-
Posts
256 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Everything posted by Acumen
-
joan of arc tutorial, eh ? looks good, but you have the difficult parts, still to come. face rises and fall with the nostrils and mouth good luck on that o/
-
yus, simple but nice but i would make those 5-sided (and more) polygons to 4-sided ones. just to make sure the engine doesn't mess the triangulation up too much. maybe minor, but i had my one shockin experience with this ;D
-
sure he does. and yet he's totally right. i was about to post the exact same thing. it was alright with the last models but especially on this hand the modeling part could have be much much better. the poly distribution is far from being ok. there's quite some unneeded polygons on the knuckles and the fingers themselves are quite randomly divided and the fingertips really make it look not that good at all. because of that edgy look it all looks like a hl1 hand model cause you can't really see all the invested polygons on the knuckels but yet on the finger tips where you can see that you didnt't invest enough. these 4 rings of polygone are not needed and could be placed much more effectively on the finger tips to give it a rounder look. too bad, you already almost done with texturing this. could have been a much better model, cause the texture looks quite nice.
-
mh, they're all floating. would be too much of a struggle to get this all out of one piece. didn't wanna waste time on that. i kinda wanted to have this theoretical modular feeling. like in case someone would want to make a map around it, he could take the 3 window versions, the various fence parts and place them in the editor as he pleases. so i didnt really bother to weld the windows to the building or anything or maybe i just missed your point ;D
-
did that yesterday as i needed a bit of distraction from all the cute models i usually do, these days, so i sat down and modeled something more realistic, this time won't touch it again, since it was all just for the fun of it - now i can go back to ze cute models wire: http://www.acumen-design.de/model_pics/ ... ender1.gif
-
edit: someone was kind enough to unban me. didnt know there are unwritten rules about...
-
quite pathetic to ban me on irc for no reason, you good sir. still dont know why someone gave you ops there...
-
mh, this is really annoying the "do something different" method doesn't quite work for me. Distracted for some hours but in the end you sit there and still have no more motivation. In the past 3 Years I had this for numerous times and the only way I overcame this was to literally force myself doing it. I just started my modeling program (not quite a mapper, sry) and get started. I said go and work on it for 3 hours straight now or else theres no chocolate pudding for you tonight And it worked, but it's really really hard, but once you're done then, you have such a strong motivation again, which is undescribable Thing was for me, that i originally did player modeling for mods. And I was like in 5 mods at the same time (and it was just a hobby) and I didn't do anything else. So first time i lost this motivation was at the peek period of this. I left 3 mods and "recovered" somehow with forcing me doing it again. Next time i felt that motivation is almost at 0 I took a break for 3-4 months. I didn't do no work for any mod but still people came asking me whether I did progress or not. For me this is pretty much destroying any motivation. When I tell people that i will take a break for (lets say) 2 months and still they keep bugging me. Most of the time right then, when I started up my modeling program. The ultimatively last time I lost motivation was when I entirely stopped doing player models afterwards. I just couldn't do it anymore, somehow. It always took me 2-3 days of full concentration to do a nice one and yet it wasn't all that fun anymore (which a hobby should be, imo). So now I'm doing only environment models, which is so much more fun for me nowadays. Maybe this is what I needed all the time. I don't know, I just know that there was something that didn't allow me to model more player models without dying of frustration. I think this kinda was like a burnout syndrome, where I just spend tooo much time on this mod work and lost all fun. I'm sure I could go back to player modeling again, but I just don't want to, cause I'm doing this for fun, in the end. But if you have deadlines I really think you just have to force yourself and tell yourself that this supposed to be fun You know, this sounds so easy "yeh go do something else "yeh, just force yourself". Everyone handles such situations different and there's no ultimate solution, unfortunately you have to find out for yourself what works best for you Some people just loooove this work so much, that they hardly have such problems. They even do things in their freetime when they aren't on tough deadlines. It highly depends on the person doing this. The only thing I know for sure, the longer break you take, the harder it is to get back in all this, cause you might have lost motivation completely or like many others said in here, even found something else that is more fun than what you used to do. Ask yourself what is more important for you And I think if you overcome the first motivation downfall, afterwards you simply need to be careful. As soon as you notice, this is gettin on your nerves, THEN do the "do something different" method and not when it's already too late. In my opinion that is the much better way: to not even let this happen with trying to recognise the signals your body gives you. THEN do something different and return to work with a fresh mind If you're able to do so, you're on a good way
-
uah i really like these renders/models from von*ferret would you mind sharing the scene /lighting setup ? im curious and like a wire render maybe ? im so interested in how you modeled that hipoly stuff (and smoothed it)
-
uh, Orkan, i also use win98. bad luck, i guess :/ hm, NecrosiS with the hipoly-version looking really nice, the low poly one isn't really lowpoly at all especially the arms/hands area are really dense right now, which isnt really necessary
-
alright ill try that shortcut later on today it crashes when i open the dialogue (I've never seen it apart from the tutorials i was readin) im workin with max5. ill edit the result in here, once i tried
-
well like i said that max feature (=render to texture) won't quite work out for me - always crashes when i try to use it
-
hehe thanks for the tip with the material i didn't paint some fake shadows on it, to be honest. did that on the last models and found it's pretty time consuming for a noob like me ^^ So as i just searched for 1-2 hours of time wasting activity i left that out this time i did highlight the edges, though, which isn't too visible on the render but i wish i could get this render to texture in max to work (but it always crashes when i try to use it) so i could fiddle a bit with that, though it should look better handpainted, in the end im pretty lazy, obviously
-
mh, i was really bored and skinned this model of mine today. originally it is meant to have a more comical look which will be the way my buddy will skin it, but i did it quite "realistic", i guess. nevermind, just trying to pass some time ;D
-
that makes no sense either. but at least you tried
-
looks like you know how to place them props in a room with walls in source whatever you tried on there, i hope you did well
-
little bench model I did and I don't even know why I skinned it. should work as a temp skinned object since I don't have any ambitions of learning how to texture stuff ^^
-
3dsmax Grid: Reconfigure to Valve Hammer Editor
Acumen replied to von*ferret's topic in Level Design
i think pericolosososos covered it pretty much in his nice tutorial http://www.mapcore.net/forums/viewtopic.php?t=2926 but you figured it out on your own, anyways -
mh, so my current mod project was pretty much put on hold cause my friend just has no more time to work on it for a while and now I'm tryin to find a mod project (hl2 preferred ) I could do some modeling work for. I'd like to do mostly static modeling because I simply can't be motivated to do player modeling for now So this is some stuff I did in the last year or so, startin with the most current one. It would be cool to get some answers So basically I don't really wanna work for such things like realistic teamplay mods but I'm more into sci-fi or "fantasy"-mods where I get some cool concept art and have to make a 3d model out of it. Due to my old computer I don't own hl2 or any of the following products so i can't compile any of the models. So my "work" would only be modeling and if its needed uvmapping of the objects. Unfortunately that's all I can do Well and hi-poly-modeling for normal mapping purposes is also not possible since my computer can only handle a certain amount of polygons But if you still want to give it a try you could give me a test assignment or something like that. Well and I wouldn't want to work for a mod that goes like "oh we gots the superbe idea but still have to gather a huge team to realise it and we all have no clue of how things work". I just want to help out a nice team, that progresses just fine but could need some help in doing such small prop models Thanks for your time and I hope it was ok to put this in the classifieds board, though i'm not recruiting but tryin to be recruited So if you should be interested you can send me a mail to akkushaver@gmx.de or reply in this thread or pm me or whatever Futuristic room after concept art: Some standard prop models: http://www.acumen-design.de/model_pics/ ... ender1.jpg http://www.acumen-design.de/model_pics/ ... ender1.jpg
-
mh one thing that also bugged me on many parts of the beretta model is that you seem to have polygons that have like 10 sides. So while this is only on flat surfaces I still dont think its too useful in the end to not have at least make quads out of it. Cause I remember max doing some pretty weird triangulation after I didn't tell it where to put the edges. Apart from that it just looks weird on the wire render I would definately keep those bolts but just pull them outwards a little bit. That will definately contribute to the model. Don't know why everyone is sooo crazy about the use of normal maps on this model This is all fine but keepin it will definately make the model look better, cause it adds to the overall silhouette. And its not like you're saving tons of polies. This knife will do no harm polygon-wise anyways, so keepin the bolts is just fine. Considering that you probably would see only one bolt ingame and the rest will be covered by the hand model it's all just mighty fine \o/
-
looks like it was made after one of the first modeling tutorials for max which you used for lightwave but i really don't know what you learned with that 30-polygon-piece or what you wanted to learn ? Looks like a box that was extruded outwards and inwards a few times. I mean, no offense, but I don't see what kind of serious crits you want on that model piece ? If you did some supercool texturs for that, that would be great but the ship itself isn't anything that great, in my opinion, sry
-
zbrush works a bit like a paint tool. imagine sculpting terrain in one of these sim city games, where you can lower and higher the terrain with the tools. so you're not actually doing it in 3d on the model. you are moving the perspective around and however you place the model in it you can deform it accordingly with different brushes (size, shape - even custom brushes are possible) mh that sounds weird, i guess you should try it or watch one of these crazy video tutorials on the zbrush site (the awesome fish explains many things), it becomes very clear after watching these videos, how this programm works.
-
i think his nasal bone is too thin, looks very feminine, almost doll-like. it should be quite a bit wider, imo. when i saw the first wip with no mouth and ears i kinda thought what it would look like once further progressed it was really clean and all and now with the mouth area it got kinda "messy" with some tris here and there. It's nothing bad in the end you just have to work around the model to improve the polyflow a bit. The chin area could be cleaned up a bit with taking away one edge row. Well and again for the polyflow you could move some vertices to get rid of some zigzag edges anyways, a very solid start so far \o/
-
lol, that model has way too many polies for you to use it in a remake of whatever map you're tryin to make ;D was about time cyberjunkie ! now im excited to see what you come up with next and how long it'll take you looks really nice, though maybe something that would fit into some ingame purposes ? (omg that emoticon is sooo cool)
-
hehe thanks for the replies, guys here's some links to some of the wip shots we collected in the original thread: laber: http://www.rubenmueller.de/temp/trendtredl_konzept.jpg http://www.rubenmueller.de/temp/trendtr ... shot01.jpg http://www.rubenmueller.de/temp/trendtr ... shot03.jpg http://www.rubenmueller.de/temp/trendtr ... shot05.jpg (you can see how you're supposed to use the trendtredl on there ) http://www.milkshape3d.de/portfolio/tem ... er01_b.jpg (wire shot acumen: http://v091259.dd2110.kasserver.com/mod ... sheet1.gif http://v091259.dd2110.kasserver.com/mod ... t_wip1.jpg http://v091259.dd2110.kasserver.com/mod ... t_wip3.jpg http://v091259.dd2110.kasserver.com/mod ... _wire1.jpg (wire shot alpha textures could be used for the spokes, but the "contest" was all about doing the concept and the model. No textures involved But the next duel is on its way, and I'm forced to do some textures there
