they're the same? That ought to help organize it better.
Flatten it out and make it a bsp geometry.
That's cool/weird looking.
How do you make rocks like that, with hard edges?
mine never turn out that good :(
si senor i shall try this cool stuff
EDIT: Ohhh I see how you make hard edges now! I feel smart :haw:
Flatten it out and make it into a map.
http://img18.imageshack.us/img18/408...gitemplate.png
Cloned that high poly rock exactly 1000 times and rendered it in the same vray scene for the fucks of it.
Pointless, but none the less, kind of cool.
Cowbell. Definitely.
http://img387.imageshack.us/img387/5...6124837.th.jpg
http://img158.imageshack.us/img158/7...6124966.th.jpg
http://img391.imageshack.us/img391/2...6130160.th.jpg
http://img202.imageshack.us/img202/3...6131265.th.jpg
http://img444.imageshack.us/img444/4...6132177.th.jpg
http://img391.imageshack.us/img391/3...6133970.th.jpg
http://img444.imageshack.us/img444/8...6140710.th.jpg
http://img444.imageshack.us/img444/8...6142533.th.jpg
http://img444.imageshack.us/img444/7...6152372.th.jpg
http://img63.imageshack.us/img63/102...6154744.th.jpg
http://img97.imageshack.us/img97/163...6155441.th.jpg
http://img395.imageshack.us/img395/7...6160149.th.jpg
http://img515.imageshack.us/img515/9...6160773.th.jpg
http://img203.imageshack.us/img203/6...6162892.th.jpg
Excuse Kurdy's Nooping.
http://img340.yfrog.com/gal.php?g=hl...1516124837.jpg
No you may not excuse my nooping.
looks nice.
I just realized how fun thumbnail sketching is. Here are a few I made. Tell me which one you like.
http://i35.tinypic.com/29l1qi9.png
E:
Also, random vector.
http://img442.imageshack.us/img442/212/tf2logo.png
Some of those look kinda cool
Those things look like cousins of the Regi's from pokemon.
5 is my favorite. :o
Make ones that are non-symmetrical.
Concept by guillaume menuel.
How would you expect it to walk? :s
there's no swivel point for forward orientation of the legs.
Tell that to guillaume.
:S
I think the lower area rotates as well...
it can drag itself forward?
Would make far more sense if it had spheres rather than wheels at the base of each leg?
I would just set it up so each leg rotates around the main body where they are attached independently. That gives it the ablility to walk in a single direction properly and be able to turn. Also you could make the "head" or where the eyes are and up spin independently, like how a tank works.
Shape looks off,
but maybe that's just me
Hope that wasn't too hard on you. Lol.
Nope, actually I think people should get a hang of Low poly modeling. It gives you a good idea of what details you should focus on and which you shouldn't. Making choices about what parts of your mesh should be important and such.
Good.