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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Minos
    • April 25, 2012 at 6:12 AM
    • #4,121
    Quote from the0rthopaedicsurgeon

    i made a texture for a suzuki carry kei truck i finished a while ago.i forgot about logos and text when i unwrapped it and had the whole texture flipped down the middle. i was going to do those with decals, but is it better to put those in a separate texture or in the same one with an alpha channel just for those parts?

    [Blocked Image: http://i.imgur.com/Bm0Ol.jpg]

    Thta metal looks like concrete, I'd say to remove all the subtle noise and have a pretty clean surface instead. Car paint doesn't age like that

    If you want grime add it only where it would build up in real life (corners, concave areas, etc)

  • The Vulture
    • May 13, 2012 at 10:19 PM
    • #4,122

    Hey, guys! Need some pointers... Trying to make a rock model in Mudbox but I'm never really happy with the result. Can someone point me in the right direction for creating them? In terms of brushes, settings etc. Thanks! Here's what I got so far.

    [Blocked Image: http://img842.imageshack.us/img842/9753/rocke.jpg]

  • Pampers
    • May 13, 2012 at 10:31 PM
    • #4,123

    watch this

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  • The Vulture
    • May 13, 2012 at 10:52 PM
    • #4,124

    That's what I've been looking at... Maybe I just suck.

  • AtsEst
    • May 13, 2012 at 11:44 PM
    • #4,125
    Quote from The Vulture

    Hey, guys! Need some pointers... Trying to make a rock model in Mudbox but I'm never really happy with the result. Can someone point me in the right direction for creating them? In terms of brushes, settings etc. Thanks! Here's what I got so far.Image

    First off are you using any reference? I think not: because concave shapes like that are very rare and generally rocks are not concave at all. Also I can still see the cube base mesh you started from. Rocks usuallyt have quite a few flat surfaces, That are eroded away by the weather. Look at nature and try to figure out how and why things end up looking like they do. Then try to replicate it. Start deforming the base mesh then scrape of parts and only when you have the overal shapes done move on to smaller details.

  • Minos
    • May 14, 2012 at 2:30 AM
    • #4,126
    Quote from The Vulture

    Hey, guys! Need some pointers... Trying to make a rock model in Mudbox but I'm never really happy with the result. Can someone point me in the right direction for creating them? In terms of brushes, settings etc. Thanks! Here's what I got so far.[Blocked Image: http://img842.imageshack.us/img842/9753/rocke.jpg]

    http://vimeo.com/26399689

  • The Vulture
    • May 14, 2012 at 2:41 AM
    • #4,127
    Quote from AtsEst

    First off are you using any reference? I think not: because concave shapes like that are very rare and generally rocks are not concave at all. Also I can still see the cube base mesh you started from. Rocks usuallyt have quite a few flat surfaces, That are eroded away by the weather. Look at nature and try to figure out how and why things end up looking like they do. Then try to replicate it. Start deforming the base mesh then scrape of parts and only when you have the overal shapes done move on to smaller details.

    Very good idea, I'll try that. Can't believe I didn't think of references myself... I still feel it's hard to get the desired look. Oh well.

    Quote from Minos

    Thanks for the link. I'm using Mudbox and Maya though...

    Images

    • ducks_and_drakes.webp
      • 25.58 kB
      • 840 × 525
  • Steppenwolf
    • May 16, 2012 at 2:24 PM
    • #4,128

    I switched to zbrush now because i never was happy with my results in mudbox either. The mudbox brushes just suck. With zbrush i find it much easier to get decent results. The standard brushes are much better and it's simple to make your own too. Sure the program is intimidating at first compared to mudbox but the switch actualy was much easier then i thought. I'm really happy about my decision to learn zbrush eventualy.

  • -HP-
    • May 16, 2012 at 2:37 PM
    • #4,129

    You following any tuts? I can really recommend eat3d intro to ZB, covers all the basics which you NEED to learn somewhere. There's no way you can learn your way into some of ZB's functions with trial and errors, there's shit hidden under menus or tricky combinations.

  • Steppenwolf
    • May 16, 2012 at 2:45 PM
    • #4,130

    Yea of course i follow tutorials. That's another pro for zbrush you can actualy find plenty of good tutorials and ressources. I always try to learn at least one new thing each day.

  • AtsEst
    • May 16, 2012 at 3:39 PM
    • #4,131
    Quote from Steppenwolf

    I switched to zbrush now because i never was happy with my results in mudbox either. The mudbox brushes just suck. With zbrush i find it much easier to get decent results. The standard brushes are much better and it's simple to make your own too. Sure the program is intimidating at first compared to mudbox but the switch actualy was much easier then i thought. I'm really happy about my decision to learn zbrush eventualy.

    Totally agree with you, but sadly there is no free edu. version for it

  • benlui
    • May 24, 2012 at 8:22 PM
    • #4,132

    Some scene I'm working for a 10 second video animation. I'm trying to make a scary scene. Constructional criticism is very welcome. (This is my first real 3d scene)

    [Blocked Image: http://sphotos.xx.fbcdn.net/hphotos-ash3/181358_3935513868302_1293488871_33731861_1773330619_n.jpg]

    P.S I'm using cinema 4D

  • Mr. Happy
    • May 26, 2012 at 12:15 AM
    • #4,133

    Procedural rocks I did following Sascha Henrichs' tutorial:

    [Blocked Image: http://dl.dropbox.com/u/9300049/FINALs/lo-high-compare_rock.png][Blocked Image: http://dl.dropbox.com/u/9300049/FINALs/lo-high-compare_rock2.png]

    The textures are an absurd resolution for now. Working on a set for a scene.

    ------------------

    WIP fathers day present. This will be printed in 3D.

    [Blocked Image: http://dl.dropbox.com/u/9300049/WIPs/turtle_wip_clay_nurms.png]

    Todo: connect limbs/head/tail with webbing/skin, shell "cracks", adjust eyes/face and claws, creases in Max. Then, sculpt detail, texture, 3D print. Maybe also put it in a little 'diorama' scene with plants and whatnot.

  • Thrik
    • May 26, 2012 at 5:42 PM
    • #4,134

    Aww, that's sweet.

  • 2d-chris
    • May 29, 2012 at 12:38 PM
    • #4,135
    Quote from benlui

    Some scene I'm working for a 10 second video animation. I'm trying to make a scary scene. Constructional criticism is very welcome. (This is my first real 3d scene)[Blocked Image: http://sphotos.xx.fbcdn.net/hphotos-ash3/181358_3935513868302_1293488871_33731861_1773330619_n.jpg]

    P.S I'm using cinema 4D

    [Blocked Image: http://i46.tinypic.com/qog9ds.jpg]

    there's no surprise scary comes from atmospheric effects like fog, clouds with back lighting from the moon, and sounds etc

    [Blocked Image: http://images2.wikia.nocookie.net/__cb20100308010352/addamsfamily/images/1/1c/Family_values_04.jpg]

    [Blocked Image: http://www.movie-locations.com/movies/b/BigFish_witchhouse.jpg]

    you could try and make things a little less uniform and perfect feeling, make the fence bend more and break it a bit in places, give a run-down feel by adding cracks in the road and vegetation that fits better. Tree's without leaves work much better. Even if your going for realism with your scene it's a good idea to embrace the theme and go overboard a bit.

    Adding a few bends on your road going up the hill would help, some ambient storytelling maybe, signs posts, beware of the dogs etc You could also add a bridge - they can be really scary and would give you journey to the building a bit more excitement.

    Good luck!

  • The Vulture
    • May 29, 2012 at 7:26 PM
    • #4,136

    I started working on a really beat-up trashbin that I saw here in Stockholm. As you can see, just textured the two middle parts so far.

    Some feedback would appreaciated. (: No spec yet.

    [Blocked Image: http://img402.imageshack.us/img402/5406/trashbinf.jpg]

  • knj
    • May 29, 2012 at 8:31 PM
    • #4,137

    the wholes might be a lil bit too small, in game engine it might get shitty

    Maya FTW !!

  • The Vulture
    • May 29, 2012 at 9:18 PM
    • #4,138

    Yeah, I actually said on CryDev that I'm considering redoing the holes. It's a pain to have come so far and then realize that you want to change something. ^^

  • Bunglo
    • May 30, 2012 at 11:07 AM
    • #4,139

    pos corinthian column I'm working on.

    [Blocked Image: http://i.imgur.com/hqC1u.jpg]

  • The Vulture
    • May 30, 2012 at 11:02 PM
    • #4,140

    It's when people post stuff like that I don't want to showcase my own work... >.> Looks awesome though.

    I made the holes on my trashbin bigger, as suggested. I have to figure out a way to fill the holes with black... My PS skills aren't really anything to brag of. Oh, and you can see the normal map on the actual trash bag doing its work now. I'm fairly happy with it actually.

    [Blocked Image: http://img233.imageshack.us/img233/1929/trashbin2.jpg]

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