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Thread: Quick Crit thread 2012

  1. #51
    Senior Member killer9856's Avatar
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    Re: Quick Crit thread 2012

    I was having trouble baking in MAX so I did it in xNormals.

  2. #52

    Re: Quick Crit thread 2012

    xnormal >_<

  3. #53
    Senior Member MXC's Avatar
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    Re: Quick Crit thread 2012

    Some more progress! Next up is some more refinement followed by taillights and headlights.

  4. #54
    Bring it Nero's Avatar
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    Re: Quick Crit thread 2012

    It's coming along man! Can we have a wire frame?

  5. #55
    Senior Member MXC's Avatar
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    Re: Quick Crit thread 2012

    Thanks! I'm trying to keep things as simple as possible with the base, unturbosmoothed version, to avoid any pinching. Personally, I think the wireframe on the rear looks like ass, and I'm still working on it, but other than that There aren't any issues with pinching or overlapping. A modeler at Lockheed suggested tracing out a wireframe over a reference image and working with that.


  6. #56

    Re: Quick Crit thread 2012

    you've got waaaaaaaaaaaaaaaaaaaaaaaay too many irregularities in your mesh.

    basically if your wireframe looks 'scribbly' like that, you're doing it wrong.
    i'd say you've simply got too many edges everywhere.
    believe it or not, this car is VERY simple shapes, you really don't need this many edges to define the shapes properly.

    also, low-spec renders like that only hide your mistakes.
    you should make a nice shiny glossy render, it'll bring out the flaws in your mesh (sounds backwards i know, but you need to see where you've gone wrong)

  7. #57

    Re: Quick Crit thread 2012

    Plus it will make your life a hell of a lot easier if you get a decent base mesh down before you subdivide that way you have a better working point for your low poly. If you were to make a low poly out of this you'd be better off scrapping everything.

  8. #58
    Senior Member MXC's Avatar
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    Re: Quick Crit thread 2012

    I knew I was doing it wrong, son of a bitch.

    Quote Originally Posted by PenGuin1362 View Post
    Plus it will make your life a hell of a lot easier if you get a decent base mesh down before you subdivide that way you have a better working point for your low poly. If you were to make a low poly out of this you'd be better off scrapping everything.
    I really wish that we started off with a low poly class instead of jumping straight into high poly models. Every time I work on this I know I'm doing things wrong, but the classes so far are only concerned with high poly modeling. We're told that the fewer vertices/edges the better, but other than the fenders, we're not given any exact details.

    Believe me, I would love to learn low poly modeling instead of this, or at least learn how to create a smooth mesh without using Turbosmooth.

    Quote Originally Posted by neuro View Post
    you've got waaaaaaaaaaaaaaaaaaaaaaaay too many irregularities in your mesh.

    basically if your wireframe looks 'scribbly' like that, you're doing it wrong.
    i'd say you've simply got too many edges everywhere.
    believe it or not, this car is VERY simple shapes, you really don't need this many edges to define the shapes properly.

    also, low-spec renders like that only hide your mistakes.
    you should make a nice shiny glossy render, it'll bring out the flaws in your mesh (sounds backwards i know, but you need to see where you've gone wrong)
    Do you mean the triangles? The only reason they're still there is because I'm trying to fix the shitty geometry in the back, but I have no idea how to do that without ruining the smoothed out version. I did try to block out the car earlier on without adding any additional vertices. After what I thought was a clean, blocked out car, I started my assinine attempt to refine it.

    I should already know this, but how do you make a glossy render?
    Last edited by MXC; February 16th, 2012 at 08:46 PM.

  9. #59

    Re: Quick Crit thread 2012

    Quote Originally Posted by MXC View Post
    I knew I was doing it wrong, son of a bitch.
    Every time I work on this I know I'm doing things wrong, but the classes so far are only concerned with high poly modeling. We're told that the fewer vertices/edges the better,
    then you're getting fucking scammed.

    there's a 'rule of thumb' that less verts makes your mesh easier to control and adjust, but it being BETTER is the biggest pile of horseshit i've ever seen.
    more often than not (at least when you're making more complex stuff) you're going to NEED a dense mesh to be able to support whatver you're trying to efficiently.

    try asking your TEACHER to make a cylinder with one of the faced extruded inwards.
    any pinching makes him a retard. like this

    obviously don't show him that, but that's a prime example of you NEED more edges to be able to support a decent curve.
    remember, it's a HIGHPOLY.
    it doens't have to be a geometrical masterpiece, you only need good normals to bake.
    polycount in highpoly models is 120% COMPLETELY IRRELEVANT.


    as for a glossy render, just apply a material with a (higher) glossiness and don't have a skylight in the scene.
    there's a BUNCH of render tutorials on these forums, and even more everywhere else.
    shouldn't be to hard to find.

    also, i'd like to point out that your car is by no means bad. it's pretty dern great for somebody who doesnt even have a basic grasp of lowpoly modelling.
    (priorities man, priorities!)

  10. #60

    Re: Quick Crit thread 2012

    I love neuro's posts. They're like the most degrading thing that can teach you a lesson at the same time.

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