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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • ElectroSheep
    • September 24, 2012 at 12:10 PM
    • #4,281

    Ha yes But I will finish mine first

  • mjens
    • September 24, 2012 at 12:47 PM
    • #4,282

    I know that, I can get 2-3 hours per week on that

  • mjens
    • September 26, 2012 at 11:40 PM
    • #4,283

    [Blocked Image: http://i.imgur.com/281IV.jpg]

    [Blocked Image: http://i.imgur.com/191UG.jpg]

  • mjens
    • September 29, 2012 at 12:06 AM
    • #4,284

    [Blocked Image: http://i.imgur.com/R06Om.jpg]

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

    [Blocked Image: http://i.imgur.com/s7Z2w.jpg]

  • ElectroSheep
    • October 5, 2012 at 10:44 AM
    • #4,285

    Seir, when I'm looking to your model, i'm thinking aboir a Scar-h

    I'm tweaking the normal map of my Spas12. I need more training on baking because it was a lot of shit and I have made a lot of modification in photoshop basicly on rounded surfaces.

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/16a.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/16b.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/16c.jpg]

    But overall i'm happy for my first weapon

  • Puddy
    • October 5, 2012 at 11:09 AM
    • #4,286
    Quote from 3Dnj

    Seir, when I'm looking to your model, i'm thinking aboir a Scar-h

    Reminds me more of modern FAL variants:

    [Blocked Image: http://world.guns.ru/userfiles/images/assault/as24/fal_dsa_sa58osw.jpg]

    In any case, nice work you two! Bring on the guns ammaright?

  • mjens
    • October 5, 2012 at 3:30 PM
    • #4,287

    Yep, I'm using lots of refs. Thanks for the feedback! Anyway:

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

    [Blocked Image: http://i.imgur.com/R06Om.jpg]

    Few things to to (Aim to small etc.) but no time to do it :/

  • ElectroSheep
    • October 8, 2012 at 3:16 PM
    • #4,288

    I finally have a decent normalmap + ao so now it's texture time

    [Blocked Image: http://www.minerality.fr/images/maps/Weapons/Spas12_Preview_01.jpg]

  • RedYager
    • October 9, 2012 at 7:40 PM
    • #4,289

    Hi guys I'm having trouble creating a shape, that seems so simple but is bugging the shit out of me.

    Here is the object/shape I'm trying to work out.

    [Blocked Image: https://lh5.googleusercontent.com/-oO42u2yoKCo/UHRtila6xsI/AAAAAAAAAT0/vthtybiwYJY/s800/annoying_shape2.jpg]

    The main body area is just a simple box with a rounded top, but there is that indented shape (highlighted) which is like a slice taken out of the metal.

    With a low poly I could manage this fine, but creating a high poly version is where I find the trouble, here is a really shitty way I thought of doing it with a boolean, but its messy as hell and just wont do.

    [Blocked Image: https://lh3.googleusercontent.com/-fL-EjqKaQ48/UHRtii3sx4I/AAAAAAAAAUI/d6xPOxLaPdk/s911/annoying_shape.JPG]

    Is there a cleaner way to do this? It seems so simple but I can't get my head around it!

    Thanks

  • PogoP
    • October 9, 2012 at 10:44 PM
    • #4,290

    You could probably get away with making the shape with less loops. Make out of, say, 4 loops going lengthways and then just loop. them down to the bottom

  • mjens
    • October 9, 2012 at 10:47 PM
    • #4,291

    The curve is way to detailed. Just make a chamfer + 2 support edges and TurboSmooth will make it curvy enough.

    Use pro boolean and clean the mess a bit:

    [Blocked Image: http://level-design.org/AAAA.jpg]

  • Rick_D
    • October 9, 2012 at 11:02 PM
    • #4,292

    guys guys, start at the beginning of this thread its amazing. like a history lesson. shiiiiiiiiiit

  • RedYager
    • October 10, 2012 at 1:06 AM
    • #4,293

    Awesome Seir, thank you so much for taking the time to help me!

  • -HP-
    • October 10, 2012 at 1:08 AM
    • #4,294

    I personally hate booleans! But everyone has a diferent workflow.

    I prefer to blockout my shapes with as least geo as possible, when I'm satisfied with it, I throw some edge loops on there, and mesh smooth it, as simple as that.

  • mjens
    • October 10, 2012 at 10:49 AM
    • #4,295
    Quote

    ' timestamp='1349827700' post='314072']I personally hate booleans! But everyone has a diferent workflow.

    I prefer to blockout my shapes with as least geo as possible, when I'm satisfied with it, I throw some edge loops on there, and mesh smooth it, as simple as that.

    Yep, booleans can be ultra messy, but when you'll make it with vertex snap to exact places it will make minor mess and it's like fast cut with auto cap holes I remember you've blamed snaps in 3DSMax and yep, I found snaps very annoying, for example when you want to align vertex to edge. So easy to make on paper, so hard for 3DSMax devs to make it 100% accurate

    Quote from RedYager

    Awesome Seir, thank you so much for taking the time to help me!

    No problem, I'm glad that I could help a bit. One more note - if you want to cut things in curved shapes, make sure that you've tessallated the surface enough and avoid triangles

  • TermInator525
    • October 17, 2012 at 7:57 PM
    • #4,296

    took me the whole day (7hrs) to do this Childs Bed. ... . Its for a computer animation so I optimized the model so that turbosmooth can do its job..

    [Blocked Image: http://bildupload.sro.at/a/images/bed3_unscaled.jpg]

  • Rick_D
    • October 21, 2012 at 4:41 PM
    • #4,297

    that's the smallest bed i've ever seen

  • dux
    • October 22, 2012 at 6:31 AM
    • #4,298

    For your fat ass, yeah probably.

  • 2d-chris
    • October 22, 2012 at 9:29 PM
    • #4,299

    even a hobbit can't sleep on a 100cm bed, more like 200cm's ;P

  • penE
    • October 26, 2012 at 11:34 PM
    • #4,300

    Atm I'm trying to get away a little bit from hyper realistic stuff to some more stylized, fantastic environments, with all handpainted textures. That's something I haven't been doing a lot so far, so I want to get into that, learn some new techniques by the way and hopefully end up with a nice scene in the end.

    I found a pretty nice concept art, made by Pascal Casolari for that purpose:

    [Blocked Image: http://i.imgur.com/ecR2Q.jpg]

    Here's what I've got so far:

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

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

    [Blocked Image: http://i.imgur.com/pZxj4.jpg]

    And some flats:

    [Blocked Image: http://i.imgur.com/5Ncy1.jpg][Blocked Image: http://i.imgur.com/6vfBG.jpg][Blocked Image: http://i.imgur.com/SDUI3.jpg]

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