Dragon Ball, I believe :)
And Admiral I will upload the .svg in a bit
E: http://www.mediafire.com/?gmfudlhuzwm
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Dragon Ball, I believe :)
And Admiral I will upload the .svg in a bit
E: http://www.mediafire.com/?gmfudlhuzwm
I kind of picked up on this on my own, I have no idea if I'm doing it right lmao. Anyway, my first sculpt in zbrush, some 150k polygons.
http://img522.imageshack.us/img522/2...creteblock.jpg
What you've got seems to be more pinched than bumpy, but I think if you use some other brush/method this would work out much better. It already looks nice. I would add some more dings and scraps on the sides and not just the corners.
not to sound like a dick but thats pretty apparent. broken concrete doesnt look so smooth, look at how rocks chip. also, its just overall not very well defined.
e: all this @ newbkilla
Face made me lol.
Nice rest of it though, did you texture the radio on his back? It seems a little lo-res or maybe that's just me.
http://img9.imageshack.us/img9/8649/syfy.png
just messin around
Fix your Y and get better lighting. color and lighting are totally off.
Did this a while ago, was going tp put it in-game but I am too lazy.
http://i58.photobucket.com/albums/g2...rtvehicle1.jpg
It's a little bland. But oh well. Looks good though.
http://img33.imageshack.us/img33/4584/fsadh.png
I had DEEfag render it
Thats why I didnt put it ingame. Too boring looking Lol.
http://img150.imageshack.us/img150/1...magnumspec.jpg
http://img150.imageshack.us/img150/5682/h3mtmagspec.jpg
:effort:
Seriously, I didn't really use much effort on this. (note the lack of some grime where there should be)
i wont use much effort to crit it then
sucks, start over
to be honest, you need to give it some definition. just looks like scratched up metal, and the scratches dont even make sense where they are. over all, its really easy to tell you didnt try at all
Noticed :/ Looks. ermmm, alright.
Pistols such balls anyway, I don't know what everyones obsession with them is.. they are crap.
@Hunter, how does it move.
its from halo 3 I think...
It's a forge object, why should it move?
Because it would make a cool vehicle :D
Slow getaway with the flag and an eletric moter :P Im can't be arsed to get it ingame. Looks boring, and needs textures, which would be easy, but I can't be arsed.
Now that is more like something I could actuallytexture, and I've had a bit more practice; maybe I could give it a go?
For reference, here is the original logo:
http://www.wired.com/geekdad/wp-cont.../04/syfy_2.jpg
I just did it for fun, I dont need it to be perfect. Not really gonna be used for anything.
@MrBig.
I will unwrap when I can be bothered and send it to you Lol.
From now on keep personal messages personal; PM him. Seriously, you didn't even shamelessly add in something stupid to keep your post on topic.
Last time I checked there where two posts conserning what I said about the unwrap, that is mine, above. and MrBig saying that he would give it ago.
Also, it is ontopic as it is discussing something I posted in the last page. He asked a question, so I answered it. There is no need for you to bitch about this all of the time, although the last time you did I can understand as I more or less had a convo in the public forum...
I don't understand... did you make that?
.
Why else would I post it.
Yes, of course it was a vector.
I will be posting the finished version with a background on my deviant art soon.
e: http://avpdragon.deviantart.com/art/Bender-131915426
i call this a double-fail.
he clearly sais he used nurbs, yet you ask for a wireframe of an unsmoothed version.
idk, but i guess you didn't connect the dots where NURBS does not equal sub-d?
this results to me believing you wouldn't really be a fair judge on whether or not 'he's doing it right', considering you yourself seem to barely have understanding on 'how it's done right'.
excuse my rant.
edit: woops, didn't see this was 5 pages down already.
I don't see how nurbs modeling is any different from using the turbo smooth or mesh smooth modifier. Especially if it acts the same way when sub-div modeling. So what makes using nurbs any different? I don't see how nurbs is different from this.
If you see the difference in this then tell me. Because clearly I don't.
http://img12.imageshack.us/img12/1193/37492954.png
.... try modeling something in nurbs once. You'll see why a wireframe is almost useless.
nurbs aren't a real surface... they're an... "idea" of a surface haha.
ah yes what insightful crit we are all giving each other,
oh wait
(that means enough about nurbs)
E : I'm fine with having a thread about what the difference is, go ahead and make one. Not in here though.
Thanks to the help of Deehunter and a few tutorials i've nearly done my first weapon model.
I know this has been done to death but i wanted to make my own model for a mod instead of using someone elses.
I started this arround 3PM and it is now 8:46PM and been doing this non stop so yeah little worn out but any crit or advice on how to make my model look better would be greatly appreciated.
There are currently no smoothing groups so please ignore any smoothing errors im concerned more about the mesh it self at the moment before i go into smoothing.
Fix the nasty non-planars on the front and the back.
Other then that, it is a very good for a first weapon model.
made this for a game. looking for crit on my mesh and how i could make it better while keeping it nice and low poly. right now it has 1108 triangles
E: i can get a closer up shot of the handle with a wireframe if necessary. i just realized that you cant see it very well\
E2: and smoothing advice/tips wouldnt hurt either :D
i was going to make a post explaining how you apparently haven't got a damn clue of what you're talking about, and you base what you say -ONLY- on what you see when you convert a mesh to a patch.
i was going to, but in all honesty, i think you wouldn't grasp the concept, no matter how hard i tried to explain it.
next time you try to post something intelligent, you should consider whether or not you're making a complete tool out of yourself, resulting in anyone who DOES know what he's talking about, laughing at you. (which i doubt was your intention)
g'day,
case closed.
edit:
http://i623.photobucket.com/albums/t...urbsRnot4u.jpg
feel free to prove yourself wrong.
Why would you even need to see the wireframe? There are clearly no smoothing errors on it, so it was modeled properly.
Your mesh is important >_> As I saw with hunters turret, while the end result was nice, there was a lot that was done to it that was able to reduce the triangle count yet made no visual difference.
i have no idea who you guys were talking to. which of those comments were directed at me, if any? i had a difficult time deciding how to smooth the knife's handle and i would really like to improve. any constructive criticism is appreciated
@Neuro: just explain it, some will understand and some won't. Just throw it out there so people can read it.
Discussion of this stops now.
Im entering this competition on another site, its following a certain concept, where we can make minor changes to it if we want.
This is the concept
http://www.iamglynnsmith.com/ga_content/GAMC01.jpg
here is my model, its going to be a refrigerator/cooler. Come on and help a man out :)
http://i148.photobucket.com/albums/s..._uno_testo.jpg
http://i148.photobucket.com/albums/s...testo_wire.jpg
You could add alot more detail on the sides and fronts like the panels and bolts like in the ref.
Is there a poly limit? Cause if not I would go crazy with detail.
Oh yeah, poly limit is 1500
Go crazy with detail and make a normal map out of it and put it onto a low poly object..?
I wasnt sure about doing a high poly for this one. But the deadlines on August 16th. Should I go ahead and do it?
you should, that's plenty of time.
(in reference, i would get 2 days allowed for such an object, for both high and low-poly, including unwrapping and baking)
I would agree with Neuro. That's lots of time.
Also, where you see little bolts in that concept, go and add them all in. After your done with adding the grill details and stuff, get a tut or something that makes beautiful renders of sub'd models. :)
(oh, you know details that will be normal'd are allowed to be floating right? :p)
yeah they can be floating. I learned it from this cool guy :)
Alright neuro, I shall begin the high poly tonight! Right now, off to play some baseball!
Trying to model something that isn't terrain or forerunner for once.
I figure it didn't turn out too terrible hahaha
http://i93.photobucket.com/albums/l4...dels/tank1.jpg
http://i93.photobucket.com/albums/l4...dels/tank2.jpg
Obviously not finished yet, tips, crit, shit Im obviously fucking up on?
more detailed model = a happy detailed model.
I'm a whole lot more worried about figuring out how to get the shapes right first than detailing the thing to hell and back right now lol
My work flow (people like neuro or disaster may not like this though).
I first block model my object. Sort of what like you did. But I dont block model EVERYTHING. I just go ahead and block model the main body. (So its a box with a few angles to show its the main shape). Then I go ahead and work on the side details in box model mode. then I take that, and add all the edges on that box for TB. Once I got that done, I add bolts and everything (while adding the detail I still put edges where needed, when I TB). Once that is done, i work my way till I have everything done. Then I just TB, and render.
But there are different techniques for different people. :p
(Please re-render that though. ]:)
I vertex modeled this lol, aside from the parts that are obviously cylinders.
and ok
http://i93.photobucket.com/albums/l4...els/tankin.jpg
Give a rough time period, tanks for time periods are very specific in design. yours look near end WWII and post WWII tank, prob as late as Korean War.
YOU MOTHERFUCKER http://sa.tweek.us/emots/images/emot-argh.gif
pm me loads of renders and i can point out any problems, and if you need refs, ask
Pz.Kfw.VI Ausf. B Tiger II. Latter half of WWII, most powerful tank of that war.
ok cool.
I wouldn't mind hooking you up with the model, I know I'm doing shit wrong, since this is probably the first vehicle model I've tried to do since this.
I'll probably try it again too, just because I fucking love this tank.
...and jesus christ ross, could have just said King Tiger!
http://i93.photobucket.com/albums/l4...s/tankin-1.jpg
I like how the turret, side armor, and treads came out, but I absolutely hate my lack of details, and the details I made.
Might redo this again just for shits though.
http://www.youtube.com/watch?v=_L6AfH4VqpE
Master Chief's epic jump
Models by Bungie
Textures by Bungie
Materials by HDoan
It's like that one FRain made
engine decking looks whack and the side armour is too thick where you have the towing eyelets, plus your driver and idler cogs look no different to the road wheels which is a huge whoops
i'm still only partway through uploading all my refs and am taking a break for now but expect scale 3-views of it up within the next day or two
@HDoan, the banshee seems to move a lot slower than the cheif when he is in the air which seems stupid, you want him to jump before the banshee not next to it.
Because the banshee then seems to pickup a lot of speed, it would splat him.
So;
1. Speed the banshee up.
2. Make cheif jump a lot sooner.
3. Have the banshee move faster than the cheif during the slow mo effect.
That was on purpose, I wasn't able to figure out how to model the front and back things lmao.
For now I'm not going to change the model, I'm gonna give skinning it a try, and for simplicities sake I'll keep it like that for now.
I'll redo the model entirely later on though.
Iza bit fuxed.
http://i58.photobucket.com/albums/g2...ng_problem.jpg
What do I do? :( There isnt enough room for the red and blue parts...
Thinking about it, does this make more sense?
dont be afraid to stretch your uvs a little bit. if you get a clean bake and proper texture made for it, no one will notice anyway
I will make it like the 2nd image I posted - Like DEE's above - because it makes more sense and easier to texture. Cheers :) I might bake this as well, seems simple.
Another question, if I open a max 8 scene in max 2010 can I still open it in max 8?
that all depends on whether or not you save it
So if I save it in max 2010 max 8 won't open it? :( Looks like I am using bluestreek :/
Ill narrow it down for you:
3ds max 7>3ds max 8>3ds max 2008>3ds max 2009><3ds max 2010
Im not really sure if 3ds max 2009 and 2010 are interchangable, but I kind of doubt it.
basicly, if you save in a higher version, it will give you a error in a low max version. Simple solution is saving it as a .3ds or .obj. :)
Or use .fbx, which is best.
:( okay, cheers /offtopic :P
2712 Triangles, unwrapped and ready for texturing, unwrap might need a bit of tweeking though.
http://i58.photobucket.com/albums/g2...SMG_Unwrap.jpg
http://i58.photobucket.com/albums/g2...p_smg_odst.jpg
looks good to me
Then don't use 3ds max 8. :/
It might be more usefull to unwrap the attachments on a seperate smaller bitmap if you wanted to have a second version without all the attachments.
I agree with Killa. And nom! nom!! nom!!! Soz?
http://img522.imageshack.us/img522/2...dboxclosed.jpg
@Il Duce Primo, that is actually a good idea.
@Joe, the seems in the middle is due to unwrapping half of it and then mirroring it, none of those parts sre actually stretched. Also I am sure the blue part is not skewed because it is a flat object and would be hard to fuck up Lol.
Edit:
http://i58.photobucket.com/albums/g2..._smg_odst3.jpg
Ignore the parts which have fuxed up colors, that is because overlapping parts which are intensional.
http://i58.photobucket.com/albums/g2...MG_Unwrap2.jpg
http://i58.photobucket.com/albums/g2...MG_Unwrap3.jpg
All the same unwrap.
Since the gun is pretty symmetrical, most of those parts can be "butterfly" unwrapped. And when you are unwrapping the cylinders, have the seem be on the bottom most edge.
I was butterfly unwrapping untill I realised it would look weird when textured as the grains of the abse texture would be going in different directions... so on the edges of some parts where it is chamfered abit it would look wrong.
Also if the person who textures it decides to add a bit of shine to it with the burn and dodge tool then they can just put on long stroke on the edge if it isnt butterfly unwrapped.
That looks awesome, nice unwrap as well. I love the model.