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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Sigma
    • January 30, 2014 at 3:29 AM
    • #4,841

    [Blocked Image: http://i.imgur.com/LSbgCJ8.png]


    [Blocked Image: http://i.imgur.com/OKG8FON.png]


    Just ran through some simple low level tutorials tonight to brush up on some basic skills. Textures courtesy of Andrew Gahan. Tutorials from his book "3ds Max Modeling for Games" as seen here:

    [Blocked Image: http://ecx.images-amazon.com/images/I/510unzQS1rL._BO2,204,203,200_PIsitb-sticker-arrow-click,TopRight,35,-76_AA300_SH20_OU01_.jpg]


    Taught me a couple of new methods to uvmap and texture that I find useful -- but utilizing them in a production setting will confuse me for a bit so I shall have to practice them :/

  • kikette
    • January 31, 2014 at 8:03 AM
    • #4,842

    Unwrap in 3ds max is really awesome compared to Maya where you need to add few custom tools. I don't know if your book already talk about but if you have time, take a look to the Graphite modeling tools (something like), in the topper right section (A folder with a lightbulb). You'll gain access to some very usefull tools (paint connect, etc ).


    [Blocked Image: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/images/GUID-D43D9C8D-87A0-4F2A-A39A-C341FA1B5284-low.png]

  • Sigma
    • January 31, 2014 at 6:58 PM
    • #4,843
    Quote from kikette

    Unwrap in 3ds max is really awesome compared to Maya where you need to add few custom tools. I don't know if your book already talk about but if you have time, take a look to the Graphite modeling tools (something like), in the topper right section (A folder with a lightbulb). You'll gain access to some very usefull tools (paint connect, etc ).


    [Blocked Image: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/images/GUID-D43D9C8D-87A0-4F2A-A39A-C341FA1B5284-low.png]


    I have not gotten into them, but I knew they were there. I want to try them though. How different are the tools in there from say the regular command panel on the right?

  • kikette
    • January 31, 2014 at 7:56 PM
    • #4,844

    In fact, they aren't so different, they're here to complete the existing tools since the basics one are mixed with... it's more like the bonus tools in Maya.. Autodesk doesn't know were to put his new feature and put them here or in the graphite tools. You'll be able to make complex selection quickly (Dot ring selection, etc), you have the Swift loop tool wich create an edge loop were you want (a basic thing for maya ^^').. This kind of stuff =)

  • Fuzyhead
    • February 1, 2014 at 3:25 AM
    • #4,845

    Hopefully these screens going to be the final ones. If anyone still sees something major that should be changed, please say so. Even so any feedback and criticism is welcome of course.


    Please click on the images to view a larger version.


    [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_03_thumb.jpg]


    [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_02_2_thumb.jpg] [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_02_thumb.jpg] [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_02_3_thumb.jpg] [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_04_thumb.jpg]

  • kanine01
    • February 3, 2014 at 3:17 AM
    • #4,846

    [Blocked Image: http://i.imgur.com/UNJXCos.png] wip crits?

  • Fuzyhead
    • February 3, 2014 at 3:24 PM
    • #4,847

    Looks good, but can you show the texture again, or at least the texture size? Would like to know if you're using a (too) high res texture again

  • kanine01
    • February 3, 2014 at 6:43 PM
    • #4,848

    [Blocked Image: http://i.imgur.com/GQOdMtG.png]


    Here's the wire frame if anyone wanted it. (578 tris)


    It's a 2048 because the scratches on the hexagons looked really pixelated when I bumped it down to 1024.

  • Fuzyhead
    • February 3, 2014 at 8:11 PM
    • #4,849

    That's quite lowpoly, which isn't a bad thing. But I guess the texture is 2048²? Maybe you could try something different like 2048x512 or even 4096x1024. I guess that would be more effectiv for a model like a knife. Can we take a look at the uv layout? I'm quite interested how it looks right now

  • Fuzyhead
    • February 9, 2014 at 12:34 AM
    • #4,850

    Still no diffuse, but I hope you like it anyway:

    [Blocked Image: http://mathiswidrat.com/images/hardsurface/M2_7.jpg]


    [Blocked Image: http://mathiswidrat.com/images/hardsurface/M2_6.jpg]

  • MrSkellyBones
    • February 11, 2014 at 5:39 PM
    • #4,851

    It's been so long that I remember almost nothing about making this. A couple years back I wanted to learn how to model for TF2 so I could make a few custom hats and weapons. Unfortunately in the middle of the process my motherboard fried and I completely forgot about it. After I had figured out the basics of navigating this is the first thing I started making with blender before my PC had died. I was starting to recreate my Saitek Eclipse 2 keyboard. Now that I look I remember that the keys were messed up and I was researching some way to change them all. EDIT: Oh right! Now I remember. I wanted to make some custom models for a Source Film Maker project.


    [Blocked Image: http://i.imgur.com/Le9lDD9.png]

  • kikette
    • February 14, 2014 at 4:53 PM
    • #4,852

    Hmmm, on that kind of keyboard, key aren't this flat =)

    [Blocked Image: http://www.blackyouthproject.com/wp-content/uploads/2010/09/keyboard-keys-computer-close-up2.jpg]

  • MrSkellyBones
    • February 14, 2014 at 7:27 PM
    • #4,853
    Quote from kikette

    Hmmm, on that kind of keyboard, key aren't this flat =)

    One of my friends pointed that out when I showed it to him as I was making it XD. The keys in the model are indented (it's hard to tell from that screen) but they are concave from all 4 sides instead of being cylindrical =S I remember before I stopped working on it I was looking into a way to edit all the keys at once so I wouldn't have to redo each one individually. After I've done some tutorials to brush back up, I might revisit it and fix it. =)


    EDIT: Here is the keyboard I was trying to model... and am currently typing on.


    [Blocked Image: http://i.imgur.com/cJFhQrc.jpg]

  • spence
    • February 18, 2014 at 8:06 PM
    • #4,854

    Blender must have some way to instance the keys so when you edit one it edits them all, right?

  • Fuzyhead
    • March 2, 2014 at 10:34 PM
    • #4,855

    Currently working on a highpoly weapon roughly based on this concept- current progress:


    [Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_02.jpg]

  • penE
    • March 3, 2014 at 10:39 AM
    • #4,856

    Nice ! Is it based on a concept or did you design it on your own? I'd probably make some of the shapes, e.g. in the back less boxy. Weapons are usually designed to be picked up fast and easy, without hurting yourself on sharp edges, so you probably wanna smooth some of the areas where the soldier would grab the weapon. But very clean modelling!

  • Fuzyhead
    • March 3, 2014 at 1:34 PM
    • #4,857

    Thanks for the kind words (and the likes, yeah ). And yes penE, it's bases on this concept. Indeed, the back/shoulder rest is a little boxy, but it's caused by a second magazine for long range targets (I guess that's what you mean?), that unique function/design is one of the main reasons why I started to create this weapon- Even so I made some small changes of the proportions. Going to create the missing parts (holo sight and front grip) now.

  • MrSkellyBones
    • March 5, 2014 at 6:56 AM
    • #4,858

    Yay. My first render. I fear I botched something along the way with the shaders but I haven't been able to figure out what step I messed up. There's definitely an issue with the reflections though =/. I followed this tutorial here, mostly with it in the background. Tomorrow I'm looking forward to making a lot more things to get used to the UI. So far it's been quite easy and intuitive.


    [Blocked Image: http://i.imgur.com/0athlTP.png]

  • Sigma
    • March 5, 2014 at 2:26 PM
    • #4,859
    Quote from Fuzyhead

    Currently working on a highpoly weapon roughly based on this concept- current progress:


    [Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_02.jpg]


    This is going to be me nitpicking as always. Where is the chamber and ejection port for the "primary" CQB casings (magazine at the front--unless this was made for lefties--or is that tiny thing below the charging handle it? If so, how does the round move out of chamber and through that port?)? My solution would be to move the charging handle towards the butt of the gun and place the port in front of it. The forward handle clearly should be removable (but its kind of unnecessary with the way the trigger guarad forms into the magazine well which might as well be the forward handle). Finally the picatinny rail (on top) seems small on the height side--I'd feel like I was going to break off one of the segments trying to get any optic sights on there. Again, this is me just nitpicking.


    To be sure, it is a great looking model and I love how well it is done (maybe 3d print this bad boy for some cosplay ). It is like the Kriss Arms Vector and an AUG had a love child.

  • Fuzyhead
    • March 5, 2014 at 4:38 PM
    • #4,860
    Quote from Sigma

    This is going to be me nitpicking as always.

    Hehe, no problem, any feedback is welcome.

    Actually I don't really know how this weapon works, I just picked a concept that looked interesting and unique to me. That's also why I wouldn't like to change much from the original concept, even so there might be some functional errors- the author explained it by saying the weapon is some kind of futuristic/sci-fi smg. In addition some (as far as I've seen most) rifles with bullpup design actually do have the charging handle at the front, like the Steyr Aug you mentioned.

    But you're right, "that tiny thing below the charging handle" should be a little bigger, as well as the rail on top- I'll rework them

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