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BiG ToE-3DT
23-07-2007, 03:51 PM
Ghost-D: yeah I had a few red spots, in the corners. I just pop back into the uvw editor and move some verts around to hide it. But the red I think you are seeing, I put there. It's splatter, created from when his "probe" penatrated his "experiments" He doesn't like getting dirty, so he wears an apron to catch any juices that may come his way. Also, I was thinking about holes, but the personality og this guy wouldn't allow it. He likes everything to be perfect. That and I did holes on a different character awhile back and didn't want people to think I was just reusing the idea. Although, I did use the feet.
http://i55.photobucket.com/albums/g129/DJBiGToE/poseshalf.jpg

new update, the textures are almost done, but the pimple/warts need something. Think it's a color change.
http://i55.photobucket.com/albums/g129/DJBiGToE/039.jpg

Ghost-D
23-07-2007, 04:40 PM
BigToe - Nice progress, especially on the pantyhose. Well, I know that the apron was kinda "dirty", so I decided to show you what red areas I meant concretely.

http://img411.imageshack.us/img411/4999/017highlitedki3.jpg (http://imageshack.us)

First time I saw only the red areas marked by blue color, but there´s also something that seems to be normal mapping prob. marked orange. Sorry if I figure like a pedant or something, just want to help.

BiG ToE-3DT
23-07-2007, 05:49 PM
Ghost-D: thanks, I fixed it.

Jedianakinsolo
23-07-2007, 06:56 PM
Hey, Yoyomon, I love that soldier :D That's some awesome stuff right there.

Fenixy
23-07-2007, 07:19 PM
Toe this monster is pervert!!! =D

hi guys, i wana enter this cool thread to, i am kinda new for lowpoly , but i want to learn it.So here is my Kity(fast 20 min model).This concept is from lineage2 i thoght it might be good for practise.I'm trying to not do trianglse for now and put model in Zbrush after for clothes.
Shuld hair be separeited object? Is there times whene hair is part of head mesh?

http://img131.imageshack.us/img131/7260/30minfd2.jpg (http://imageshack.us)

TwanX
23-07-2007, 10:48 PM
Goust: I have all the 3 cats model. Looks great so far

Fenixy
23-07-2007, 11:23 PM
heh thx
there is 4 cats :smug:

here is fast zbrush. I dont realy know how to do normal maps, so i dont know if i will do theme at all,but i will try
http://img502.imageshack.us/img502/5544/catbrushmd1.jpg (http://imageshack.us)

Fenixy
24-07-2007, 06:30 PM
finished
modeling- 1.5 hours ,unwarping- 15 min, texturing -some hours.It's my first try to do a lowpoly, and first time doing hand drawn textures, so it's look creepy :hmm:

http://img408.imageshack.us/img408/9129/lowpolyrd4.jpg (http://imageshack.us)

BiG ToE-3DT
25-07-2007, 11:08 PM
done with this one, for now.
http://i55.photobucket.com/albums/g129/DJBiGToE/BiGGayAL.jpg

defaultalias
26-07-2007, 12:35 AM
i'm afraid to say it, but he almost looks benign toe.

Mr. Senator
27-07-2007, 04:40 AM
Hey all, this is a pulpit that I modeled today, Im getting ready to unwrap it, and will be making a texture, normal map, and spec map on in afterwards, I was just looking for some feedback! Thanks everyone! Also, its 1743 Polys =)

-Zach

http://i6.photobucket.com/albums/y245/braddaduck/3D/pulpit.jpg

achmedthesnake
28-07-2007, 12:17 PM
armour:
http://i56.photobucket.com/albums/g192/achmedthesnake/normals06.jpg

Klash120
28-07-2007, 07:20 PM
Neat stuff everyone, though BigToe... I think you may issues @. @ ,lol.
That aside, some progress on my new rock creature summon, I dub it the 'Rock Lobster' for now :p

http://farm2.static.flickr.com/1335/930978318_33ab0362d6_o.jpg

http://farm2.static.flickr.com/1122/930978242_ab29ec54ec_o.jpg

http://farm2.static.flickr.com/1170/930978266_1c98d5ee28_o.jpg

FetteWorst
28-07-2007, 08:06 PM
Klash120<<<that..thing is really neat, i bet after you adjusted the smoothing groups it will look great!...reminds me somehow of these big antlions(hl2)

defaultalias
29-07-2007, 03:47 AM
very cool klash. did you ever finish the colossus?

Klash120
29-07-2007, 01:19 PM
I have not Default, BUT~ I am though sometimes in the verey near future ;p
I have plans for that colossus for the end of my reel :D

Mr. Senator
30-07-2007, 08:23 AM
heres some progress, im just laying down a base texture for now, after its all done i will be making the texture more dirty, then adding a normal and specular map. comments and critiques are more than welcome =)

http://i6.photobucket.com/albums/y245/braddaduck/3D/pulpitprogress.jpg

achmedthesnake
30-07-2007, 11:35 AM
litl more http://i56.photobucket.com/albums/g192/achmedthesnake/normals07.jpg

Mr. Senator
30-07-2007, 08:22 PM
alright im pretty much done with the pulpit, i might change some things later, im thinking of doing a cathedral including this pulpit to make a tight environment scene. Comments and critiques welcome.

http://i6.photobucket.com/albums/y245/braddaduck/3D/pulpitfinal.jpg

Klash120
31-07-2007, 01:12 AM
More updates on the 'Rock Lobster' :3

http://farm2.static.flickr.com/1119/957422380_e5d8595cab_o.jpg

http://farm2.static.flickr.com/1203/957422434_05dbecb9eb_o.jpg

http://farm2.static.flickr.com/1226/957422442_7ac72d509d_o.jpg

dhruvsm
03-08-2007, 11:48 AM
i thought i should also join in with some wips...

here one goes...tri count is 3932....done the uv layout...!!!

next will be a texture update...!!!

http://i22.photobucket.com/albums/b320/dhruvsm/german_VTOL/german_vtol_01.jpg

http://i22.photobucket.com/albums/b320/dhruvsm/german_VTOL/german_vtol_02.jpg

cheers...!!!

Rhauk
04-08-2007, 03:19 PM
This time I'm going with something a lil' higher poly than what I usually make.
It's an anime-ish character, and I "borrowed" the style from a game called ALiBAT (Rozen Maiden game, for those of you who have heard of it).

http://img126.imageshack.us/img126/5134/animeheadcl5.png



Edit: Major update (I'm getting the hang of this higher poly stuff now, hurr)

http://img244.imageshack.us/img244/2218/wiply9.png

Not sure if I'm happy with the hair yet, and yes, I am aware that the head is too large for the body, I'm not going for a realistic approach here :|



Edit: I don't want to doublepost, so here's another update. Pretty much done with the body, I think. I left out the toes because frankly, I don't see why I would need to model them ´_`
Now I just need to come up with an outfit, blargh.

http://img504.imageshack.us/img504/7732/wipui7.png

Tricount is around 2400.


Yet another edit: Gave her a longer neck, thought the old one was too short.


Editediteditedit Because I hate doubleposting: Gave her some real feet, I just came up with a reason to make toes - I haven't made any before, and I need the training ~

Redid the feet because I hated them.

http://img166.imageshack.us/img166/6749/wipwipic0.png

Differences include:
-Longer neck
-Tweaks
-New feet

bb0x
06-08-2007, 02:20 PM
First of all, your deffiniatly getting better :D

the face looks good... the polyflow looks good also, the only thing thats not that good is the nose, and the ears... and the chin/lower jaw. I'm talking about poly flow here also... I know poly by poly modeling is a nice way to go, but first start out with primitves... if you know how boolean works to to work with that.. that way you will have the optimal shape for each part...

Like if you made a face from a sphere.. you would have a nice polyflow automatically, lets say you will make an ear out if a very flat cilinder.. you would also have the best polyflow posible (imo) booleaning it will have optimal shapes for both of the features (face and ear) but it will be one solid object. the tricky bit will be maintaining the mesh flow because you now have merged 2 objects into one... So i would sudgest before booleoning it that you try to align the vertces as good as you can...



I find it quite weird that there isnt any hair "before" the ear.. they all go right behind it... off course, texture can "fix" it.

Also the body looks a little bit out of proportions.. might just be the manga-ish look tho...
The mesh flow on the body isnt that great imo... the shoulder will not be deformning well enough i think. I'd sudgest trying to make the mesh flow from her breast right into the shoulders. I again sudgest that you start with primitives.. you would get a nicer meshflow since primitves have a pretty solid mesh flow.

Anyways that enough for now... I gotta go back to work XD

BiG ToE-3DT
06-08-2007, 02:31 PM
Rhauk: I won't get into the mesh flow because I don't know what you want to do with this character, but if it will be for animations, then a few areas like the shoulders will need some looking into.

As for proportions, she looks off because of two things, 1. her head is too big, and that is ok but mixing that with 2. long arms, throws everything off.
Shorten the arms and the whole thing will look that much better. Or, you can make the legs longer, it's up to you.

Rhauk
06-08-2007, 03:50 PM
Thanks for the constructive criticism, though I can't say I agree to all of it.
Here's a closeup of the face (with some minor changes from the last picture posted)
http://img407.imageshack.us/img407/6138/utennavndo2.png

As you can see, there is hair in front of the ear. On one side, that is.


You keep mentioning boolean, and I know how to use it but frankly, I think boolean is one of the worst tools ever. It causes more trouble than it causes results, so if anything I'd merge the objects by hand, vert by vert. Now, I didn't do that in this case and in fact I can't even remember how I made the ear, but I don't see why the meshflow is so awful on it. I've also optimized the nose as best as I can without losing the shape, and without adding several loops all over the head some tris are necessary (breaking the overall "flow").
The jaw is basically just an extra loop added for roundness, otherwise it flows all the way down the neck so I don't see what's wrong there either.

What I do agree on is the meshflow of the body (especially the shoulders, I hate shoulders). Just checked and they deform horribly, so I'll have to redo them. Problem is, I don't know how.
As you mentioned, the breasts also break off the flow quite a lot, this is because I couldn't manage to get a decent shape without breaking it. Again, help is happily accepted +_+


Big Toe: I don't plan to do anything with it, it's just something I made for no real reason at all, but you're right about the deforming (since I will most probably rig it).
I can't see how you think the arms are too long, (or as you said "long arms". They go down to a bit above the knee, which is the avarage length of an arm (hell, I can touch my knee when standing with my arms down, but I do have pretty long arms).
The arms were originally shorter, but that looked very disproportional and off, so I lengthened them to what they are now. Same goes with the legs, though they were originally longer and then shortened.

~

BiG ToE-3DT
06-08-2007, 04:53 PM
for the arms, when theyare down by her side, they should be in the area of the pants pocket. Anything lower and it will look off. I would say, take a look at your self, but you have long arms, wich could be good if your back has a nasty itch.

achmedthesnake
13-08-2007, 10:57 PM
warrior..
http://i56.photobucket.com/albums/g192/achmedthesnake/normalspose02.jpg
http://i56.photobucket.com/albums/g192/achmedthesnake/normalspose01.jpg

Kalango
13-08-2007, 11:16 PM
looking nice achmedthesnake, but you could uyse more of color variations and color shading...just normal map looks like a clay guy...also some pores and desaturations/saturations on the right spots would work pretty nice :)

BiG ToE-3DT
20-08-2007, 11:57 PM
a 498 tri toy robot model, made for the mini comp over at game artisans
http://i55.photobucket.com/albums/g129/DJBiGToE/Ape-Bot-Final.jpg

TheWinterLord
21-08-2007, 06:13 AM
Klash120 how did you model the fence in your scene? thin cylinders? just wondering, im doing a highpoint environment atm.
btw your new project looks like it can really turn out awesome!

achmedthesnake nice model, you know if you played more with the specular color it can look so much better. like the skin has way to much specular, give the metal armor more spec and then make maybe some dirt on it with lower spec

also i think the normal map is inverted on his right arm. :)

BiG ToE-3DT i find the green guy kind of disturbing :P your robot got nice colors and with the background the simple thing looks really really good.

Klash120
21-08-2007, 11:49 AM
TehWinterLord: Fence? scene? What? LOL. Ah yes, that environment piece...sad to say, but work on it has... um... diminished :p Anyways, I recall using a plane :D & used a grid procedure (Maya) for alpha + bumps. I've rotated the polygon's UV's to 45 degrees. I think that's pretty much to it :D

PS: Grande Toe~ Spiffy looking robot :D Mind if you post some wires & textures :P

Klash120
22-08-2007, 11:23 AM
Mmm, I don't see any posts here in a while...so...
http://farm2.static.flickr.com/1159/1201543903_0c1350a8c9_o.jpg
In progress Hires model of a M270 for normal mappiness~ Going to start on the low poly sometime soon! :D

And to go along w/ the M270, missles~
http://farm2.static.flickr.com/1279/1202408452_746c9ae982_o.jpg

Happy vertex wrangling,
- Cisco

BiG ToE-3DT
22-08-2007, 04:13 PM
Klash120: here you go:
http://i55.photobucket.com/albums/g129/DJBiGToE/009-5.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/apeRobot1512.jpg

Klash120
24-08-2007, 12:16 PM
BAMF-tacular Toe~ Is that all you've used?? Just one diffuse map? :p
The render from above came out quite spiffy :D
-Cisco

BiG ToE-3DT
24-08-2007, 03:17 PM
there is a oppacity and a bump/normal, but for the normal, I just used the diffuse map and filtered it with the nvidia photoshop plug-in. And the bump was just a basic gery scale of the diffuse. Ohh, and I did what you did with Kross, I rendered him/it with lights and shadows turned on, plus I had the self-illumination turned up to 100%.

TheWinterLord
27-08-2007, 12:20 PM
2724 Tris, still wip.
http://img255.imageshack.us/img255/8864/texturefixxu7.jpg

thanks Klash

Klash120
02-09-2007, 02:04 PM
Well, I was gonna pretty much play games & rawk out in Guitar Hero.... Until Default told me about this mini monster thingy .... Something triggered my artistic finger, and thus, pooped this out :D

http://farm2.static.flickr.com/1279/1300550602_81e067b3ae_o.jpg

100% lighting. 512x512 color map. Screenshot right out of maya~

defaultalias
03-09-2007, 03:48 PM
Mines better! lol
thats pretty cool klash, bets of luck
http://i70.photobucket.com/albums/i101/defaultalias/GA-mincomp.gif

bb0x
06-09-2007, 07:53 AM
Hah both look really cool man :D

Default cuold we see your texture map?

defaultalias
06-09-2007, 02:11 PM
it sucks. so much wasted texture space, lack of definition...
http://i70.photobucket.com/albums/i101/defaultalias/Texture.gif

TheWinterLord
15-09-2007, 08:40 PM
http://img251.imageshack.us/img251/7742/05bz9.jpg

http://img413.imageshack.us/img413/2364/hehemm2.jpg

1592 tris
gonna do the textures soon.

bb0x
16-09-2007, 12:48 PM
Default - It looks good on the model so i guess there isn't really much to complain about :)

The Winter Lord - I find your model to be a bit too light. A darker grey would be more fitting imo. The black version you got in the second picture looks way better. I would have kept it like that.. Also I think it has a bit too much specualrity.



Finally did some work on Alucard (vs low poly art challenge #1) its still a bit messed up. i have only done the cape and legs. the rest is yet to be painted :D.

http://i55.photobucket.com/albums/g152/b_bucket/alucard2.jpg

BiG ToE-3DT
19-09-2007, 01:18 AM
Dosu, from the naruto anime.
http://i55.photobucket.com/albums/g129/DJBiGToE/004-19.jpg
may find myself redoing the face in a day or so.

HollowReaper
19-09-2007, 07:28 PM
Well, i think it's about time i post something of my own, i've been working on an animation for our team logo at school for our video game, so I created the main character of our game in 3d and i've got him in the animation which is being rendered as i post this(only at 20% >.<!) Hope you guys like him, C&C welcomed if anyone got any.

TheWinterLord
20-09-2007, 09:13 AM
Thanx bb0x yeh maybe its the screen im using because i cant see your character its all black xcept the white stuff:P

Rhauk
20-09-2007, 12:49 PM
Thanx bb0x yeh maybe its the screen im using because i cant see your character its all black xcept the white stuff:P

Your screen must be really dark, then *_*
I see Alucard fine, and I too find the gun to be a bit too bright.


Nice model though~!

BiG ToE-3DT
23-09-2007, 07:09 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/022-5.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/017-1.jpg

bb0x
23-09-2007, 10:50 PM
Thanx bb0x yeh maybe its the screen im using because i cant see your character its all black xcept the white stuff:P

yeah I checked it on a crt.. and it was very dark on it...
it looks good on my lcd tho'

Makaveli
24-09-2007, 04:27 AM
Well, I was gonna pretty much play games & rawk out in Guitar Hero.... Until Default told me about this mini monster thingy .... Something triggered my artistic finger, and thus, pooped this out :D

http://farm2.static.flickr.com/1279/1300550602_81e067b3ae_o.jpg

100% lighting. 512x512 color map. Screenshot right out of maya~

Reminds me of Cubone from the Pokemon series

BiG ToE-3DT
24-09-2007, 04:22 PM
http://i55.photobucket.com/albums/g129/DJBiGToE/026-3.jpg

Klash120
25-09-2007, 11:41 AM
I'm keeping my eye on ya .___.
I too has enter'd the ninja zaniness~

Lol, pretty awesome so far. I wanna see that dude textured!

And 'Makaveli' *Nod* Cubone came to mind when I first started messing w/
his colors (t'was brown to begin with :P) then changed it to purple :3.....

Glottis
27-09-2007, 10:35 PM
Here´s a doodle

felt like making something, nothing special, so there´s no concept behind it

am aiming for the 1500 mark though

a dude:

poopipe
28-09-2007, 09:58 PM
first post...

hello :)

Here's a sort of marvel style superhero - built mostly as an exercise in not building naked ladies

I haven't really worked on the head yet and there's a spattering of non-quads floating around that plague me when I'm lying in bed at night but crit would be very welcome as I'm starting to lose my objective eye on him now.


cheers

http://img443.imageshack.us/img443/7704/grabjf2.jpg

defaultalias
28-09-2007, 11:34 PM
built mostly as an exercise in not building naked ladies
awesome. you should really check your proportions though, as they're thrown way out.

poopipe
29-09-2007, 01:52 AM
awesome. you should really check your proportions though, as they're thrown way out.

The exaggerated proportions (small head, tiny waist, thick neck etc) are deliberate as I want a comic feel to it.

Do you reckon I've gone too far ?

defaultalias
29-09-2007, 03:53 AM
i love comic proportions, but it just doesn't come across as believable(in a comic way, not reality). ribcage seems too wide, arms too stubby. the arms are in an awkward position though, so it may be what's making it look weird. maybe bringing the area just beneath the arm pits a little closer would fix it. might do a simple paint over later to show ya if you need it.
mid torso down looks nice though.

Nippur
29-09-2007, 08:08 PM
my first low poly and my first character. I've used two very good tutorials, one for the body and one for the head. I'm pretty satisfied with the result.

http://img233.imageshack.us/img233/3664/fotopd4.jpg

Oh, and one question. My friend needs it for some application he's coding in java. He's using some .3ds loader to import my model, but the problem is that after importing it, all separate parts are randomly displaced and rotated. Is there anything that should be done in 3D studio before exporting to .3ds to avoid this ?

BiG ToE-3DT
30-09-2007, 01:47 AM
you can try attaching all the parts so when one part of the body is selected, the whole thing is selected. Then, rest the xform, or instead of resetting, just go into the hierarchy tab and adjust the piviot point so that its centered.

BiG ToE-3DT
02-10-2007, 04:04 AM
not sure how I feel about the thingy on his back, may end up tossing it all together.
http://i55.photobucket.com/albums/g129/DJBiGToE/030-3.jpg

Nippur
02-10-2007, 08:03 PM
Texturing...
http://img441.imageshack.us/img441/4470/fotogg4.jpg

Christian M.
03-10-2007, 10:29 PM
Big toe:Keep that thing on his back !!
I like it!!
It gives your model a lot of presence.
(And If you plan to do an an opacity map on him you'll be happy to have
that thing on his back to put some creepy holes in it. )

Anyway I like where your model is heading!!He's gonna look great!!

(I find the sleeves a little too extreme tough)

Christian M.
03-10-2007, 10:36 PM
Big Toe:Sorry! I didn't realised it was Dosu!
Though it was somekind of leperous wanderer...lol
Yeah,I understand your concern with the cape now...
and honestly I don't know either.

Anyway.Good luck with the contest!
Naruto rules!

BiG ToE-3DT
04-10-2007, 01:20 AM
well, for the back thing, I'm going to try that hair tut thatwas on the front page a few weeks back. If it works, I'll keep it, if not, it's gone.

Glottis
06-10-2007, 01:44 AM
Still pondering what to do with the big green guy from before.. so, I´m doodling a guy.

Nothing more special than that, except I´m gonna rig and texture that *******, even though it´d take me a full year..

going for a rather *low* low poly limit (aiming for 2000 with the head)

pretty happy how the hands came out, onot so with the shoes, and that head is just a placeholder

Glottis
07-10-2007, 01:02 AM
Here´s an update
finished modeling the dude, and he stands at 1999 polys

yay!

Nippur
07-10-2007, 08:57 AM
Finished...in a few color variations.

2112 tris
8 textures 256x256

http://img521.imageshack.us/img521/8757/necokn1.jpg

Animaleante
08-10-2007, 02:52 AM
sorry...but I don't know what u were aiming for..but he is not proportional..he is 6 heads...when he is was supposed to be 7 and a half...and he is to large(fat) on the torso to match arms and legs

DavidHalo23
08-10-2007, 12:34 PM
One of the three girls I'm working on for my new small project :

Andrea -
http://i72.photobucket.com/albums/i170/debido21/WiP_Andrea_2.jpg

BiG ToE-3DT
09-10-2007, 03:53 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/001-9.jpg

Glottis
09-10-2007, 01:51 PM
Begun UvMapping the dude i´m making...

as of yet, i´m still stitching things together and all, so I haven´t begun worrying about stretching and such,

but I´m having a hard time figuring out how exactly to stitching his hands together.. wondering if anyone´d care to help me :)

i´ll give cake!

(and hopefully you can see the layout clearly enough)

BiG ToE-3DT
09-10-2007, 04:29 PM
Glottis: what did you do to that poor uvw? What you need to do is start over, kinda. For the hands, I tend to hilight all the poly's on the top first. Try to find a half way point where the hand is cut in half. Use the planar map option to get the top, then select the bottom half of the hand and use the same planar map. Now with two hand chunks, just stitch one side together.

Glottis
09-10-2007, 11:15 PM
Thanks Big-Toe.. that was exactly what had my mind boggling... there´s no middle on my hands, being that the fingers have only 4 sides..

but yeah.. managed to fight the chaos and ended up with this:

know it aint perfect (and I know it´s a stretch disaster now, have yet to fix that) and will stitch the 2 pieces together tomorrow.. right now, sleep beckons.

(and yeah, this is just the right hand)

but.. is this ok? or should i burn it, destroy it, bomb it and throw it away right after I´ve done other various destructive things to it..

BiG ToE-3DT
10-10-2007, 12:58 AM
thats fine. and depending on how you want to texture it, you could leave it like that. But if you want to try and cut down on seam issuse, then you can weld the top outside of the hand to the bottom outside of the hand. Where the pinkys are.

Glottis
11-10-2007, 11:50 PM
thanks for the tip dude!

Haven´t had time to finish this mess yet.. but, I´ll find it :)

Rhauk
14-10-2007, 09:29 PM
Posting here since no one ever replies when I post stuff in my own topic :B

I made this guy today. Though he isn't completely done, I'm fairly happy with how it came out. Made a generic anime head and had to come up with a hairstyle, etc. for him so I went with a delinquent style (inspired by Harima from School Rumble~).
He's wearing a traditional school uniform, which I will be giving some buttons, etc.

http://img155.imageshack.us/img155/3200/animuchar1ly8.png

http://img87.imageshack.us/img87/8721/animuchar2eg3.png

Fake edit: He looks pretty dead in those pictures *shrug*

Pedro Toledo
15-10-2007, 01:23 AM
About the hand's uvs workflow... Don't you guys like to use Pelt Mapping?

Point to Point seams over the edges you would like to cut the hand, you don't need to cut the external side of the thumb (or the pinky) in order to get both sides attached. Select the hands polygons (you just need to select one and click on the "Expand Face Selection Selection to Pelt Seams) Pelt it, no need to go clicking it many times, just enough to see the both sides of the hand, you don't want to stretch it a lot... it will be considerably distorted, keeping the hand selected go to Tools>Relax Dialog, select Face Angle on the drop down menu and apply. It will correct all distortion and you will most likely have a nice map.

It may sound to much to do but it's actually pretty fast.

BiG ToE-3DT
15-10-2007, 01:40 AM
I'll have to try that out. As soon as I figure out this pelt mapping you speak off.

Maybe, you can do a quick screengrab to show what it looks like.

Pedro Toledo
15-10-2007, 02:36 AM
Sure, sorry for posting so many of pics... if you would like to edit this message and get the images as links, please be my guest and edit it :)

Pelt map is just a mapping process, such as planar, cylindrical, etc... You will find it in the Unwrap modifier.

So, Point to Point Seam to "Cut" your mesh the way you would like to have it uv'ed. This is a very nice selection tool, click on a vert here, then select another vert over there, and it will select the edges in between the two verts... Keep doing it till you have your seams done.

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-01.jpg

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-02.jpg

Note that I didn't cut the seam all the way through the pinky.


Select one of the faces, Expand Face Selection...

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-03.jpg


Pelt > Edit Pelt Map

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-04.jpg


Simulate Pelt Pulling (here I've clicked on it twice... It gets really distorted, this is normal).

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-05.jpg

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-06.jpg

Keep your selection, go to Tool> Relax Dialog

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-07.jpg

Face Angle, here I usually increase the amount to it's highest value (1), and go clicking on Apply, sometimes you need to click several times.

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-08.jpg



You may need to tweak some minor overlapping verts, but really not a big deal.

http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-09.jpg



http://www.pedrotoledo.com.br/portfolio/portfolio2/tuts/pelt/pelt-10.jpg

As you can see, this gives you a pretty nice mapping, almost free of distortion :)

BiG ToE-3DT
15-10-2007, 02:59 AM
good stuff Pedro.

Thanks for the mini tut. I might have to link this to the tut section.

Pedro Toledo
15-10-2007, 03:13 AM
I'm glad you liked it Big Toe.

I don't think this is good enough to join the other Tuts, but if you think it could help others, feel free to to use it as you think is best. :)

BiG ToE-3DT
15-10-2007, 06:38 PM
http://i55.photobucket.com/albums/g129/DJBiGToE/018-3.png

poopipe
15-10-2007, 08:55 PM
I'm glad you liked it Big Toe.

I don't think this is good enough to join the other Tuts, but if you think it could help others, feel free to to use it as you think is best. :)

It's a sound workflow..

I might add that it's often handy to flatten off the edges of the pelt stretcher into a square so you can fit stuff together better in the texture page. Squares fit better into squares than circles do.

I find there's two main weaknesses in pelt mapping. One is that you can end up wasting a fair bit of texture space (due to the irregular shapes it generates) and the other is that it can be quite difficult to paint the texture as you're not painting a normal shaped hand.

The benefit is of course that you don't get as much distortion in your UVs as you would with a planar map - it's also quite trippy watching it do the relax part :)

defaultalias
15-10-2007, 09:20 PM
very nice toe, you actually pushed the texture this time around. can we get some back views+wires?

Rhauk
15-10-2007, 09:35 PM
*Feels left out*

You're getting better at the texturing, ToE. Keep it up.

Pedro Toledo
15-10-2007, 10:46 PM
I might add that it's often handy to flatten off the edges of the pelt stretcher into a square so you can fit stuff together better in the texture page. Squares fit better into squares than circles do.

Yes, if you are working with really small maps this is true. It would be better to have some distortion and save texture space than to avoid distortion by "waisting" a bit of your space.

I would say that in nowadays next-gen games, where sometimes you may have 2 maps of 2048X2048 each for a single character, it would be more important to keep the quality of your maps (free of distortion) than to use 99% of your texture sheet.

I would not say that for a handheld title though, working with really small textures (128, 256...) it would be more important to be able to use each single pixel of our maps. In this case I would for sure try to keep all UV island squared as you suggested.

But of course, I don't mean that we should not worry about saving space :D I just think that sometimes quality overcomes quantity :)

And yeah, it is funny to see the Relax working.


Nice character Big Toe :)

Glottis
15-10-2007, 11:05 PM
Actually, I´ve been trying to figure out this pelt mapping thingy Pedro Toledo, so thanks very much dude for showing us :)

Appreciate it

BiG ToE-3DT
16-10-2007, 02:57 AM
defaultalias: front/back and a wire:
http://i55.photobucket.com/albums/g129/DJBiGToE/DosuWinningPose.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/DosuBeautyRender.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/DosuWires.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/017-1.jpg
Rhauk: when it comes to textures, I still suck. But I did find a trick to help out: http://www.gameartisans.org/forums/showthread.php?t=310

Pedro Toledo: thanks

poopipe
17-10-2007, 10:48 AM
Rhauk: when it comes to textures, I still suck. But I did find a trick to help out: http://www.gameartisans.org/forums/showthread.php?t=310



a further sneaky hint on the render-to-texture/occlusion lightmap thing is to slap a meshsmooth on the model before rendering to texture - it smooths out a lot of the hard edges for you.

and yeah - pedro has a good point re:the distortion vs texture space issue


that looks sweet btw big toe, I can't help thinking his feet should be bigger though.

Klash120
17-10-2007, 01:26 PM
Continuity error BigToe, His head band & bandages just keeps on shifting ~. @
Lol, just giving you crap :3 Now I need to get my butt in gear & finish my ninja ~ Again, Awesomeness Toe. Awesomness.

BiG ToE-3DT
17-10-2007, 02:42 PM
poopipe: and here I am thinking the feet looked too big. I think it depends of the angle of the render. A few of the renders made the feet look way to long, then some looked small.

Klash120: I know what you mean, it took for ever to model them that way. But, seriously, I had to flip the image to get it to fit in the page layout. I tried to rearrange everything so that I wouldn't have to, but, it just didn't work, plus I was bored of it.

Rhauk
18-10-2007, 06:36 PM
Update.


http://img98.imageshack.us/img98/6970/nioioboogonh5.png


Edit: Optimized a bit, added some, removed some. He's now at 2222 tris. (Nifty number, yes?)

Edit 2: Optimized a bit more, 2200 now.

Edit 3: Scaled down his hands, they were huge.

Fake Edit 4: Anyone? :3

Tetsuya
18-10-2007, 08:21 PM
http://i18.photobucket.com/albums/b132/windreaver6/update2.jpg

erm yea @_@ can't find the polycounter function in 3ds max 9 <.<

BiG ToE-3DT
18-10-2007, 08:40 PM
not 100% sure, but, I think its in the customize section of the menu thingy, sorry I cant be more help.



Pedro, I gotta tell ya man, this pelt thing is great. I'm on the middle of using it and had to stop to tell you. What sucks the most is that it's been sitting here all this time and I just kept on looking pass it.

Pedro Toledo
18-10-2007, 08:53 PM
Hahaha, glad you liked it Big Toe :)

After a while you just stop using other mapping methods. I use it for everything, actually I may not use the pelt itself for everything, but the Pelt Seams (not only the "Point to Point Seams", notice that you can also select an edge loop and convert it into Pelt Seams by clicking on the "Convert Edge Selection to Pelt Seams" button) I use this all the time... See, for some things the pelt is not so necessary, if you want your torso mapped in two chunks - front and back - it may not be necessary to use the pelt, since you would probably get a bit of distortion from the stretching process, but using the pelt seams really make it easy to select the chunks of polygons, then you may sometimes, instead of the pelt, simply use the planar button and later use the Relax tool to fix any distortion.

Max's uv tools are REALLY good... Unfortunately most people just don't know it. I agree it's not the most user friendly interface, but it's really powerfull.

Anyway, good to know this is helping you :)

MiyamotoMusachi
18-10-2007, 10:28 PM
I being working on this female head for my class. It doesn't look like a female need help:wall:.

http://img.photobucket.com/albums/v445/mutombo9890/zzz.jpg

BiG ToE-3DT
18-10-2007, 10:43 PM
MiyamotoMusachi: are you using a refrence image, if not, get some. Try to find a straight on front and side view. Then just model what you see.

poopipe
18-10-2007, 10:44 PM
erm yea @_@ can't find the polycounter function in 3ds max 9 <.<


press 7 to turn it on. settings are in the viewport configuration dialog

rather than just spout on about max techniques I figured I'd post up a WIP of
something I've been doing while on a break from the last one I was working on.
I really only built it to practice some hair and actually hand draw a texture from nothing for a change.

ooh, should mention that I stole the concept from a vastly superior model by Athey, I hope she doesn't mind.

She's sub 5k polys (mostly in the hair) and is in skin testing phase at the moment. It looks like I need to re-think the middle bits of the skirt and the backs of the shoulders to aid deformation before I start building extra bits on.

thoughts? I need some way to jazz her up that doesn't involve a schoolgirl outfit (that's for later)

defaultalias
18-10-2007, 10:49 PM
poopipe- pretty good, although you have some unnecessary loops around the eyes and nose.

poopipe
18-10-2007, 11:06 PM
poopipe- pretty good, although you have some unnecessary loops around the eyes and nose.

yeah, thankyou :)

I spotted that when I was rendering the image out - no biggy cos I gave up using physique.

after looking at her for a few minutes I really think she's totally lacking in personality - i definitely need a suggestion or three towards making her interesting. would a schoolgirl outfit alone be enough ? :haha:

BiG ToE-3DT
19-10-2007, 02:28 AM
you really want make her interesting, instead of changing her, just add a few things. One thing that came to mind is a knife/sword or hatchet.

The way you have her posed right now, I can imagine her hiding some kind of ****** weapon behind her back.

But if that's not what your going for, then I'd say bring that top eye lid down some to make her look sleep/drugged out.

lowlevel
19-10-2007, 04:07 AM
this character is from the Big O anime series, and i've been working on him on and off, i want to finalize the model and get right to texturing this guy, and eventually do small but intense scene with visual effects and reactor driven physics (buildings crumbling and brick walls falling), but please if anyone have any crits please let me know. take care for now



http://i219.photobucket.com/albums/cc315/popi118/shawnbigOfull.jpg




http://i219.photobucket.com/albums/cc315/popi118/shawnbigOfront.jpg

poopipe
19-10-2007, 10:09 AM
big toe - Drugged up and concealing a weapon? - that's my kind of woman. I think I'm gonna have to rig her face. those lips need painting in too.

lowlevel - He's freaky, I like him. I'm not sure that the lower torso fits too well with the rest of him as he seems sort of steam punky and that bit doesn't so much. Maybe have a look at the front of a steam engine - in particular the people sweeper thing.

on a totally unrelated note - who else has managed to blow up their computer with the viewport shadows in Max 2008 ?

defaultalias
19-10-2007, 01:03 PM
lowlevel- BIG OOOO!!!! lol, couldn't resist. yeah, the forearms looks good, torso ok, but the rest could use some more love. hands, head, and knees stand out most.

lowlevel
19-10-2007, 11:03 PM
poopipe-yea poop i see what you mean, he was made from an anime called Big O, that coupled with a few image shots are my only ref helps that i have.
this is one of the reference material i'm using to model out this guy, its a picture of a big O toy..

http://i219.photobucket.com/albums/cc315/popi118/bigo.jpg







defaultalias-lol ty for the comment default, yeah the hands have been giving me problems not because i can't make the hands but because i don't know if i want to stay true to the anime and give him those canon knuckles that he has when he punches. i do know once this is textured and rigged i want to do some test animations and set up some building fall physics so i may just add the canons to the hands but anyway ty both for the crits and comments.

Tetsuya
21-10-2007, 11:52 PM
http://i18.photobucket.com/albums/b132/windreaver6/models/headtest.jpg

head wip for a character, 850tris so far, or around that number, random texture i'll modify the model and texture later to fit my body

bb0x
22-10-2007, 12:40 AM
th eyes look skewed man.. fix them up... also the seem in the hairline is pretty obvious.. might want to fix that..

Tetsuya
23-10-2007, 12:51 AM
http://i18.photobucket.com/albums/b132/windreaver6/models/headtest3.jpg

600 tris now o_O
gotta fix the ears and finish texturing

Chriszorz
23-10-2007, 07:00 AM
So my first progress shot of my first human model done with Athey's great tutorial :D
Thumbs up to you! ;)
http://img3.freeimagehosting.net/uploads/b5b1f38b32.jpg

Chris

MiyamotoMusachi
25-10-2007, 08:24 PM
Big toe yah i use reference images but i sux on modeling eyes here what i got so far after alot of fixes.

http://img.photobucket.com/albums/v445/mutombo9890/ggg.jpg

BiG ToE-3DT
25-10-2007, 08:41 PM
MiyamotoMusachi: are you box modeling, or doing poly by poly. For me, I do poly by poly, I find it easier for me to control the poly flow and over all shape. I start with the eye, and work my way out, going to the nose, then the mouth, then the chin. After that, I just fill it in.

MiyamotoMusachi
25-10-2007, 11:20 PM
i do poly by poly too but i find it easier too but one thing i am missing is edge loop.

Glottis
31-10-2007, 08:47 PM
Oooh yeahs!

I has a update:

Finally found some time to finish UVMapping the dude...

well... his body.. at least

512x512 map for the body, thinking of putting a 256x256 on the head,

and, Since I´ve got 13 tris to spare (JOY!) I´ll add a beard!

But guys, before I start texturing the dude, please tell me if this map´s FUBAR

BiG ToE-3DT
01-11-2007, 02:20 AM
it looks good, have you applied a checker texture map to the model yet to see if there is any stretching?

Glottis
06-11-2007, 10:27 PM
Thanks Big,

yeah, I did. The body seems to be ok, but I had to work on the head a bit.

I´ve started texturing the head, wanted to post an update on him, even though it´s somewhat crappy... :dance:

Btw, the spec and bump map are just placeholders still.

hihosilver
12-11-2007, 08:22 PM
Happy very belated halloween ;)
I just felt inspired to model this. I plan to texture it, and perhaps even use it as an excuse to learn normal mapping. Not sure about that one though.
C&C is always welcome.
http://img155.imageshack.us/img155/1687/jackolanternmj5.jpg

Glottis
12-11-2007, 10:59 PM
Hehe, Nice one dude...


Here´s a small update on my dude...

Facial textures are pretty much done as far as i´m concerned, cloth texturing´s pain, so yay!

EDIT- Yeah, And it seems like I´ve got some triangulation error going on here, i´ll fix that

Crits plz

Klash120
20-11-2007, 01:28 PM
Weee, been a while. Here's a "lo-res" cube of awesome :D
the one-and-only, "Companion Cube"!!!!!

http://farm3.static.flickr.com/2339/2050280470_975b37116d_o.jpg

http://farm3.static.flickr.com/2047/2049494805_cdb8691fa3_o.jpg

texturing :3

http://farm3.static.flickr.com/2030/2050280442_58530bccb0_o.jpg

BiG ToE-3DT
20-11-2007, 05:07 PM
thats cool as can be Klash, what render settings are you using?:smug:

and, did you do these at work? does your boss know?

poopipe
27-11-2007, 09:56 PM
did you get lonely because somebody stole your maya shortcut cube?

yoyomon
16-12-2007, 12:55 AM
Decided to model the concept I made for the Dark Side low poly challenge. Everything together execept the rpg is a little under 2500 tris. The launcher is a little under 200. Gonna test out some normal mapping before I get into any of the newer comps.

http://img171.imageshack.us/img171/8017/wip001ou6.jpg (http://imageshack.us)

ck_serious
16-12-2007, 07:54 PM
Hi people,

I come humbly for some advise, I've been trolling these forums for a while and in all honesty I can say you've all been a big inspiration, I'm not sure where I'm going with 3D modelling all I know is that I enjoy it as a hobby.

I'm been working on some models for a while and I wanted to show you all one in particular to tackle an issue I tend to come across, and ask for some advise.

Please observe the geometry between and around her legs, the character was already rigged however it wasn't given the results I wanted so I felt it was best to rework the geometry and add additional loops (which disturbed part of the UV layout), I've always had bad experience from leg movement so I figured it's about time I seek some advise.

Please take a look at the test poses, notice the deformation on the character between her legs?

http://this-serious.com/wip/2007-12-16/legpose_01.jpghttp://this-serious.com/wip/2007-12-16/legpose_02.jpg

Here is the geometry used on the above poses. I'd appreciate if anyone can answer these based on their experiences/mistakes

http://this-serious.com/wip/2007-12-16/old_front.jpghttp://this-serious.com/wip/2007-12-16/old_side.jpg
1) Will the old geometry give me good results? And if so would my problems be a weighting issue?

I've already added loops and I'm shortly going to re-weight the character and do some testing, I suppose I'm really posting so I can avoid the problem once and for all.

http://this-serious.com/wip/2007-12-16/new_front.jpghttp://this-serious.com/wip/2007-12-16/new_side.jpg

2) Would this added geometry even help at all?

Something just occurred to me while writing this post:
3) I might be able to avoid this problem if the original model is sculpted with a star pose as opposed to a T shape, am I correct?

4) Is there such thing as impossible poses with low poly development? Maybe I can't avoid this completely but I have to cover it up better?

Many thanks for your time, and hopefully I'll be an active member of this community! That totally depends on how much time I get to play around in 3D

- CK Serious

poopipe
17-12-2007, 01:24 PM
1: probably not
2: you're on the right track but if you look closely at people you'll see that the crease line when they bend their legs up is more horizontal than that
3: to an extent but ******es are complete b*astards regardless of what you do
4: yes, certainly seems that way

defaultalias
17-12-2007, 05:42 PM
ck_serious, this might help you a bit: Link (http://www.pig-brain.com/tut02/tut02_04.htm)

ck_serious
17-12-2007, 09:36 PM
Thank you both! The link seems very helpful, something I'll take into consideration for future projects. Much appreciated!

free-willy
12-01-2008, 01:20 AM
had a go at texturing bobo_the_seals sdk

Tank[NL]
12-01-2008, 11:34 AM
hey all, long time since i posted anything here. been constanly look in tho. some cool works here as usual.

the reason im posting here again, is that i need some advice/crits on a school project. im working on an unreal 2004 level, along with a bunch of other students. we cant use anything thats already in the game, apart from the player-models and weapons. the rest, we need to make from scratch.

the setting is a run down industrial complex, so lots of metal, concrete. worn, tattered and torn.

i made a simple fence about 3 weeks ago. i also started on making 2 sections for a tunnel. basically the same, with some minor differences.

the scale is done. that is final, as are the models. but i really need some advice on texturing, cause, well, i suck at it. and with the ware right around the corner, i wanted to have some more practice under my belt.

the red cube thing, is a player-placeholder. the fence and tunnel are really big and tall, but you can jump insanely high in UT, so buildings and especially the fence had to be really tall.

hope you guys can give me some pointers.

the fence:
http://www.firstcelestialwar.com/pics/chainlinkfence5.jpg

texture:
http://www.firstcelestialwar.com/pics/fence3.jpg

the tunnel:
http://www.firstcelestialwar.com/pics/tunnels-section1.jpg

texture:
http://www.firstcelestialwar.com/pics/tunnel-uvw-text1.jpg

the blotches of really bright colors are just so i know what goes where :)

cheers all

free-willy
17-01-2008, 02:41 PM
another quick go at bobo's sdk,just greyscale with a vampire look.

Tank[NL]
18-01-2008, 04:32 PM
hey willy, lookig good mate. there is a pretty nasty crease in your texture running down the front of the the face. should be easy to fix, or alter.

looking good for the rest. nice mesh and nice color for this guy. keep up the good work.

BiG ToE-3DT
18-01-2008, 08:30 PM
where can one find this bobo sdk?

bunglo
18-01-2008, 09:20 PM
Hey every body! I made a thread about this p51 I started modeling but seeing as this thread gets a lot more attention than the individual threads, I decided to post my progress in here. If a mod or admin would kindly remove this (http://forums.3dtotal.com/showthread.php?t=56112) thread, I would appreciate it, thanks!

Ok, this is a p51 I started modeling and it's my first plane but I think it's turning out pretty good.

http://i119.photobucket.com/albums/o157/bunglo/wire3.jpg

http://i119.photobucket.com/albums/o157/bunglo/wirecanopy.jpg

As you can see, the canopy still needs a lot of cleaning up and tweaking.

Ghost-D
18-01-2008, 10:35 PM
Big Toe - The Bobo´s SDK can be found here:
http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=13950&page=0&fpart=10

It´s a thread dedicated to SDK´s, so you can find lots of cool stuff in there.

free-willy
19-01-2008, 04:23 PM
Tank[NL]:thanks,yeah that crease would be sorted out no probs as soon as i start slapping some colour on.

Perversonality
19-01-2008, 06:44 PM
Hey Tank, it's looking like it's heading in the right direction, but I have to say that the fence texture looks like a huge waste of UV space. You could easily cut that texture down to something smaller, and use overlapping and mirrored UVs to make the texture fit into a much smaller space. All you seem to have is a repetition of exactly the same thing, so you won't lose out on any specific details

Tank[NL]
19-01-2008, 10:21 PM
thnx, Perversonality. well, yeah i know. you wont believe the headache that damn fence gave me. but the problem is, the fence is, well, i thinl like 50 poly or something like that. just really low poly. the chainlink part of it is one plane. the barbedwire part is a single section tube, if you follow me. and well, i suck at texturing. so my uv's suck as well. im trying to get as much experience with it as i can, but its gonna take me some time to get where i wanna get :)

thnx a bunch tho :D appreciate it. means im doing something right

ck_serious
21-01-2008, 08:34 PM
Free-willy, loving both of your textures, are they painted on a 256x128 canvas or reduced to that size when you've finished?

free-willy
23-01-2008, 08:08 PM
ck_serious:thanks,theyre painted at that size.ive found that when i reduce size too much detail gets lost and ends up looking blurry,...then you have to give the texture another once over to bring out the detail again!!! too much faffing,...true size all the way :)

poopipe
01-02-2008, 02:04 PM
I'm attempting a mech thingy - I dont do metal things so bear with me.



I'm suffering from my usual quandry. does it look to much like a willy? - or do i need to make it look more like a willy?


in this case im wondering about the giant strategically placed cannon thing


I'd value opinions on not just the cannon but also on the design of the rest of it - we're very much WIP and the intention is to give the unnecessarily large breasted lady some sort of gimp mask that ties her head to the carapace (which I haven't fully thought out yet)

BiG ToE-3DT
01-02-2008, 03:46 PM
I like the idea and where this is going, but to be honest the first thing I thought when I saw it was: HENTAI. I'm sure the ****** rocket will look more cannon like as you model more.

poopipe
01-02-2008, 03:56 PM
my god! i didnt mean it to look like that :D

thats the thing though - do i continue in this vein (haha) or attempt to unwilly it?

lemme know if you want black boxes applied at any point - im never sure how far i can go

bb0x
02-02-2008, 10:08 PM
yeah when i first saw that i thought RAPE RAPE RAPE

BiG ToE-3DT
02-02-2008, 10:19 PM
poopipe: it's art, and the only person that can censor your art, is you. Although, what I would do is create a thread for this and add a nudity/hentai tag to the name of the thread, then you can use a GPS to go where ever you want with this.

poopipe
03-02-2008, 08:55 AM
yeah when i first saw that i thought RAPE RAPE RAPE

that may just say something about you as a person :P

then again it may say something about me...

clearly marked thread coming up then :)

ck_serious
04-02-2008, 10:16 PM
Poopine, that's looking pretty darn slick.

I would avoid having it look like a willy, it would give it a comical feel, unless that's what you're aiming for. As it stands that's looking like one serious piece of art.

poopipe
04-02-2008, 10:48 PM
thanks :)


I'm still agonising but I think I'm going to head down the dirty great minigun route - as you say, theres a serious risk of it becoming funny.

I have a WIP thread on this now if you're interested in further developments.

yoyomon
06-02-2008, 02:49 AM
Here's a little something I've been working on and off for the past couple of days. It's a Witch Hunter Inquisitor.

http://img514.imageshack.us/img514/8365/witchhunterwip001oj8.jpg (http://imageshack.us)
http://img514.imageshack.us/img514/8365/witchhunterwip001oj8.635779b8d6.jpg (http://g.imageshack.us/g.php?h=514&i=witchhunterwip001oj8.jpg)

BiG ToE-3DT
09-02-2008, 04:14 PM
http://i55.photobucket.com/albums/g129/DJBiGToE/006-6.jpg

omnicypher
13-02-2008, 11:06 AM
poopipe: i really like that concept. i would keep the big gun looking like a big gun rather than a willy. the size and placement are enough for people to make the connection. as it is now, it looks a bit front heavy, but that always depends on the stance. i cant wait to see it finished.

deathcab1
14-02-2008, 09:31 AM
Here's my attempt at a generic female body. I made my own model sheet in illustrator and just worked from there. The first two is of the wire and the reference and the third is my current stage with one half given a surface.

1 (http://farm3.static.flickr.com/2023/2263886204_85d6308e75_o.jpg)

2 (http://farm3.static.flickr.com/2100/2263097137_9492f64717_o.jpg)

3 (http://farm3.static.flickr.com/2182/2263097219_10a1c71c96_o.jpg)

i think im on the right track, although ive probably not done something.

edit>


4 - A quick mirror (not final, as the sides dont line up at the top etc) (http://farm3.static.flickr.com/2349/2263097287_17b26c5373_o.jpg)

BiG ToE-3DT
14-02-2008, 05:54 PM
deathcab1: one of the most important things when modeling is the flow of the ploy. In the case of the human figure, you want the ploy flow to match the flow of the body. So you will want to look at how parts of the body bend/move and model those parts to match. This makes it alot easier to rigg, pose, animate, and it also gives your mesh a nice clean look. Some are able to do this with box modeling, which it looks like your doing, but others use poly by poly to create this look. Which is starting with a single plane, and then pulling out the edges to define the shape your after. It gives you a ton of control over the mesh, which is why I like it.

a few examples of ploy flow:

http://i55.photobucket.com/albums/g129/DJBiGToE/024-4.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/021-5.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/023-2.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/016-7.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/wires-6.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/012-5.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/045.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/048.jpg

Dunric
17-03-2008, 03:34 PM
Hello everybody ! I'm new here , so i want to post my very first low-poly model ... What are you saying ? Yes , textures are nasty :/ ... 3460 tris.

http://i253.photobucket.com/albums/hh79/Dunric2008/drakula_compilation.jpg

ThEoNeAnDoNlY
21-03-2008, 08:16 PM
Hey, for a first model its really good! The textures do the job, but they could be a little more defined. At the moment the overlays are very subtle, and kind of get lost. If the textures were more 'defined' and so were easier to recognize I think the model would go through a transformation. However thats only an opinion.

The model is a bit out of proportion, if its a stylized character for a game, then maybe this isn't such a problem, but its definitely something to keep in mind.

Also with the face, I think it would a lot more realistic if you added more muscle definition, highlights, troughs etc. But like I said, if its supposed to look cartoony then this isn't such a bad thing.

Don't get me wrong though, for a first attempt its really good!

Guy

MiyamotoMusachi
22-03-2008, 02:56 AM
here dragon i am working on

http://img.photobucket.com/albums/v445/mutombo9890/dragon.jpg

Fenixy
04-05-2008, 02:10 AM
strange, no one posts here for long time :cry:

well then, here is my current school project, it's Kyashan - old anime character (like 1965 or somthing) just started texturing dufis pic. + normal with wire ....i hate it

http://img291.imageshack.us/img291/3901/kyashanpicdm4.jpg (http://imageshack.us)

DJdude
04-05-2008, 02:24 AM
hey bigtoe, is that his penis?

Klash120
11-06-2008, 02:21 PM
Seems pretty dead here ._ .

How's everyone doing model-wise? I've just posted something over on the inorganic wip section thingy :p http://forums.3dtotal.com/showthread.php?p=636821#post636821

_cisco

BiG ToE-3DT
11-06-2008, 02:36 PM
thats the problem, with all this high poly normal mapping, everyone is posting their work in the wrong sections.

Klash120
11-06-2008, 06:56 PM
Ture I suppose, though, It's starting to become a blur what's 'high poly' now-a-days :P
I plan on normal mapping my tank, then I guess that'll go here, Realtime/low poly art ._ .

SO, How's that Haibel? :3

BiG ToE-3DT
11-06-2008, 07:01 PM
she's screwing with my emotions. I imported her into mudbox, to find out the mesh was all flipped and what-not. No big deal I thought, I just rotated the screen till I could get a good look at her, then started sculpting. Then when I imported the hi into max, the mesh was all flipped and what-not.

hihosilver
11-06-2008, 10:51 PM
To get things moving... Here's a low poly model I did a long time ago and never finished...

Klash120
12-06-2008, 01:04 PM
*Digging through soem of my images & unfinished projects... * Don't think I've ever posted this lil guy:

http://fc3-d.com/images/_characters/dillo0.jpg

http://fc3-d.com/images/_characters/dillo2.jpg

:D Made him for an Game Artisan's mini comp a whiles back~
Still need subtle tweaks, and better particles :D

_cisco

hihosilver
13-06-2008, 05:36 AM
Haha, very nice Klash.
Lovely concept...

Let's see what else I've got...
Well here's a model I got even less far with. An Ether Giant or something based off of the concept I'll post as well (I did NOT draw the concept.)

http://img72.imageshack.us/img72/3379/ethergiantprogress1rc6.jpg (http://img72.imageshack.us/my.php?image=ethergiantprogress1rc6.jpg) http://img73.imageshack.us/img73/1898/ethergiantconceptnv3.th.jpg (http://img73.imageshack.us/my.php?image=ethergiantconceptnv3.jpg)

As well as some cars I made for a mod that never went through (I never do seem to get to the texturing stage...)
http://img363.imageshack.us/img363/4352/modelaprogress4in2.jpg (http://img363.imageshack.us/my.php?image=modelaprogress4in2.jpg)

http://img113.imageshack.us/img113/9218/modeltprogress7gt6.jpg (http://img113.imageshack.us/my.php?image=modeltprogress7gt6.jpg)

DJdude
13-06-2008, 06:04 AM
A lowpoly character that I'm working on. I'm at the texturing sage right now but I'm a bit stuck as to what direction to head. Any suggestions?

Oh and the second image is an AT-AT Walker from star wars. I have completed the foot so far.

justus_jonas
13-06-2008, 10:20 AM
ah, you´ve been following zak along. nice work djdude! i´ve started it myself, but i´m stuck at the very beginning due to my real work. looking forward to the completed model.
cheers

Klash120
13-06-2008, 01:19 PM
DJdude, that's the best textures EVER, lols. :3

Perversonality
13-06-2008, 01:44 PM
DJdude, that's the best textures EVER, lols. :3

Kill it! Kill it with fire! ;)

It's not that bad if you were going for a 3d comic strip character :D

DJdude
13-06-2008, 03:42 PM
Kill it! Kill it with fire! ;)

It's not that bad if you were going for a 3d comic strip character :D

ok...ok. i s*ck at 2d.

Perversonality
13-06-2008, 05:34 PM
Keep practicing and you will get there eventually

mjr_Zeman
14-06-2008, 12:56 PM
New free downloadable gun aviable on www.weapons3d.com It's a Heckler&Koch mark23 pistol...

complete link: http://www.weapons3d.com/free-sample-weapon-3d-model/mark23

Ghost-D
14-06-2008, 02:43 PM
Mjr_Zeman: Hi there! Just wondering... Aren´t you Czech or Slovak?

NeXt 0ne
14-06-2008, 04:57 PM
hi, posting this vehicle i am making for mod called Mare nostrum for game Red orchestra. it has about 6000 poligons now, i am making the texture at the moment. All cirits are good. Truck is Chevrolet 30 cwt 4x2 Truck (LRDG)

Perversonality
14-06-2008, 08:07 PM
NeXt 0ne - looks like you are wasting a fair number of polys in the wheels, particularly the raised part in the middle of the hubcap. You could cut that down by half, and it's probably worth getting rid of the vert right in the middle too. Aside from that it looks pretty good so far

katana
14-06-2008, 08:45 PM
http://img.photobucket.com/albums/v112/katana2665/mono.jpg

http://img.photobucket.com/albums/v112/katana2665/face.jpg

Been playing around with the first of a series on Monocycles. The stand in fig is a poser (katie) that I morphed.

NeXt 0ne
14-06-2008, 10:05 PM
oops, looks like i posted some outdated material. This is how it look now. :D I am worried about the texture on front hood. I cant get it nicer, i dont have a lot of expiriences in low poli modeling. But i hope i will get better.

Klash120
19-06-2008, 11:39 AM
w00t, finally a new wip on my side X3
Here's some screens for an art test I did for America's Army:

http://i55.photobucket.com/albums/g139/Klash120/Final_Render_MR.jpg
Mental Ray render.

http://i55.photobucket.com/albums/g139/Klash120/Wagon_Ortho.jpg
Various angles.

http://i55.photobucket.com/albums/g139/Klash120/wagon_06.jpg
Attempting to get it into the Unreal Editor (Gow) ;p

http://i55.photobucket.com/albums/g139/Klash120/wagon_08.jpg
Latest attept w/ getting the shader to work properly...
Anyone knows why the handle (recently added) appears black? I think it's normal map UV space may be a bit too small.... I did after all squeeze that handle in there >. >

http://i55.photobucket.com/albums/g139/Klash120/Wagon_Textures.jpg
Old textures used (for the first few shots w/o the handles)..

http://i55.photobucket.com/albums/g139/Klash120/Wagon_Lit.jpg
Originally, I had some bags on it, but I'm not too happy with them. May go back & redo them.
Possibly look into on howto set them up as a physics object so I can kick them around :D

DJdude
20-06-2008, 12:38 PM
heres an update on the atat walker.

poopipe
21-06-2008, 01:06 AM
here's something I'm messing with in order to learn to use z-brush in combination with topogun.
I figured I'd go out ona a limb so I started with zpheres, sculpted some basic form, retopod in topogun and then went back to zbrush.
I know this isn't a new way of doing things to a lot of people but I'm finding it a really liberating experience being able to not only concept in 3d but actually use your concept work as the basis for the final piece.

anyway - enough hippy stuff

pictures...

dhin
30-06-2008, 02:35 PM
Hmm, long time since I started a thread with my work in it, and I really haven't done anything lately other than doodles.

So alittle bit of story... I saw Pixar's Wall-e with the kids. It got my mind spinning with little ideas, and since then my kids are watching Dreamworks Robots and Cosgrove Hall's Little Robots, because they have to wait till Wall-e goes to the cheaper theaters before I'll take them again (I'm cheep, but Daddy needs that band new nVidia Card, sorry college funds will have to wait another year or two.)

Well here is the the result. Like I said it's only a doodle, though my 5 year old told me he hated it because it's a girl and I needed to call it Gidit (think he meant Digit but I'll go with the 5-year-old warping of the word.)

Anyway here she is... she is at around 6k triangles at the moment, but very far from cleaned up, and has NURBS smoothing on.

Dunric
07-07-2008, 03:54 PM
Hello guys ! What ya think about those two ? It for upcoming MMORPG title...
http://i253.photobucket.com/albums/hh79/Dunric2008/Low_poly/texturePC.jpg?t=1215446044
http://i253.photobucket.com/albums/hh79/Dunric2008/Low_poly/worker_screen.jpg?t=1215446040

Dunric
07-07-2008, 04:04 PM
And this one came from my imagination , i've wanted to do some creature in roman style .

http://i253.photobucket.com/albums/hh79/Dunric2008/Low_poly/Crocodilus_low_progress_2.jpg?t=1215446752
http://i253.photobucket.com/albums/hh79/Dunric2008/Low_poly/crocodileTopology.jpg?t=1215445306
http://i253.photobucket.com/albums/hh79/Dunric2008/Hi_poly/Viridis_top.jpg?t=1215446534
http://i253.photobucket.com/albums/hh79/Dunric2008/Hi_poly/Viridis_front.jpg?t=1215446535
http://i253.photobucket.com/albums/hh79/Dunric2008/Low_poly/crocodileNormals.jpg?t=1215445384

ALmanax
08-07-2008, 02:58 PM
The first time i'm posting here something. This lil guy was done for practicing - 1278 triangles and a 512x512 color map

Dunric
18-07-2008, 08:10 PM
Ghoul !

http://i329.photobucket.com/albums/l386/DunricPortfolio/GameArt/GhoulScreen.jpg?t=1216411753

Dunric
18-07-2008, 08:12 PM
And some under-water elemental !
http://i329.photobucket.com/albums/l386/DunricPortfolio/GameArt/AlgaElemental.jpg?t=1216411752

NeXt 0ne
20-07-2008, 08:03 PM
some great texture there ALmanax, realy like your model .

ALmanax
20-07-2008, 11:09 PM
thanks NeXt One! I appreciate it!

bb0x
28-07-2008, 10:47 PM
Trying to learn zbrush a bit (arshvelon's basemodel was used)

http://www.radakan.org/userstorage/bb0x/zbrush.jpg

BiG ToE-3DT
17-08-2008, 11:04 PM
http://i55.photobucket.com/albums/g129/DJBiGToE/007-1.jpg

bb0x
21-08-2008, 11:55 PM
http://i55.photobucket.com/albums/g152/b_bucket/z-sculpt_bust.jpg

Just some fiddling in zbrush, still trying to get familliar with it.

Random crate for a project I work on.
http://i55.photobucket.com/albums/g152/b_bucket/crate_prop.jpg
http://i55.photobucket.com/albums/g152/b_bucket/crate_maps.jpg

BiG ToE-3DT
22-08-2008, 02:10 AM
the start of a baseball team:
http://i55.photobucket.com/albums/g129/DJBiGToE/004-8.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/004-22.jpg

BiG ToE-3DT
24-08-2008, 03:13 AM
more of them:
http://i55.photobucket.com/albums/g129/DJBiGToE/008-20.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/008-21.jpg
the bodies of each come from meshes I made for other things, they are being recycled, and rearranged.

bb0x
25-08-2008, 12:11 AM
the bodies of each come from meshes I made for other things, they are being recycled, and rearranged.

I thought it looked familiar :P
Looking good so far tho' :D

dhin
27-08-2008, 09:49 PM
Head games...

ThatDon
16-09-2008, 08:45 AM
Still wip, hair is placeholder, just form no details yet. Also working on the body but it's not ready to show yet...
http://artbydon.files.wordpress.com/2008/09/wip1.jpg

NeXt 0ne
07-10-2008, 05:19 PM
Hy guys. I am making this model, and it is suposed to be young boy. I haven't made the texture yet. I would like to hear your opinions about proportions of the caracters, and everthing that might pop up in you mind when you see it. Thanks !

newhere
08-10-2008, 05:03 PM
Hello everyone.

Just a W.I.P. i am still trying to finish.

http://i184.photobucket.com/albums/x52/newhere_bucket/AnimePicture1-1.jpg

http://i184.photobucket.com/albums/x52/newhere_bucket/AnimePicture2-1.jpg


Animation:
http://s184.photobucket.com/albums/x52/newhere_bucket/?action=view&current=Queen360spin.flv

poopipe
08-10-2008, 06:07 PM
sweet hooters :D

im thinking there may be just a little to much beef to her thighs though

BiG ToE-3DT
08-10-2008, 08:19 PM
is it possible to get a wire frame shot.

All around, I like what I see. The shapes are great. Will you be adding to the textures are are you leaving them as is.

newhere
09-10-2008, 04:51 PM
Sure.....here it is. Sorry but for this shot i lowered the poly count cuz it was way to high in zbrush. As for the textures i will just leave them as is unless someone has any input for adding more to them.

http://i184.photobucket.com/albums/x52/newhere_bucket/Picture5.jpg

http://i184.photobucket.com/albums/x52/newhere_bucket/Picture6.jpg

newhere
09-10-2008, 04:56 PM
Also does anyone know a good place or website to sell artwork at?

Thanks in advance

NeXt 0ne
09-10-2008, 07:27 PM
I only know of http://www.turbosquid.com/
Btw, Isn't this a lowpoly thread ?

NeXt 0ne
09-10-2008, 07:29 PM
My character. update

BiG ToE-3DT
10-10-2008, 02:17 AM
newhere: I figure you are trying to copy the ref image you didn't post here, but, as far as the textures go, I would try pushing them a bit more. Add some dirt(to her and the sword) from all the battles shes been in. Also, I'm not sure if it's the texture that looks flat or the lighting, but maybe you could add a subtle colored light behind her to give her more color. And to add more depth to the texture, kick up the shadows a tad. Just play with it, if you don't like it, you can always do an animation between the two versions, have the ugly one loose.

newhere
10-10-2008, 07:25 PM
Honestly the lighting was re-leveled in Photoshop. The actual lighting in the zbrush program is much darker. The reason why i made it brighter was because i wanted to give it the anime look but at the same time slightly look real. I will add some dirt the textures now that you brought it to my attention.

Also thanks NeXt 0ne for the link.

vicban3d
14-10-2008, 11:15 AM
Thought of something to do. Its going to be a low-poly Efreet(Evil Djin). Want to use this project to learn about normal mapping, rigging and anatomy(arms mostly).
The progress so far:

katana
07-11-2008, 11:23 PM
just getting into learning about cartoon style. Mainly looking at the DG stylized female approach, but didnt want to do the girl...
http://img.photobucket.com/albums/v112/katana2665/tooning.jpg

poopipe
11-11-2008, 12:22 PM
cos Big Toe asked....

this is a really quick one - I used my custom facegen head arrangement so he has a full set of facial expression targets.

if you can't guess who it is I've copmletely failed. rigged version coming up :)

BiG ToE-3DT
12-11-2008, 02:05 AM
I would love to do a lip sync animation with that guy. He should be a blast to play with.

poopipe
12-11-2008, 08:42 AM
you'd think that but the facial morphs are designed to be animated by code so it's not much fun trying by hand.


however - I'll be mailing you a copy of the file shortly (max 2009 ok?)

BiG ToE-3DT
12-11-2008, 01:38 PM
I only roll with 8 and 9. You dont have to hook me up. But it would be fun to mess with.

DJdude
13-11-2008, 09:37 AM
Sorry, I can't guess. Who is it?

poopipe
13-11-2008, 10:18 AM
I failed :(

Joseph Pomeisl
13-11-2008, 04:33 PM
There's no president in Nowheresville?....interesting. Appropriate, I guess.

E4sY
14-11-2008, 08:03 AM
looking to stay under 7,000 polys. I think thats good for nex gen rts like End War. any crits or comments r good. also looking to model the shoulder pads and knee guards w/ seperate mesh - is this wise or common in the industry?

http://i254.photobucket.com/albums/hh92/E4sY_photo/VeiLv2_wip01.jpg

http://i254.photobucket.com/albums/hh92/E4sY_photo/VeiLv2_wip03.jpg

poopipe
14-11-2008, 08:23 AM
That totally depends on the engine but it's certainly not uncommon

flow good, shape good - general thumbs up :D

I might be inclined to give him bigger hands than in your concept - it might add a bit more character.

Since I had it open... this is the mystery man in engine (as it were)

BiG ToE-3DT
14-11-2008, 01:57 PM
the fact that you gave him that impression through coding, you can have sex with my sister.

poopipe
14-11-2008, 02:21 PM
i didnt write the code - I'll pass the message on though


edit : pics? I may decide to take the credit ;)

BiG ToE-3DT
16-11-2008, 03:43 PM
well, I pull myself away from Resistance 2 to open up lil bush and my max says, can't open file. Tried importing and everything. Guess I gotta go back to shooting 6 eyed creatures.

poopipe
16-11-2008, 04:04 PM
yeah - it's 2009 format. I'd sent it through before you posted.


I'll pop out an fbx for you when I get to work - that ought to do the trick

BiG ToE-3DT
16-11-2008, 05:23 PM
maybe its time I update my system

poopipe
16-11-2008, 06:54 PM
2009 seems relatively safe after the service pack

the select by name dialog will drive you mad though ;)

katana
17-11-2008, 09:16 PM
I'm actually playing through R:FoM for the first time, I just got to the center of Manchester and am about to take on the Stalkers....nice. I'm going to hold off getting #2 until I get the new comp though.

yoyomon
18-11-2008, 02:30 AM
Nice character Poopie. I can't guess who it is either, though he does have a hint of Bush in him.

Here's something I smashed out over the weekend. 40k ork!

Whoopa
19-11-2008, 11:49 AM
great ork! :D but way too clean.. make him dirty! alot more dirty!

MiyamotoMusachi
22-11-2008, 03:55 AM
here head i did today i suck at topology need help.

poopipe
30-11-2008, 06:53 PM
I havent got the energy for a paint over or a long description im afraid but...

You've done fine around the eyes and mouth but you haven't treated the nose and chin as features in the same way - They need loops too.

The main thing is to follow the main facial wrinkles with loops - it really helps to study muscle layout in faces for this.

There's a really good flash app describing where the important muscles are and how they behave somewhere online, I've not got the link on this machine though :)

chun
26-12-2008, 07:36 PM
After for so long, went back to my female model and reduced as much tris as possible. There are still a few... but meh. You can see how it looked previously before on my portfolio.

katana
17-01-2009, 11:52 PM
The beginning of a 1:5 scale r/c motorcycle design... Something I'm intending to scratchbuild...the rim was a pain and took a lot of figuring to work it out, but i think that will end up being the hardest piece. Once i get most of the major components together I'll post a W.I.P. thread...

http://img.photobucket.com/albums/v112/katana2665/Rearwheelwires.jpg

http://img.photobucket.com/albums/v112/katana2665/Rearwheelsmoothed.jpg

poopipe
02-03-2009, 10:40 PM
er yeah,

i sort of accidentally made this priesty looking chap.

it's primarily a vehicle for my super-duper, all-singing, all dancing facial setup - which explains the stupid number of polys in the head (there's no excuse for the ears but I'll be tearing the extra polys out once all the morphs are generated)

there's still work to do - the hands and trousers stick out most to me in terms of normals. The specs on the skin and suit are off as well and I need another pass at the head to get the small detail in.

I'm going for a 4x4k map at the end - it's currently spread across about 15 2x2k maps. polycount will be 10k or there abouts, he's only 12k now with no optimisations

anyways - is there anything glaringly obvious I should do something about?

BiG ToE-3DT
02-03-2009, 10:43 PM
the fingers seem abit thin, and why is he so angery

poopipe
02-03-2009, 10:47 PM
cos he has thin fingers and his trousers dont fit properly


theres also the bald spot and the celibacy - life is hard

BiG ToE-3DT
02-03-2009, 10:49 PM
sounds like he needs to win the war, and get enlargements.

katana
02-03-2009, 11:15 PM
Poopipe : I'm sorry, but shouldn't you be working on this? :)

http://forums.3dtotal.com/showthread.php?t=56378

poopipe
03-03-2009, 08:07 AM
bugger, busted..


I will come back to it - promise. I've been learning zbrush properly so I can do it justice

reroshaggy
03-03-2009, 09:03 PM
I have been working on my low poly skills and wondered if anyone has c&c in regards to this original handgun i made. first complete model i have ever done (texture, norms, rigging) http://www.fileden.com/files/2008/2/29/1789267/1.jpg
http://www.fileden.com/files/2008/2/29/1789267/2.jpg
http://www.fileden.com/files/2008/2/29/1789267/3.jpg
http://www.fileden.com/files/2008/2/29/1789267/4%20clip.jpg

handgun texture 1024, norms, 1024 clip texture 512 same for nomrs


I was also trying to get some references and collaberation on this cyber cannon if anyone wants to see.
http://forums.3dtotal.com/showthread.php?p=694637#post694637

katana
03-03-2009, 11:01 PM
I might suggest starting with a Colt 1911. You'll have reference to work by and you'll get a more educated feedback. Are you working form your imagination, drawings or what? Even starting with a know gun model and 'changing it up' would be an approach I'd recommend...good luck.

reroshaggy
04-03-2009, 12:57 AM
i have been modelling for years but everytime i start a model i get stuck on an area wether it be bump mapping, uv, norms, optimizing and once i have everything down pretty good some new technique comes out that makes older techniques obsolete. as for your question this gun was completely random and i used a couple of different guns as reference but i really tried to make something diff. i was looking through a gun magazine and saw how ridiculous some of them get (kind of like the big gun with the microwave built in, in the movie beverly hills cop 3) i made this one for a comedic zombie apocolypse comicbook i was going to start and thought of how funny it would be if beer tottelling yokels had a shiny handgun (not good for staying stealthy) with a can/bottle opener built on the front. thnx for the response.
http://www.fileden.com/files/2008/2/29/1789267/weapons%20emporium.jpg

ths image from comic book, my idea was those funny little adverts you see every couple of pages in comics.

katana
04-03-2009, 11:44 PM
yep..I'm with ya...kill them dead heads...nice presentation.

reroshaggy
05-03-2009, 04:47 AM
Question since it's going to be a static, solid object (not going to bend) should i really be concerned about everything being welded together and either quad or tri? such as the flat parts on the handle. Just wanted to reduce poly count and not have a messy unusable model.

poopipe
05-03-2009, 08:37 AM
no, you shouldnt.

if it's a separate part in real life, model it as a separate part - unless it's easier not to.

if you're going to smooth it you want full quads, if you're not going to smooth it then use whatever's convenient. avoid polys with more than 4 sides though - you lose control of invisible edges easier that way.

you can alter the mesh after generating normal maps so you might want to do full quads, smooth it up to make your normals and then optimise like hell afterwards.

reroshaggy
05-03-2009, 04:45 PM
I appreciate the response, I a lot of here digital art and I've also been doing 3d for years including modeling for quake, halflife.....and nowadays it seems perfectly fine to create models with what I would have considered messy geometry really stretched sides, vertex less planes and n_gons. It was easier in the past because it was harder lol. Thanks for help guys

reroshaggy
05-03-2009, 04:55 PM
I agree I love norm creation it's great to be able to faux geometry these days. The pistol actually has norm maps on both parts with scratches, dings, triangle grip texture and teeth marks in the grip (zombie bit his botton 2 fingers off) and the clip also has wear, each bullet is normed as cylinder and looks sweet in light. I'm still working on getting the normal maps working in 3ds max properly.

poopipe
06-03-2009, 08:57 AM
It was easier in the past because it was harder lol. Thanks for help guys

I know what you mean. I really miss having to fit a character into 700 tris - until I try doing it again ;)

It might be worth rethinking your approach if you're finding it a bit of a slog. I've all but ditched traditional modelling for organic stuff these days cos zbrush is a much more fluid and flexible environment for me to work in - I'm working towards doing my hard surface stuff in it too (with mixed results I might add).

TekNeek
06-03-2009, 12:52 PM
bugger, busted..


I will come back to it - promise. I've been learning zbrush properly so I can do it justice

if I might add..

the learning curve of ZBrush is more than a few months.

The learning curve of mudbox is about 20 minutes.

Hoping not to turn this into some flame wars about Mudbox and Zbrush though, but having worked with both, mudbox at least suits my needs and wishes better.

You might want to look into it, Poopipe.

(Imo, Zbrush is better suited in CGI than Ingame, since you can add more detail in it. but when making normal maps, you only have so so to work with, due to texture sheet size, so Mudbox is better suited for Ingame, since the polygon cap in it is a bit lower.)

reroshaggy
06-03-2009, 07:18 PM
i agree tek. I love Zbrush i started using it with 2.0 but i sort of lost the taste for it because of it's poor UVing and at that point i tended to use it only to make my lower poly models higher poly. Don't get me wrong with the newer versions of zbrush they have gotten much better at it but i still have issues trying to texture cause i'm primarily a Photoshop Texturer (Texporter in 3ds max is a great plugin for colorizing and exprting uv's and Enzo plugin to get initial color onto object). When all is done as far as gaming goes zbrush is not there, it's better for making normals.

reroshaggy
06-03-2009, 07:20 PM
have yet to try mubox, learning zbrush isn't a huge issue but i think i'll give it a try.

poopipe
07-03-2009, 11:47 AM
ive used both, i picked zbrush partly cos you can work with more polys on lower spec machines and partly cos it feels much nicer to me.

the results from both are indistinguishable once the tools are learned-its just like the max vs maya war

i am going to give new mudbox another go now ive got a supercomputer at home but its gonna have to work hard to take me away from a tool i already know and love.

dhin
07-03-2009, 02:17 PM
Just messing around.
(Actually testing my Reinstall of Max and Plug-ins after a fatal hard drive crash a week ago. Things are still not back where they should be...)

It's an etch-a-sketch...

http://www.alanmecham.com/IMAGES/OTHER/Style/temp.jpg

BiG ToE-3DT
07-03-2009, 07:50 PM
working on something to get me ready for the war.

should be a fat barrel of Monkey Spunk when I'm done. Then I'll pass it out to all my enemies.

dhin
07-03-2009, 07:54 PM
LOL. It's brilliant ToE, the best I've ever seen.

BiG ToE-3DT
07-03-2009, 10:47 PM
buzzy shader:

Joseph Pomeisl
08-03-2009, 04:26 AM
Spent a couple hours so far, just getting into the lighter tones now. I call him Blue....because he's sad.