In this thread I want to get feed back on my models, topo and how it could be better, and such, or really anything. I want to upload the control meshes to sketchfab and keyshot renders and wires. I really want to learn how I can do things better. Since starting my job I have seen the work of people who are gods at modeling and 3d in general.
I want to really push my skills now that I have the time. Any advice would be great! Not all of them will really be anything specific, just more practice shapes and random stuff.
PLEASE CRIT MY MODELS!
Replies
I will post wires when I get home, it's just some random shape, I tried a few new things ect.
I will once i get home from work. Sorry
Pic of high and wires for low.
Anyway, these are looking nice so far. Looking forward to seeing more!
Sorry for spamming the board.
Here's a tutorial.
http://jonpolygon.com/3d-modeling/3d-model-tutorials/quad-geometry-cylinder-cap/
It does look better in a presentation of course but it works.
Obviously there are tris, but it doesn't effect the end result I feel.
Also I hope I didn't come off like a jerk or not wanting crits in my last post.
A couple small nitpicks would be on this one.
With all that geometry pinching down at the nose you probably have some waviness there. Try to step down your edge loops so you don't get that bunching up. Also you have a similar issue with using dense geometry when its not really needed, like on the bottom piece, and the curvature of the wing. The topology of the wing could be improved to. You have all those edge loops coming off the curved part of the wing and being sent down, and across towards the body. Instead, have the support loops follow the edge of the wing so you get a nice even smoothing along that edge. Here is what I mean.
This will avoid that pinching you are getting at the tip, and that difference in edge sharpness around the curved part of the wind.
The main thing I would focus on is using only the geometry you need. Its easier to add geometry to a sub-d model than it is to take away from my experience.
And thanks guys but I really have a lot to improve looking at the people at my studio's work makes that more apparent than ever.
Yeah, quad capping is a waste of time unless you have some real specific purpose to do so.
Keyshot?
Keep one of these models going, you've got knowledge of how hard surface works, but you've got a bunch of different incomplete pieces, I say stick to one and finish that bad boy *cough* the ghost *cough*
Good work though!
not lazy i was just wondering what materials you were using in keyshot. looks rad
Read the description in my sketchfab link about it before you comment please:)
I didn't drop everything to the lowest subdiv before upload, shouldn't matter.
If sketchfab doesnt work or you're lazy here are the wires.
http://puu.sh/7xS57.png
I did another model today which is a seat from this concept:
[SKETCHFAB]84e8e209fa9c4dd6a8b9eee24689b81f[/SKETCHFAB]
Thanks man, I use keyshot cause I'm trying to pump them out fast. Just mess with keyshot it's pretty simple to get stuff down in it.
I need topo crits and crits pls
Thanks,
I arrayed a set of little dots I made in max, prolly 55 long, less or more depending on the size of the seam, then made them one object and used a path deform modifier.
I wouldn't worry too much about topo. If it looks clean and renders correctly, it doesn't matter much. Better edge continuity makes it easier to optimize, but that's the only thing I can think of being in your favor.
Good start. Now make the rest
I know. My Topo is fine. But I wanna know how I could have made it better even in small ways
Maybe how I could have approached it better. Maybe I need to do something really hard so you can see me struggle more
I think maybe people don't know what to say because the work is generally very high quality. Maybe post something that you feel is at the bar you want to reach to give people something to compare your work against? I don't know, that might help.
I'm useless in this regard because I'm with s6 ... if it smooths right and bakes right, then it's right. I don't see huge benefit in agonizing over every edge loop.
You are like the opposite to me, I had to download a google chrome plugin just so I could see imgur stuff
One more thing I would really like to learn is that workflow perna uses for booleans and truly understand it, when and how to use it, I have used it once but I feel it was not well implemented and nothing like his examples. I am probably going to do the hard surface challenge next, one of them, those should show my noobness.
[SKETCHFAB]9885ee8698d0467f83c2b40b3030c903[/SKETCHFAB]
I wanna see you finish the high for the quad and bake it
I am considering it, I honestly think my issue is not that I'm that bad at modeling, but that I'm intimidated at tackling large objects, I get stressed breaking things down into simple parts and get caught up in details to the point I get nothing done. I think I'm going to do a few more practice objects because I'm learning more each time I do something, then I'll do a project in probably a month to show my skills off and prove to myself I can do things.
I know I'm not too bad at modeling but I think my observational skills are still underdeveloped, if this hs challenge is any sign of that. I was considering modeling a p1, I think if I could model that, especially with it's internals I could model anything.
When I started the hard surface challenges I barely thought I could do the beginner from Week 1 and over the 9 weeks I been able to do them all semi-succesfully. It kind of like skecthing you need to do hundreds of skecthes in order to become more proficient at seeing ways to improve upon your model
The Cast Iron Strainer think it was Week 7 is a nice one to tackle it has a organic shape ontop of it being a hard surface
I'll take a look at it, I think that it's so true. Sure i could prolly model nearly anything, or close, but it's the design and shape reading that is hardest, as well as going large detail to low, I think when I do my next big project I'm going to really spend the time on the blockout and the shapes, I want to fucking nail it. I don't know what I'll do but yeah it's so true. I mean look at people like paul peppera, yes he's a good artist, but half of what makes him good is his design skills, not just modeling skills.
DO IT!
That'd be epic. I'm temped to try it.
We should do a model together like we said we would. Idk about a p1 but we'll see. It needs to be something cool enough to take to finish and fast enough to not get boring.
I seen Paul work before just never remembered his name, I wouldn't even know where to begin on some of his models. You guy should do something a little more complex as a collaborative model (something that can be split between two people *kind of hard to split a car in half*)
I eventually want to split a environment with another artist something that both of us can accomplish in a months time.
A few things I think I could have done better:
Relied less on cool brushes
better distribution of wear, damage, and shapes
more micro detail but i got lazy.
Here is the concept and rock.
Last thing, if you feel the work is lacking something and in need of improvement, I'm sure you could tell yourself more than others what in fact it needs, just give yourself a quick summary after finishing a model to evaluate what you think works, and what doesn't. Use that in practice for the next project so that you can implement it.
This looks cool, but I think you need to go further. As it stands now this is just a pretty HP render, and we both know anybody can make a HP look decent. Like you mentioned in better distribution of wear and micro details, I want to see more of the scene and more hints as to WHY the wear and micro details are there. I guess to me, that's the difference between a good artist and a great one. The conveyance factor. Keep up the great work man