I’ve been experimenting more with the glow settings and when comparing to the old version I have to agree, there really was no power behind it. I’m having a hard time finding a sweet spot though, I feel it’s easy to have too little or too much glow.
Either way here’s what I came up with, I'm curious to know what you think.
JorisArt
Hi!
I didn't post anything for a long time, so here is my piece that I working on right now. It's kinda middle poly, then I will easily transform it to high poly and low poly. And will make a bigger post about this piece after it will be finised. Andrew Averkin's kitbash pack was soooooo useful! I used it as a Lego parts to find my idea, used a non uniform scale to make some parts fit their places, then remodeled all from scratch to make it nice and clead and easy to work with.
The funniest part ahead. UV, baking, texturing. I realy like this part)
Ask
Got around to making a rough new animation for the footsoldier enemy. Still needs some polish and adjustments but for now it does the job.
I also setup some tracking functionality for a bit of added challenge.
This attack also activates super armor so it takes a little more to stagger the enemy and allows the attack to complete creating more of a threat.
Bolovorix
Toby3D said:I'm trying to figure out how to make holes in a cylinder with booleans, and I just can't get it to look good. I've been checking this thread, google and a few other places, but I haven't found any solution yet. As you can see, there is some weird shading around the holes. I played around with different cylinders, trying out to change the amount of sides on both the main piece and the boolean, but nothing really changed.
I did play around with hard / smooth edges and giving the whole model hard edges fixes the shading, but of course that isn't a solution since I want it to be a smooth cylinder.
Is my cylinder simply too low? Is there a problem with the topology? Is it perhaps some tension?


wirrexx
#commission work #Calibretto from #BattleChasers #game ready for #3dprint made with #ZBrush and #Maya render with #Keyshot I #3dprint with Flashforge 3D Printer® #adventure3
ArtStation https://bit.ly/3F84BIY
ShinPaburoVIII
Here is a concept of the car that delivers petrol in a post-apocalyptic world. This is a customized truck with mobile gas station and winches on both sides. The idea comes from the movie ‘Mad Max: Fury Road‘. I wanted to create my version of petrol truck, and to make it more mobile and dynamic. After working on various drafts, my final concept appears to be less aggressive than the truck in the movie.
https://www.artstation.com/artwork/B3G6nA
hard nope, we either are able to pay our people or we don't do it ;)
anyways in case someone is wondering, we are still prepping portfolio stuff, and will start posting it after next week, once the gamescom is over.
cheers
Hey Frank, just want to say your topology is always an inspiration. If I'm ever stuck on how something should flow, I am certain to find the answers in your posts!
In your last example, I actually had an similar case with the angled cylindrical boss intersecting flat and curved surfaces last year for a project, this one just had a few more extruding cylinders on the top. Looking at your topology though I see where I may have been able to improve the edge flows of each cylinder. Based on the reference, because this was a real-world object, I did end up filling in more of the top with tris because I couldn't quite make each top cylinder perfectly flow to each other and just time limitations. The project has shipped but it doesn't hurt to touch up previous work for practice and portfolio.
If you had to model this, how might you approach making the main glass body? I had started with polygons but after making the main connections I just wasn't retaining the smooth bevel of the main cylinder body, so I ended up building more of my intersecting cylinders and their connection bevels with nurbs surfaces and converting to polygons. It was kind of round a bout and not ideal workflow, but ended up working for the production.
slrove
@FrankPolygon Awesome, thank you for the detailed and thoughtful response. I did give it a try matching flow between and settled on something with just a little more density, because why not, it could be a hero prop. Your layout for extra edge loops around the main beveled edges is handy for the hi poly version that gets baked. Here were my results: (on the far left was the 1st iteration, then next over is the blocked shapes and topologies, followed by the refined low poly version and its same version without the wireframe and baked smooth mesh)
Just for fun tried to improve the glass shader I had on it in Unity: (left is the original, and right is the new/improved model)
Again, I really appreciate your feedback. These threads are great source of information for resolving so many 3D issues.
slrove