its some debris. mhh maybe its so clear for me, that i didnt questioned it.
The random model thread!
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Totally dig those, especially the 2nd and the 4th. Have you checked out the 2.5 alpha yet?
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i did, but alpha 1 was a bit buggy and some hotkey differences were stupid. But the ui looks badass.
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Those are really cool!
I also think the debries are a little off, looks too smooth and unnatural.
I'm calling this little project done.
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Dinohead010.jpg]
I'm not entirely happy with the vegetation, but the models against a black background where looking kinda silly... maybe someday I'll have a proper scene for a dinossaur head.
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Quote from arhurt
Those are really cool!I also think the debries are a little off, looks too smooth and unnatural.
I'm calling this little project done.
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/Dinohead010.jpg]
I'm not entirely happy with the vegetation, but the models against a black background where looking kinda silly... maybe someday I'll have a proper scene for a dinossaur head.
Dude that turned out really cool!
But... take your time and model a proper background (looks a bit cheap now), it will make a huge difference I think!
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i actually love the background, it just needs more colors as it's looking a bit pale at the moment... but damn, that's actually pretty cool!
I would make it look a bit more Jurassic park!

[Blocked Image: http://img.dailymail.co.uk/i/pix/2007/09_03/velociraptor_468x629.jpg]
[Blocked Image: http://i41.tinypic.com/2antog.jpg]
You can use that pic for whatever you want, i can even give you the psd if you want to.
really neat piece you got here man
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Thanks guys! I really appreciate the compliments!
I'm quite happy with the results so far.
HP, that's very helpful thanks, I'll try to get it closer to your suggestion!
Peris, I just checked on Max and indeed they are very close to each other (like siamese twins) I really want the second head in there though, I really liked how the light affects both of them. Maybe I'll push it a little bit more into the BG. The biggest problem I have is that I only modelled the head with a short neck, and at this stage I really don't want to go back and model more of the body.
Again, thanks a lot guys!
Oh, and btw, it's not a raptor, it's a Deynonichus (whatever the difference is...):
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/img_216_37_91185530024.png]
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this is my first model ever. be gentle.
[Blocked Image: http://s190.photobucket.com/albums/z100/tonystockert/omg3.jpg]
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Looks good so far, Tony.
Here's my first ever high poly environment piece... This is just today's work, still got a lot left to do.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/shrine_wip.jpg]
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Nice and smooth!

I can still see some hard edges on the base, increase the interactions a bit. It's a high-poly, 2/3/4 mil polys is acceptable!
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Yeah, I forgot to turn turbosmooth on properly lol. It was only at one interation.
Thanks HP

[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/shrine_wip2.jpg]
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k, the base is there, now all you need is some more surface details to bake to the normal map. Don't get carried away though, it's your first piece so keep it simple so you can use it for bake tests.
You prolly already know this, but when you'r done with it, make a copy and clean the mesh until you have a decent LP with 1000 / 2000 tris (sounds ok) UV it, tweak the smoothing groups and bake it. If your a lucky bastard like me you'll need to go bake, re-tweak the smoothing groups and rebake a couple of times until you end up with a nice bake with as least artifacts as possible.
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Yeah, that's the plan.
I'm going to try and make a pattern for the roof and overlay it on top, use some floaters... Should be interesting haha. What's the best way to get a shape to conform to that roof geometry? I want to make one roof tile and apply it to the whole thing.
Also... If I wanted to take this into Mudbox/Zbrush, how do I go about making those quads more square rather than rectangular? My support edges are making it rectangular.
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As long as they're not triangular, it's ok. Sculpting apps hate tris, so run from them like the devil from the cross. Quads ftw, no matter if they're rectangular or perfect squares dude, you're making art here not math, as long as it looks good.
Mmm, bricks on the roof, that's a tricky one indeed. Specially since that's half a sphere. Up to you mate, you could decide to model a line of bricks, bend it and copy it around. it might involve alot of hand work though I'm sure there's an automatic way to do that or whatever, Polycount is the place to go for this kind of probs.
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":2m7g7480]As long as they're not triangular, it's ok. Sculpting apps hate tris, so run from them like the devil from the cross. Quads ftw, no matter if they're rectangular or perfect squares dude, you're making art here not math, as long as it looks good.
I am going to have to disagree slightly here. Having all quads of equal size will allow for very consistent levels of detail when sculpting. But this is not something you should go to great lengths to achieve. Just before you export add an extra edit poly modifier and start adding in extra loops to break up long rectangles. Obviously if you aren't adding a lot of detail into this area in the sculpting package it might not be worth the effort but having all the areas have a even quad distribution allows you to get the basic forms in more easily in lower sub-divs levels without having to set up to higher levels for some parts and therefore ruining others..
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You can always turn a triangle into 3 quads

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Yes!! That tut is great!
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Quote from Pericolos0
for the roof, just model it on a flat plane and bend it in the lowpoly. Actually for a mesh like this I would just model the entire highpoly straight and bend it around afterwards at the lowpoly stage, makes everything alot easier
, and you can then easily make different variations as well (like a bigger version with more segments, a square version etc).anyway pimping my own tutorial again, but this method works very well for making environment assets like that!Thanks Peri, always good to hear other feedback on workflows.
Out of interest though, could you explain how exactly you would go about modelling this? You said you would model the high poly straight rather than curved, then bend it round... What modifier would you use to bend it all the way round? I tried... Bending it.. But it didn't give the results I wanted.
The way I've been doing it at the moment is using the array tool, but it's not particularly fast.
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maybe use 2 bend modifiers at 90 degrees, the second rotated 90º to the side.
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/bend.jpg]
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Cheers guys. Well I've done it this way for now, I may re-do it though just to try out different workflows.
Here's my current lowpoly.. It's sitting around 4.7k tris, can't really see how to minimize it any further without compromising the silhouette.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/shrine_wip3.jpg]
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