knj Posted May 25, 2014 Report Share Posted May 25, 2014 do I should know that my post box is to spec/glossy ? Quote Link to comment Share on other sites More sharing options...
AyzOn Posted May 25, 2014 Report Share Posted May 25, 2014 Damn knj, thats crazy. Great Work knj 1 Quote Link to comment Share on other sites More sharing options...
Seldoon182 Posted May 25, 2014 Report Share Posted May 25, 2014 do I should know that my post box is to spec/glossy ? Nope that's perfect man! I meant your stuff looks like a picture that's amazing how you improved your skill. I remind me your first attempt that was already looking awesome. You a very skilled artist. Keep it up knj 1 Quote Link to comment Share on other sites More sharing options...
knj Posted May 26, 2014 Report Share Posted May 26, 2014 do I should know that my post box is to spec/glossy ? Nope that's perfect man! I meant your stuff looks like a picture that's amazing how you improved your skill. I remind me your first attempt that was already looking awesome. You a very skilled artist. Keep it up Shit dude ! that's very nice to read, much appreciate ! Quote Link to comment Share on other sites More sharing options...
D3ads Posted May 26, 2014 Report Share Posted May 26, 2014 That's one dirty postbox... Silent Hill London?! Quote Link to comment Share on other sites More sharing options...
RedYager Posted May 27, 2014 Report Share Posted May 27, 2014 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 I also made the mistake of mirroring the stool leg closest to the piano, hence it looking darker Sigma 1 Quote Link to comment Share on other sites More sharing options...
Sigma Posted May 27, 2014 Report Share Posted May 27, 2014 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 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 Link to comment Share on other sites More sharing options...
FrieChamp Posted May 28, 2014 Report Share Posted May 28, 2014 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 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...? Quote Link to comment Share on other sites More sharing options...
e-freak Posted May 28, 2014 Report Share Posted May 28, 2014 (edited) game engines always triangulate, the mesh in Maya/Max is hopefully still quaded, to allow for easier and cleaner tessellation/modelling. Edited May 28, 2014 by e-freak FrieChamp 1 Quote Link to comment Share on other sites More sharing options...
paranoidMonkey Posted May 28, 2014 Report Share Posted May 28, 2014 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. Quote Link to comment Share on other sites More sharing options...
TermInator525 Posted May 28, 2014 Report Share Posted May 28, 2014 Made for the Mappingcontest over at interlopers. 2d-chris 1 Quote Link to comment Share on other sites More sharing options...
BJA Posted May 28, 2014 Report Share Posted May 28, 2014 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. Quote Link to comment Share on other sites More sharing options...
TermInator525 Posted May 28, 2014 Report Share Posted May 28, 2014 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. Quote Link to comment Share on other sites More sharing options...
FrieChamp Posted May 28, 2014 Report Share Posted May 28, 2014 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. I take away from this: it's better to triangulate everything (yourself) but not before you add normalmaps? Quote Link to comment Share on other sites More sharing options...
KoKo5oVaR Posted May 28, 2014 Report Share Posted May 28, 2014 Hey guyz smwall preview of my lasted 3D render. Should I tone down the specular ? Dude i like the design, needs more cgt tracts all over it though knj, Seldoon182 and El Moroes 3 Quote Link to comment Share on other sites More sharing options...
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