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Saggy
July 25th, 2008, 12:18 AM
Well, for now this I all I have worth showing. I hope to get the thing animated and maybe put into Halo. Btw, this is my first model that I made while watching a tutorial. I plan to make some other weapon on my own, just haven't decided which one yet.

http://img523.imageshack.us/img523/2853/berettafinalyk9.jpg

Wireframe:

http://img71.imageshack.us/img71/577/wirefinalpu7.jpg

Also, +rep if you think I have potential.

legionaire45
July 25th, 2008, 02:35 AM
Very nice job on the Beretta 9000, it looks good. The clip seems a bit wide but for a first model that is very good, better then the Beretta I made xD. If you want to continue with tutorials I would definitely recommend the Glock tutorial (http://www.moddb.com/tutorials/creating-a-weapon-for-source), also on ModDB. It goes over plane modeling (again), texturing and animating. Not sure if it goes over compiling, I don't remember.

Saggy
July 25th, 2008, 02:44 AM
Very nice job on the Beretta 9000, it looks good. The clip seems a bit wide but for a first model that is very good, better then the Beretta I made xD.
I'm not to worried about the magazine because even if I do get it ingame, it won't be seen that much. Also, thanks for the link to the Glock tutorial, I'll definetly try it out. I'd rep you but it says I have to spread some around first...

Heathen
July 25th, 2008, 02:55 AM
Repped him for you.

Bastinka
July 25th, 2008, 06:21 AM
Eh, you just follow the steps and get the result from that 1 tutorial. I'm guessing you must've used the plane modeling tutorial, because it's exactly like this.

Hunter
July 25th, 2008, 07:14 AM
He has done a good job of it though. Try and make something without the tutorial, but use the same techniques.

Bastinka
July 25th, 2008, 07:18 AM
:words:.. Try and make something without the tutorial, but use the same techniques apply the same way of modeling.
Try to make something without a reference for once, or if not maybe make something interesting. A BSP, Vehicle, Scenery or another weapon. Just draw some concepts, or just 'draw' them in your head, and then model whichever looks the best.

Saggy
July 25th, 2008, 10:12 AM
Try to make something without a reference for once, or if not maybe make something interesting. A BSP, Vehicle, Scenery or another weapon. Just draw some concepts, or just 'draw' them in your head, and then model whichever looks the best. I've been trying to design a level for a while but I have no creativity whatsoever, otherwise, I would of had something by now. For now, I'm going to work on another weapon, but without the use of a tutorial and see how that goes.

LinkandKvel
July 25th, 2008, 01:33 PM
Try to make something without a reference for once, or if not maybe make something interesting. A BSP, Vehicle, Scenery or another weapon. Just draw some concepts, or just 'draw' them in your head, and then model whichever looks the best.

That was stupid. He just started. He needs more practice a couple models later before he starts doing that.

NuggetWarmer
July 25th, 2008, 02:11 PM
Looks like a good start but your name makes me :XD: and :gonk: at the same time.

legionaire45
July 25th, 2008, 03:38 PM
Telling someone to not use references when they model or do any art for that matter is like telling someone to play a video game with their eyes closed. Even professional game developers will usually at least sketch out a weapon or prop before they model it so that they can get a general idea of what goes where on the mesh. They may not use it as a direct reference but they will look at it.

That, and this guy is a beginner. Hell, I still use references for my models.

Bastinka
July 25th, 2008, 03:41 PM
I've been trying to design a level for a while but I have no creativity whatsoever, otherwise, I would of had something by now. For now, I'm going to work on another weapon, but without the use of a tutorial and see how that goes.
If you have no creativity, google or go on halomaps. Maybe play a few games to get some ideas of what you wanna do. Doom 3, Halo 3, Source Games, etc. There is no such thing as having no creativity, you're just not in the thinking mood. Wake up good one morning, take a nice long hot shower. You'll feel inspired, maybe, and then get on 3ds max and think up some stuff.


That was stupid. He just started. He needs more practice a couple models later before he starts doing that.
If you want to become good, or learn, it's hard. Nothing in this world that's easy is worth hanging on to.

EDIT:

Try to make something without a reference for once, or if not maybe make something interesting. A BSP, Vehicle, Scenery or another weapon. Just draw some concepts, or just 'draw' them in your head, and then model whichever looks the best.
.

That, and this guy is a beginner. Hell, I still use references for my models.
Read before posting please, I think that's against the rules. :cop:

Zeph
July 25th, 2008, 04:29 PM
I'm not to worried about the clip magazine because even if I do get it ingame, it won't be seen that much. Also, thanks for the link to the Glock tutorial, I'll definetly try it out. I'd rep you but it says I have to spread some around first...

ftfy

Saggy
July 25th, 2008, 05:52 PM
ftfy
Shhh :mad:

Also, Silentwind. I appreciate the advice. Hoepfully now I can get into a "thinking mood".

legionaire45
July 25th, 2008, 07:44 PM
Read before posting please, I think that's against the rules. :cop:
Are you saying that using references for a 3D model is some how against "the rules"? What the fuck are you talking about? Either that post made absolutely no sense or you are claiming that is somehow against (I'm assuming) the site rules to use a reference image to create a 3D model. If that is the case, please proceed to ask the mods to ban every single 3D artist on the website except you, since you are the only one not using references apparently.

If that wasn't the intended meaning of your post then please rewrite it so I can properly understand your nonsense.

EDIT: Ok, I reread your post about 4 times and figured out what you were trying to say. I read your post from the beginning and I stand by what I said. It is perfectly fine to place a reference image in a viewport to base your model off of - it helps you make your mesh stay true to the original concept that you put on paper/in a file/whatever. Yes, having an original concept is perfectly fine and dandy and I'm all for people going out and making their own original content from scratch, but I think this guy should take baby steps before he tries to run a marathon so to speak. Otherwise we get idiots like SVC who are filled to the brim with ideas but can't implement them in a proper manner.

Bastinka
July 25th, 2008, 09:38 PM
I implied you read what I said thuroughly, my word you came off as a blithering idiot. No offense intended yet again, just saying really read it through.

Also, I never said he shouldn't take babysteps. I just told him to maybe try taking off the training wheels that guide his bike along that sidewalk, if he doesn't do well and gets hurt well then go back to training wheels until he can finally go without em.

Saggy
December 2nd, 2008, 11:13 PM
Woah, just found a bunch of old shit. Also, new shit at bottom.

Halo Desert Terrain Scenes:
http://img75.imageshack.us/img75/6780/desert2kn7.png

http://img117.imageshack.us/img117/9324/desertuc4.png

Eye Manipulation:
http://i141.photobucket.com/albums/r78/SaggDog7/fire.png

The Fire Within Desktop Background:
http://i141.photobucket.com/albums/r78/SaggDog7/FireWithin.png

KEEP IT CLOGGED (Just for Kornman)
:saggy:

Sonic Unleashed Custom Back Cover - Xbox 360 (Low-Res, stupid photobucket)
http://i141.photobucket.com/albums/r78/SaggDog7/Sonic_Unleashed_NTSC_X360_Custom.jpg

Advancebo
December 3rd, 2008, 06:53 AM
Whats the normal cover look like?

Heathen
December 3rd, 2008, 07:05 AM
Whats the normal cover look like?

Yeah, that looks legit.

Saggy
December 3rd, 2008, 07:11 AM
Just remember that I did not make the front cover, only the back.

Original Cover:
http://www.console-covers.com/watermark/watermark.php?src=16938.jpg

Now that I look at it, there are some parts I want to fix on my cover. Namely the boxes with the pictures inside.

Heathen
December 3rd, 2008, 07:22 AM
Iknow, yours does look better imo.

Stresses the "alter Ego" style of it.

Saggy
December 3rd, 2008, 05:48 PM
Thanks.

Also, made some minor changes to it:

http://i141.photobucket.com/albums/r78/SaggDog7/Sonic_Unleashed_NTSC_X360_CustomV2.jpg

Just some minor changes. Changed the font in the boxes, fixed the gradient on the text (it was reversed) and rounded out the boxes. Does anyone think the boxes are too rounded or look awkward?

Also, if anyone wants a hi-res version (4 MB 3240x2175) then PM me.

SnaFuBAR
December 3rd, 2008, 05:52 PM
The original was better because the back was balanced and had a better visual flow. Yours seems to suffer from a collage look.

Saggy
December 3rd, 2008, 06:25 PM
The original was better because the back was balanced and had a better visual flow. Yours seems to suffer from a collage look.
Yeah, your right. I've moved some stuff around and now it has some balance, but I'm not quite sure what I can do with the "As the sun sets... A new adventure begins" text. Anyone have any ideas?

E: Also, any crit/comments on my other stuff (http://www.modacity.net/forums/showpost.php?p=330983&postcount=17)?

E Again: How's this? I tried to balance out all the images, so I centered the glowing "rip" more so the two images are equal size. I also scaled down the boxes and made them fit better. I changed the arrangement of the "As the sun sets..." text, and added/changed some more logos to the bottom (Specifaclly the Hedgehog Engine logo and Dolby Digital)

http://i141.photobucket.com/albums/r78/SaggDog7/Sonic_Unleashed_NTSC_X360_Custom-1.jpg

SnaFuBAR
December 3rd, 2008, 07:17 PM
The desert terrain looks nothing like a desert. It's lumpy, muddy looking piles are completely uncharacteristic of a desert. They don't pass for rock outcroppings or mountains either, so I'd say you need more of a windswept sand dune approach. The photoshop stuff is alright... mostly cliché. Keep trying though.

E: as for your text on the back cover, you need to avoid the unfortunate tangents, such as how "...a new" intersects with Sonic's eye and covers his whole arm, and how "begins" completely covers his lower jaw.

Saggy
December 3rd, 2008, 07:26 PM
The desert terrain looks nothing like a desert. It's lumpy, muddy looking piles are completely uncharacteristic of a desert. They don't pass for rock outcroppings or mountains either, so I'd say you need more of a windswept sand dune approach.
Yeah, but tbh, I cba to fix it seeing as I don't have the max file anymore. It was mostly just me trying out ways of creating terrain for practice more than anything. Maybe I can add some effects to it in Photoshop to make it look a little more pleasing.


The photoshop stuff is alright... mostly cliché. Keep trying though.
Again, most of it was just practice/following some tutorials, but imo, I thought it was something to add to my dying thread. I'll keep trying though ;)


E: as for your text on the back cover, you need to avoid the unfortunate tangents, such as how "...a new" intersects with Sonic's eye and covers his whole arm, and how "begins" completely covers his lower jaw.
See edit in last post.

SnaFuBAR
December 3rd, 2008, 07:28 PM
Looking much better. You should learn about "directing eye movement". If you're unable to find much, just ask me.

Saggy
December 3rd, 2008, 07:31 PM
By "directing eye movement", do you mean something along the lines of creating a focal point, so the viewer's eyes are automatically brought to where the artist intend them to look?

SnaFuBAR
December 3rd, 2008, 08:01 PM
It's more than that, but that's the basis (as it is with any art...)

Saggy
December 3rd, 2008, 11:28 PM
Well, thanks to Snaf, I think this is the finished product:

http://i141.photobucket.com/albums/r78/SaggDog7/SonicUnleashedNTSCCustom_WIP_Mix-1.jpg

Joshflighter
December 4th, 2008, 11:14 AM
By "directing eye movement", do you mean something along the lines of creating a focal point, so the viewer's eyes are automatically brought to where the artist intend them to look?

Its about making the intended viewers eyes to follow the cover in mostly a certain directional flow. This allows the user to see all the content but also not think its cluttered. Some people use patterns or other such forms of art to do this. At Least this is my opinion, and that's what I learned from art class. :P

Saggy
June 22nd, 2009, 05:50 PM
Started working on some cliffs:

http://img190.imageshack.us/img190/568/cliffs2.jpg

http://img30.imageshack.us/img30/3636/cliffs1.jpg

Right now, all that right there is 334 polys/692 tris which isn't too bad. I have a lot too fix though. I can see lots of places where I need to make some cuts and fix up some verts/edges.

Also note that this is my first real attempt at trying to achieve decent looking cliffs.

E: Added some more cliffage:

http://www.modacity.net/forums/picture.php?albumid=45&pictureid=819

Up to 507 polys/1050 tris now. Definitely want to cut that down...

Advancebo
June 23rd, 2009, 11:22 PM
Looks good.
Wireframe?

SnaFuBAR
June 24th, 2009, 01:54 AM
Too jagged, it looks like crumpled paper.

FluffyDucky™
June 24th, 2009, 06:46 AM
Won't it look different smoothed tho? Or is it like that? D:

Roostervier
June 24th, 2009, 09:47 AM
Give it more detail in the shape. You don't have to make it look like pure noise, give it some large features.

=sw=warlord
June 26th, 2009, 12:23 PM
Too jagged, it looks like crumpled paper.
Different rock type?

Roostervier
June 26th, 2009, 01:06 PM
No rock looks like the cliffs he made. Point is they need more shape and less of the fractal noise.

Saggy
June 26th, 2009, 02:13 PM
Too jagged, it looks like crumpled paper.
I guess I should have waited to do the render once I finished making the cuts in the mesh to acutally give it some actual shape.


Won't it look different smoothed tho? Or is it like that? D:
Sadly, it is smoothed :(


Give it more detail in the shape. You don't have to make it look like pure noise, give it some large features.
Definately.

Also, I just felt like putting a quick texture on it, just to see what it would look like. I smoothed out the roughness of the cliffs as well.

http://img145.imageshack.us/img145/9521/cliffs5.jpg

http://img198.imageshack.us/img198/6199/cliffs6.jpg

MC in there to show scale.

=sw=warlord
June 26th, 2009, 02:14 PM
No rock looks like the cliffs he made. Point is they need more shape and less of the fractal noise.
I've seen chalk cliffs in cornwall look rather simular before so i don't know about that...

SnaFuBAR
June 26th, 2009, 02:33 PM
Chalk cliffs don't look like that. They have very prominent horizontal layers/banding. Any surface jaggedness has only minor resemblance to what was rendered, which looked like a sheet of paper that was meticulously folded or crushed and then opened back up. You shouldn't be able to identify 90% of the vertexes just by glancing at the render.

The new cliffs look somewhat better.