Im going to model again, your awesome. :-3
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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 :/
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.
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...s_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.
My mind hasn't been blown in 3 years. Try me.
and by evangelion you mean lancelot
http://code-geass.bandai-ent.com/kni.../lancelot1.gif
:saddowns:
Code Geass sucks... 'nuff said.
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.
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
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
Looks cool, the front of the bonnet should have another edge though because you can see a sharp edge.
http://i623.photobucket.com/albums/t.../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.
Neuro, are going to fix the handle grip? Looks awfully uncomfortable when your holding it. But everything looks great.
Judging by his progression from model to model, I'd say that he hasn't touched that part yet.
Bingo. Personally I'm not a fan of the design to begin with but the model is lookin pretty good.
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.
Please PLEASE change the color scheme.
I know its not textured but just letting you know.
Early WIP:
http://i435.photobucket.com/albums/q...47/render1.jpg
Based off of:
http://i435.photobucket.com/albums/q...pz47/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.
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).
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.
http://www405.blibs.com/editor/worki...895?1284422143
yay for blibs!
You should add a little more time for him to grab the second magazine. Seems pretty natural aside from that.
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.
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.
Lol, spartan seeing that hi-res mongoose makes me proud that people actually spread that texture around XD
i dont have any other bitmap
http://www.youtube.com/watch?v=91vCX...eature=channel
any better?
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.
Is there some sneaky materials way of doing a render like that, or do you just make two renders and photoshop them together?
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/t...000/newgun.png
this is what i am trying to make, or close to.
http://www.interstellarmarines.com/m...ifle03_001.jpg
you should try something more interesting than a chamfered block.
I like how that weapon looks in the finished picture, so i wanted to make it.
I find it best to start somewhat simple.
both i guess
Something similar to this:
http://www.3dvalley.com/tutorials/re...-solidwire-mix
Opacity
Mix
Gradients
or something like that, I cant find a better tutorial.
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".
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.
http://i37.tinypic.com/30k827b.jpg
Shitty render is shitty, but it hopefully gets the point across.
The pillar/semiarch things weren't that alike. They were broken and nonuniform.
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.
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.
AFAIK its not sand, its erosion of the rock.
Well it looks true to the H3 map that he's copying from, so in that sense it looks pretty good.
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/a...939/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)
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.
Yeah... I'm guessing you didn't read what I wrote.
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
get rid of all of the "..."
just have the lines end with no punctuation, unless it's the end of a sentence.
Reminds me of http://newsimg.bbc.co.uk/media/image...0161_vicky.jpg
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.
:snafubar:Quote:
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.
This thread now sucks.
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.
you should've seen the other guy's wall.
^
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.
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.
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.
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.
Some improv I did on my guitar last night: Link
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.
http://i238.photobucket.com/albums/f...owedgeloop.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.
Thanks.
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/ro...ning_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.
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.
dont 'optimise' it like you would a lowpoly, just quickslice away for a big box-thing like that.
How's this?
http://i238.photobucket.com/albums/f...conditoner.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/f...nditoner-1.jpg
Looks good so far. Keep it up.
http://i148.photobucket.com/albums/s...TOTHERIVER.jpg
http://i148.photobucket.com/albums/s...HESUNLIGHT.jpg
making a CE map after a long ass time. Its kind of like a temple/grave-yard.
Maybe you should finish this one. :O
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)
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.
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.
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://i37.tinypic.com/2i0x8nm.png
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?
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.
Very boxy. Needs more of the same structure jutting out repetitively.
:raise: sounds like there's a word missing or something. What 'zactly at the end of the tower protrusion don't you like?
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.
@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.)
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/img23/407...degrozawip.jpg
http://img697.imageshack.us/img697/8480/grozawip2.jpg
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.
Heh, Inlarge.
Also, what the hell is that PenGuin that isn't The Pit I don't even