[Blocked Image: http://i.imgur.com/GQRiobz.jpg][Blocked Image: http://i.imgur.com/JOyqhuu.jpg] I think I'm just about ready to call this done.
The random model thread!
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Loving that piano Red Yager. I feel like you could improve the texturing on the seat a little bit though. It's a little flat atm. How many poly's is it? It would be cool to show the wireframe as well.
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I've been working on a scene I'm planning on doing for UE4. It's been a struggle for me to get this stupid doorway to bake correctly. Just slapped on a basic material for now, I'm gonna add some bolts and other stuff with ndo2 next.
Quote[Blocked Image: http://i.imgur.com/hyKiyTF.jpg]
Update: Added rest of the corridor for some context + some bolts and a simple mask to get some paint on it. Didn't figure out how to get the normal map from the paint out of my chrome bits though.
[Blocked Image: http://i.imgur.com/JxGZ44Z.jpg]
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[Blocked Image: http://www.knj-art.com/!tmp_img/01.jpg]
Small preview guys, in few days I will show you rest of this

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Quote from knj
[Blocked Image: http://www.knj-art.com/!tmp_img/01.jpg]
Small preview guys, in few days I will show you rest of this

looks sick, holy shit, wanna see more!
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Quote from knj
[Blocked Image: http://www.knj-art.com/!tmp_img/01.jpg]
Small preview guys, in few days I will show you rest of this

I wonder to know with what camera you took this picture?

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With F11 dude
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Hey guyz smwall preview of my lasted 3D render.
[Blocked Image: http://i.imgur.com/mV9fHoY.jpg]
Should I tone down the specular ?
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do I should know that my post box is to spec/glossy ?

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Damn knj, thats crazy.
Great Work

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That's one dirty postbox... Silent Hill London?!
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Quote from psychickitten
Loving that piano Red Yager. I feel like you could improve the texturing on the seat a little bit though. It's a little flat atm. How many poly's is it? It would be cool to show the wireframe as well.
Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe
[Blocked Image: http://i.imgur.com/EGOuypd.jpg]
I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker
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Quote from RedYager
Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe
[Blocked Image: http://i.imgur.com/EGOuypd.jpg]
I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker
Separate all the piano keys so I can play!
Nice normal map on there btw. I like how clean this is. -
Quote from RedYager
Thanks Psychicken, you're right about the seat looking flat, I think the wood overall could be improved a fair bit. Including the stool its 1084 polys, here's the wireframe
[Blocked Image: http://i.imgur.com/EGOuypd.jpg]
I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker
Hi. 3D modelling n00b here. I've been toying around with Maya lately, slowly getting the hang of the basic toolset. I see that all your faces have 3 sides. I see many places where you use 2 3-sided faces where I probably would have used one 4-sided face. Is this best-practice for objects in game engines or is this model simply not optimized yet or...?
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game engines always triangulate, the mesh in Maya/Max is hopefully still quaded, to allow for easier and cleaner tessellation/modelling.
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Quote from FrieChamp
Hi. 3D modelling n00b here. I've been toying around with Maya lately, slowly getting the hang of the basic toolset. I see that all your faces have 3 sides. I see many places where you use 2 3-sided faces where I probably would have used one 4-sided face. Is this best-practice for objects in game engines or is this model simply not optimized yet or...?
What e-freak said is true. Game engines always triangulate.
But it is better if you do it yourself before baking the normal maps, because normally every game engine or 3d app have it's own way of triangulate the mesh.
And you don't want your normals to look different when you import a model to the game engine.
Of course you can keep a clean version of the model, for further iterations.
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Made for the Mappingcontest over at interlopers.
[Blocked Image: http://cloud-2.steampowered.com/ugc/3264294907064867364/78A2B5439BC686728FDA61B239192C8EA07B2770/]
[Blocked Image: http://cloud-3.steampowered.com/ugc/3264294907064866338/34F88AA9FCA6D7805300E13772E75CDA28314DD9/]
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what exactly were the theme and rules for this contest? hard to comment on this because I have no idea what's going on in this scene.
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