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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • AlexM
    • May 19, 2015 at 1:46 AM
    • #5,181

    Decided to play around with the art side of unreal 4. This is a photo-matching, lightmass study. Still has work to do.


    Lessons learned :


    -When using multiple monitors make sure the color profiles are the same! That's why my version is too saturated. I was looking at the reference on a significantly warmer monitor than the monitor I was working in. Very weird as they are identical monitors but one uses HDMI and the other uses DVI. I will have to look into that.


    -Proportions are still off. Still working on that.


    -I need to learn cameras in unreal because I'm wasting time trying to get the angle by hand


    Anywhoo


    [Blocked Image: http://i.imgur.com/z2f09pI.png]

  • cashed
    • May 19, 2015 at 4:18 AM
    • #5,182

    dat light bounce

  • AlexM
    • May 19, 2015 at 4:27 AM
    • #5,183

    You know it. I"m fighting the urge to use point lights to fill in the dark spots with every fiber in my body.

  • AlexM
    • May 20, 2015 at 5:02 AM
    • #5,184

    Still got a ways to go. I think SSAO is messing up some of the lighting and I'm going to look into removing it.


    [Blocked Image: https://41.media.tumblr.com/46e3fc4849ba7978a5e504db938914ed/tumblr_nomr64CXdc1rc9vrqo1_1280.png]

  • SuperDuperYeah
    • May 25, 2015 at 7:18 AM
    • #5,185

    Hey men !

    There's a small wall border at the bottom on the left photo. Are going to add it ? (eagle eye type stuff right here).

  • AtsEst
    • May 25, 2015 at 9:02 PM
    • #5,186
    Quote from SuperDuperYeah

    Hey men !

    There's a small wall border at the bottom on the left photo. Are going to add it ? (eagle eye type stuff right here).

    Also note its imperfections

  • kanine01
    • May 26, 2015 at 3:02 AM
    • #5,187

    [Blocked Image: http://puu.sh/i0Eef/8fa494cfe5.png]

    mmmm, pineapples

  • AlexM
    • May 26, 2015 at 4:39 AM
    • #5,188
    Quote from SuperDuperYeah

    Hey men !

    There's a small wall border at the bottom on the left photo. Are going to add it ? (eagle eye type stuff right here).

    Definitely. I'm also going to fix the other 5 massive ugly issues in that image such as the light bleed on top, the dark spot on the bottom and the shadow softness issues.


    ...When I get back from Japan ;)

  • SuperDuperYeah
    • May 26, 2015 at 7:38 AM
    • #5,189
    Quote from AlexM

    Definitely. I'm also going to fix the other 5 massive ugly issues in that image such as the light bleed on top, the dark spot on the bottom and the shadow softness issues.


    ...When I get back from Japan

    Youuu lucky B...

  • kanine01
    • May 27, 2015 at 10:54 PM
    • #5,190

    [Blocked Image: http://puu.sh/i2VGO/c8c91f7c87.png]

    grenade materials heavy w.i.p.

  • AtsEst
    • May 28, 2015 at 11:43 PM
    • #5,191

    I made a derpy character and an equally derpy video to accompany him:


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    As you can probably guess it is my first bipedal character ever, same for full body animations and obviously I was gunning for hyper-realism.

  • kanine01
    • May 30, 2015 at 3:09 AM
    • #5,192

    [Blocked Image: http://puu.sh/i5rUC/b10e5b07b5.png]

    crossbow work in progress for pvk2

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  • esspho
    • June 2, 2015 at 10:27 PM
    • #5,193
    Quote from kanine01

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    really nice to see your workflow.

    kind of a noob question, I guess: are you cleaning up the different parts in a later step (like deleting the backfaces of those nuts :XD:)?

  • kanine01
    • June 3, 2015 at 2:26 AM
    • #5,194
    Quote from esspho

    really nice to see your workflow.

    kind of a noob question, I guess: are you cleaning up the different parts in a later step (like deleting the backfaces of those nuts :XD:)?

    could you say at what minute/sec specifically?

  • psychickitten
    • June 3, 2015 at 4:13 AM
    • #5,195

    Atrium I'm working on.


    [Blocked Image: https://www.dropbox.com/s/u6k78k5wznx065j/1.bmp?dl=1]


    [Blocked Image: https://www.dropbox.com/s/7vhfn2ahjmql412/2.bmp?dl=1]

    [Blocked Image: https://www.dropbox.com/s/r1mg1hm5r4n92oi/3.bmp?dl=1]

  • kanine01
    • June 3, 2015 at 8:19 AM
    • #5,196

    [Blocked Image: http://puu.sh/iaBI4/db3d8c02e3.png]\


    I'm working on BB-8 from the new Star Wars film.

  • Fuzyhead
    • June 3, 2015 at 8:23 AM
    • #5,197

    Interesting video Kanine. Only thing I would recommend is using the symmetry modifier way more often. Currently you are doing many steps 2 times for both sides instead of simply letting the modifier handle that automatically.

  • esspho
    • June 4, 2015 at 8:27 AM
    • #5,198
    Quote from kanine01

    could you say at what minute/sec specifically?

    Sure. For example those nuts that you add in 14:00. Wouldn't you delete the faces that are touching the weapon (or whatever) to reduce the polycount?

    Another example may be that bracket that you start building at 13:45. As far as I can tell it has faces on it's underside that could savely be deleted, right?

    I'm just curious.

  • laminutederire
    • June 4, 2015 at 2:14 PM
    • #5,199

    It appears I raped my computer when trying to export my model into a .dmx, I figured I might have gone too far into detailing, how much details should one do for a model? My .blend file is weighing 10mo btw...

  • kanine01
    • June 4, 2015 at 3:11 PM
    • #5,200
    Quote from esspho

    Sure. For example those nuts that you add in 14:00. Wouldn't you delete the faces that are touching the weapon (or whatever) to reduce the polycount?

    Another example may be that bracket that you start building at 13:45. As far as I can tell it has faces on it's underside that could savely be deleted, right?

    I'm just curious.

    It's the hipoly model that's going to be baked down to the low poly, polygons aren't a thing to worry about at this point.

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