psychickitten Posted November 30, 2014 Report Posted November 30, 2014 Working on a destroyer. TheOnlyDoubleF, Jord and 1488 3 Quote
TheOnlyDoubleF Posted December 4, 2014 Report Posted December 4, 2014 Thank you guys I think i've finished the mesh and the UV. I still have to work on the materials but i'm very glad with what i have already and i wanted to show you that : o/ Waho! Very good work mate! leplubodeslapin 1 Quote
kanine01 Posted December 5, 2014 Report Posted December 5, 2014 I'm working on a Walther Model SLD Flare Pistol. It's hovering around 4.6k tris at the moment. Any suggestions on how I can push the material some more?? Squad, kikette and TheOnlyDoubleF 3 Quote
Xtars Posted December 14, 2014 Report Posted December 14, 2014 Currently studying Game Design at Stokholm University and this is a 3D model i made for a Game Prototyping course. Sculpted and modeled in Mudbox & Maya Textured and rendered in Quixel Suite. Quote
SuperDuperYeah Posted December 26, 2014 Report Posted December 26, 2014 I'm working on a Walther Model SLD Flare Pistol. It's hovering around 4.6k tris at the moment. Any suggestions on how I can push the material some more?? I would probably try to make the spec/roughness a little bit more varied. You did try to do this with the very light scratches... but I'd go a little further and apply some kind of dirt map that would make some areas shinier and rougher. Quote
leplubodeslapin Posted December 30, 2014 Report Posted December 30, 2014 I had a project for school in which i had to choose a picture of my choice (movie poster, cover album, a random picture ... whatever), and change the main character(s) on it with a lego character. So of course, i chose this Half-Life 2 : Episode One wallpaper : And made that : I post it here because i decided to make a 3D model, like that : And i quickly made a basic material, and configured a phong + spec so that it looks like plastic (on CS:GO) : So yeah, then i integrated a front screenshot of it in the wallpaper and adjusted it quickly and it works just fine (I'm in engineering school so, even if it could be a better integration, it's going to be better than the average work people will do, i think (because people here don't know anything about aesthetic and shit ^^)) 1488, spence, catfood and 18 others 21 Quote
clankill3r Posted December 31, 2014 Report Posted December 31, 2014 Looks nice. Only a bit more light on the side of the briefcase would look nice. Quote
D3ads Posted January 2, 2015 Report Posted January 2, 2015 That's ace, his skin should be the same colour as Gman's to finish it off! Quote
Sigma Posted January 3, 2015 Report Posted January 3, 2015 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"? esspho, Deh0lise and Squad 3 Quote
kanine01 Posted January 5, 2015 Report Posted January 5, 2015 Just finished this Winchester Model 1876 model that I’ve been working on. maxgiddens, leplubodeslapin, MqM and 4 others 7 Quote
esspho Posted January 7, 2015 Report Posted January 7, 2015 (edited) 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? Edited January 7, 2015 by esspho Quote
Sjonsson Posted January 7, 2015 Report Posted January 7, 2015 (edited) 3DSMAX, Bend of Brothers Super cool script you Max users should check out!Download: https://gumroad.com/l/TqTzB Edited January 7, 2015 by Sjonsson Deh0lise, leplubodeslapin, Breadbird and 1 other 4 Quote
kanine01 Posted January 7, 2015 Report Posted January 7, 2015 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. esspho 1 Quote
esspho Posted January 8, 2015 Report Posted January 8, 2015 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! kanine01 1 Quote
kanine01 Posted January 8, 2015 Report Posted January 8, 2015 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. Quote
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