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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • TermInator525
    • May 28, 2014 at 1:58 PM
    • #4,961

    it's basicly a Half-Life 2 (ep1 and ep2 are included) singleplayer contest. I want to use old underground Facility connected by these tunnels. Much like the Cheyenne Mountain Complex but more hl2 ish way.

  • FrieChamp
    • May 28, 2014 at 2:10 PM
    • #4,962
    Quote from paranoidMonkey

    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.


    I take away from this: it's better to triangulate everything (yourself) but not before you add normalmaps?

  • KoKo5oVaR
    • May 28, 2014 at 2:34 PM
    • #4,963
    Quote from Seldoon182

    Hey guyz smwall preview of my lasted 3D render.


    [Blocked Image: http://i.imgur.com/mV9fHoY.jpg]


    Should I tone down the specular ?


    Dude i like the design, needs more cgt tracts all over it though

  • paranoidMonkey
    • May 28, 2014 at 5:18 PM
    • #4,964
    Quote from FrieChamp

    I take away from this: it's better to triangulate everything (yourself) but not before you add normalmaps?


    It's crucial to triangulate before baking the Normal Maps.

  • RedYager
    • May 28, 2014 at 10:19 PM
    • #4,965
    Quote from FrieChamp


    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.


    I take away from this: it's better to triangulate everything (yourself) but not before you add normalmaps?


    Some triangulation I do myself to avoid engines/export cutting faces up where I don't want them to. When I bake Normal/AO maps (Using Xnormal), I let the export handle most of the triangulation, I see no danger really, its (or has become for me) easy to predict what's going to happen where and I rarely see any moderate issues. In the case of my piano, I didn't do any manual triangulation aside from the curved arm things on either side. Experience and practice will quickly show you what happens when you do this or that, it can be quite daunting at first but you get into the rhythm of things, I'm still relatively new to the baking process myself. Start with something basic, I started with a door frame


    If you have any other questions, I'll help out where I can. I made a basic baking tutorial using Xnormal a while ago, its fairly primitive and I've probably made some silly mistakes but it might be of some use, here is a link : https://imgur.com/a/oqqH0

  • Jonny Phive
    • May 29, 2014 at 5:21 AM
    • #4,966

    Still trying to learn and push myself on learning how to model and texture environment art. Again, this is for a source project and a recreation of a prop originally mastered by Mr. Thiago K himself Hope it lives up to the original!


    The prop is used in a desert environment fyi, but I may have overdone the decay.


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

  • AyzOn
    • May 29, 2014 at 5:59 PM
    • #4,967

    The edges that you brightened up are too bright in my opinion.

    But looks great nevertheless.


    My attempt in modelling a realistic sword.

    Had to use photoshop to make these engravings, I cant sculp good enough to model them.

    [Blocked Image: http://i.imgur.com/p0lSKOHl.jpg]

  • Minos
    • May 29, 2014 at 6:43 PM
    • #4,968
    Quote from Jonny Phive

    Still trying to learn and push myself on learning how to model and texture environment art. Again, this is for a source project and a recreation of a prop originally mastered by Mr. Thiago K himself Hope it lives up to the original!


    The prop is used in a desert environment fyi, but I may have overdone the decay.


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


    haha omg, mild mindfuck when I saw this

  • kanine01
    • May 31, 2014 at 3:48 AM
    • #4,969

    [Blocked Image: http://i.imgur.com/p1ZbKLz.png]


    wip

  • kanine01
    • June 1, 2014 at 7:21 AM
    • #4,970

    [Blocked Image: http://i.imgur.com/fghtVzy.png] first bake done

  • AyzOn
    • June 1, 2014 at 2:07 PM
    • #4,971

    Sexy Knife^^

    Did you do those screws with nDo?

  • Spherix
    • June 1, 2014 at 3:43 PM
    • #4,972

    Screws? All I see are pokeballs...

  • kanine01
    • June 1, 2014 at 5:16 PM
    • #4,973

    They are actually secretly pokeballs yes. And no I baked them in.

  • SuperDuperYeah
    • June 5, 2014 at 7:23 AM
    • #4,974

    HI ! I'm more of a level designer than an environment artist but since I've put "Maya" in my skills in my resume I felt like I had to show something at least. So here goes. The first few pieces in. You can find the concept art I'm referring to here, http://www.itsartmag.com/features/itsar…cept-art-18.jpg


    I wrote a thing about it here: http://antoineladouceurld.weebly.com/blog





  • Sigma
    • June 7, 2014 at 2:13 AM
    • #4,975

    Thought I'd share something I'm working on. Think I'm finally getting a little bit better hang of normal maps -- to which I owe gratitude to multiple people here for enlightening me. No textures yet (still finalizing the model and UV maps--making this for a mod in Source (1) engine). Full album can found here http://imgur.com/a/oKkY4. I would love some C&C if you are so inclined (but understand if you're not). Some obvious baking errors in there -- but I'm honestly unsure (seeing as this is the first semi-successful bake I have done) if they are a big deal without seeing a diffuse on it.


    [Blocked Image: http://i.imgur.com/oW1h2kW.png]


    Just for the giggles I tossed what I have done on this into Unreal Engine 4.


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

    [Blocked Image: http://i.imgur.com/lu2Z2Mf.jpg]

  • AyzOn
    • June 8, 2014 at 8:25 PM
    • #4,976

    Even though the HP isnt done yet, I hope the next picture is already going to of the finished LP.

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

  • paranoidMonkey
    • June 9, 2014 at 11:22 PM
    • #4,977

    Just did a facelift to an old character of mine, and it looks like this.


    [Blocked Image: https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/e1b673389229ecf4d73d5bf825df73c5/tumblr_n6x9oojlNL1t04qawo1_1280.jpg]

  • PogoP
    • June 9, 2014 at 11:27 PM
    • #4,978

    Awesome!

  • UnknownPredator
    • June 10, 2014 at 12:35 AM
    • #4,979

    I really love the style

  • BJA
    • June 10, 2014 at 8:32 PM
    • #4,980

    That looks really nice! the left side of the image looks a bit empty, maybe make the shadow of him a bit stronger to fill the image more?

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