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The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Sept 12. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

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Re: Low-poly 1980s Crown Victoria model


Here's a more comprehensive turnaround render
Wireframe in rendered view

Vehicle model UV


Texture maps.

First time posting on this forum, I'm looking forward to more feedbacks, and thank you for those who did comment :)
TL_215TL_215
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Re: Intergalactic Spaceship

Keep going man! 
Lock in your cameras first and then light your block out and you will in good shape.
d1verd1ver
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Re: How long does it take to learn 3D art?

Learning on your own? Can't really answer that without knowing what your art experience is like. Sculptors who've never worked digital, after taking one zbrush course they're able to translate their pro level trad skills to digital. Lots of them are in the statue forum.

Learning via online course or videos? Probably faster than just relying by yourself if you have zero 3d experience. Some courses allow for interaction and feedback sessions with the instructor. They're like spaced out 8 weeks or so with homework. I don't think you'll be pro ready after such program but it should give you some footing.

But even if you suck at art, you can still do 3d art for profit. Either work with concept artists or get their permission to use their art for your ref. And learn to model with viewport image refs, especially for vehicles and even human anatomy.
MagicSugarMagicSugar
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Re: BRAWL2 [Vehicle] Bull Dust, sacboi [Tribute]

I like everything even the post formatting.
Cool to see some irl drawing, seems to work out and yeah, its probably better to practice more of that since we do not know what will happen and we can at least do stuff outside of the "network of connectivity...".

The luxurious side of the madmax vehicles!
Down to see what you do with this, i like the little additions, "little trailer, bikes, other ideas+".

I'd say its fine, people put a lot of stuff on the top/in rack of their vehicles/trailers so why not.
So neat, i like this, carry on.
iam717iam717
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Re: How long does it take to learn 3D art?

I know people that have been doing 3d everyday for 5 years and they suck. I know people that have been doing 3d everyday for 2 - 3 years and they are so much better than the person thats been doing it for 5 years. I always hear "practice makes perfect" but that's a load of shit imo, if you get taught how to bounce a ball the wrong way and you spend every day practicing that then sure you may be really good at bouncing it the wrong way but its never going to get you any where. To progress fast you need to work smart and make sure that you have a hierarchy of goals that all relate to each leading you towards that once thing that you really want to do. i dont know if this makes sense i haven't slept for a while haha
TehSplattTehSplatt
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Re: How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)

@Veer_P Welcome to Polycount. Consider checking out the forum information and introduction thread.

Your second model is closer to the shapes in the reference and the loop routing looks good.

Briefly adding to what @kosh3d said about modeling: an alternate approach would be to block out the primary forms using solid shapes.

The radial turning features could be generated from a simple edge profile that's spun into a solid mesh using a screw modifier and boolean subtracted from the basic cube. This would make it a bit easier to visualize the profile and make adjustments to the shapes without directly editing the mesh.

Once the shapes are correct it's a fairly straightforward process of cutting in the edge loops across the shape and using an inset operation to add support loops around the inside of any flat surfaces. The top shoulder profile on the corner can be softened by sliding that edge down slightly.

Below is an example of what this process could look like.



Additional details like internal threading can also be added using similar spin and boolean operations.



Recap: Keep things relatively simple and focus on blocking out all of the primary forms before adding support loops. Accuracy is more or less locked in by the shapes in the base mesh so time spent improving the accuracy of the block out is usually paid back during the rest of the modeling process.
Hey, I appreciate the help and yeah it seems like a really good non destructive way to make screws and stuff. That's all I'm looking for right now, just basic, non destructive ways to make interesting shapes. I got a hard time making anything even remotely curved or rounded so small objects like these are pretty challenging but guess I gotta keep trying and see what happens. Will check out the intro thread when I can. Cheers.
Veer_PVeer_P
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Re: BRAWL2 [Character] Mammon ( recreate ), Ayakiryu

iam717 said:
Whoa yeah, update!
Agree with the others, this is is looking spot on, i like how it seems you are taking it one stage at a time after making the base mesh (details on hands)

As you stated i shows in the work, curious if the "block coloring overlay, in concept", is where you will make things simpler in your version?  that is how i see this as it made the concept more easier on the eyes to read, not that the concept needed it, i just found it easier on my eyes attempting to envision your goal.

Yawesome stuff.
Yes . When I doing either client's project or personal project ;I  make a landmark of myself to make sure the blocking and the concept  is algin 
ayakiryuayakiryu
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Re: BRAWL2 [Character] Electric Monk, kanga

Hi iam717. Thanks for your comment. You can see the parts that have been modeled by me as they are way less detailed on purpose. Nobody likes intense detail over the whole model. The kitbash parts have no uvs and the kitops parts have a kind of basic set of uvs, so they are flattened and have seams but also overlaps, That maybe due to blender's vanilla uv editor, I dunno. The thing is all parts have material ID's so I should be able to work with them in marmoset later on.

Cheers
kangakanga
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Re: How would you approach this? 3ds Max

bobmoh19 said:
hello there, contact me if you still want the correct 3D Model, I shared it for free on my page ;)

And who are you?! New account, exactly 1 post, no link… ban hammer itching…

Re: Building a voxel sphere?

Blender does have a Remesh modifier with a Blocks option and using an icosphere  might get more consistent results than an UVsphere (difference on the "north/south" poles and the other "axis poles"). To replicate the exact rasterization you might want to play with the scale factor of the modifier


okidokiokidoki
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