That's ace, his skin should be the same colour as Gman's to finish it off!
The random model thread!
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[Blocked Image: http://i.imgur.com/zeQeWYW.png]
My high poly billiards table. I will of course be making a low poly and baking and eventually texturing and releasing into the wild for use in CS:GO maps as people would like them (can you say pool hall map titled "CS_Hustler"?

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[Blocked Image: http://puu.sh/e7PYF/bb363e3f08.png][Blocked Image: http://puu.sh/e7Q0r/1a1a5fd3de.png] Just finished this Winchester Model 1876 model that I’ve been working on.
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Quote from kanine01
[Blocked Image: http://puu.sh/e7PYF/bb363e3f08.png][Blocked Image: http://puu.sh/e7Q0r/1a1a5fd3de.png] Just finished this Winchester Model 1876 model that I’ve been working on.
How much time do you spend on a model like this from start to finish?
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3DSMAX, Bend of Brothers
Super cool script you Max users should check out!
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Quote from esspho
Just finished this Winchester Model 1876 model that I’ve been working on. How much time do you spend on a model like this from start to finish?
That's a hard question to answer. The thing is that I'm constantly juggling multiple projects, and I tend to procrastinate. This specific model was worked on really sporadically, but I worked on and finished the high poly model around a month ago. That phase was done in about 1 night. I was working on other stuff for about 3 weeks until I did the low poly and uv maps in about two nights. After that I spent about two hours messing about with the base values for the materials and about two more hours trying to get the wood to look good. I spent like a week working on and off pulling my hair out trying to figure out how to achieve the metal effect, until I realized I could literally just rip pieces from reference photos and place them on the albedo. Once I figured out how simple the process was it took me like an hour to just place the cutout effects and stitch them together to get rid of seaming. I would say that if I did it all in one go and knew before how to achieve the metal effects, I would've only taken like 3 or 4 days.
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I was wondering because you share a lot of pictures in a regular fashion. And every new one looks even better than the last one.
Are those mostly portfolio pieces or are you a member of a modteam?
Anyway keep it up!
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Quote from esspho
I was wondering because you share a lot of pictures in a regular fashion. And every new one looks even better than the last one.
Are those mostly portfolio pieces or are you a member of a modteam?
Anyway keep it up!
Thanks!

They're mostly portfolio pieces. I've recently started working on an indie game with a friend but it's under wraps as it's only just started development.
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Just now came across this forum, sharing what I recently completed.
3Ds Max Modeling
Quixel Suite Texturing
Rendered in Marmoset Toolbag 2
Photoshop[Blocked Image: http://th09.deviantart.net/fs70/PRE/i/2015/014/e/0/lsv_presentation_front_perspective_by_dg87-d8dxx1q.png]
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[Blocked Image: http://th07.deviantart.net/fs70/PRE/i/2015/014/9/3/lsv_presentation_001___wires_by_dg87-d8dxpnp.png]
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post flats plz
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[Blocked Image: http://puu.sh/f5tCT/81e5b764f2.png] Pooped this out in like an hour
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Quote from GalvanizerPrime
The baked detail is really great in this but the textures need more colour variation. Especially the tan brown material. A lot of the materials covered in tan could be broken down to more appropriate materials, and provide detail hotspots on the model. Higher contrast and higher detail areas attract the eye so you can use that to hold the viewer at more intricate areas like the cannon barrel and the guns on top and on the side. Subtle variations in the color value of seperate items made from the same material helps to introduce some variation without breaking up the model too much.
Also as a personal preference I don't like the general wash of noise on the texture. If you want to keep it noisy whie still being paint I suggest taking the noisy detail out of the normal map, or at least blurring that layer a little. Right now the paint looks like someone painted straight over rust, as it is rough and bumpy. Usually with painted freshly manufactured metal there will be a lot of detail in the dif and spec but the nor would be relatively clear.
It's a good model so far but I wouldn't call the texture finished unless you need to move onto something else. Break up the tan material more, especially the guns and the barrel - they are only two materials right now.
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[Blocked Image: http://puu.sh/fOs8d/7a1616614f.PNG] 2hr speed model
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[Blocked Image: http://puu.sh/g2dAD/1e4918747f.PNG] ~3 hour speed model
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Quote from kanine01
[Blocked Image: http://puu.sh/g2dAD/1e4918747f.PNG] ~3 hour speed model
If you want my opinion, i think it's a bit too smooth, you'd gain to make your edges harder (but still keep them slightly rounded off, it does matter, in order to keep these fine white lines due to the reflection of light).
(Maybe you have a reference that shows something exactly like you did, but it's just from my point of view of mechanical designer)
Other than that, it works very well, good job

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Quote from leplubodeslapin
If you want my opinion, i think it's a bit too smooth, you'd gain to make your edges harder (but still keep them slightly rounded off, it does matter, in order to keep these fine white lines due to the reflection of light).
As far as I know it should actually be the other way around - you should do your edges smoother than the actual reference to achieve a better effect (especially from distance - for example).
About the model itself - looking good in general, but as I said before I would recommend you to create some more complex model so you gain more experience then creating smaller assets over and over again without actually challenging yourself.
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Could I convince you to send that wrench over to me? I have a great reference for doing some materials on it (an old one of that type) that I would love to use for practice.
As for the model, I think doing the small things is perfectly fine as it refines your speed. Complex assets are really just many smaller assets put together anyways.
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Quote from Fuzyhead
As far as I know it should actually be the other way around - you should do your edges smoother than the actual reference to achieve a better effect (especially from distance - for example).
About the model itself - looking good in general, but as I said before I would recommend you to create some more complex model so you gain more experience then creating smaller assets over and over again without actually challenging yourself.
Humm ok i see what you mean, so for video games i guess it helps, cause your point of view can't go really close to these objects.
I'd just like to specify that this is a "video game way of thinking", and i don't think it's the best way of doing things for the future (when higher resolutions will be more common, this will be very noticable and feel weird on many objects). I just feel like "ok, it's very nice to have this kind of ideas and it's great that the creator took the time to add these details, but it looks exagerated", I prefer details when they are more subtle.
I hope not to bother to take an example from your portfolio (that is splendid by the way, sincerely)
[Blocked Image: http://i.imgur.com/7YtMNGv.png]
For me it's too much, but it might be due to the very short-range screenshot.
But i still like it a lot, but when i see it, i immediately know that it's for a videogame, because of this aesthetic choice.
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We don't live in the future yet. For current gen weapons and objects with baked normals it's best to exaggerate edges so you get info on your normal map in the first place (instead of just a hard edge) and the other reason that the edges maintain a highlight on lower mip levels (instead of getting lost in sub pixels).
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[Blocked Image: http://i.imgur.com/F6Qxh18.png]
A very rough screenshot of a very rough model, it will eventually be a wheeled pallet to move gas tanks around. Might just re-do the tank altogether though.
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