Hawken: the reason im using polys is that this is a first assignment, and we can use any app and method we want. The final project will be a car modeled with nurbs in maya.
Finished it up last night. Its still lacking some details, especially on the bottom.
Hawken , how much tris and how big txt u were using on this robot?
Messing a bit with lowpoligon stuff, i really enjoy this, and its nice texturing exercise.
400tri and 128x128txt
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Hawken , how much tris and how big txt u were using on this robot?
Messing a bit with lowpoligon stuff, i really enjoy this, and its nice texturing exercise.
400tri and 128x128txt
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not me mate, Tennis. Pay more attention! the polygon count it written on the model!
update, doing an oblivion type ruins. it looks kind of plain though, any ideas on what props to add to it? keep in mind the lighting should help breakup the monocromatic look a lot, and i am obviously not done (which explains the end of the world ), and ignore the floating pillar...
Doing some baggy pants studies. For the longest time I could necer figure out how to do them, but I have it now! It's just intersecting geometry, it's so obvious.
Doing some baggy pants studies. For the longest time I could necer figure out how to do them, but I have it now! It's just intersecting geometry, it's so obvious.
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Oh my that's nice. Such natural stance and proportions, I especially like the hands. Makkon you've got some awesome skills.
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fweezah: any reason those crates have so many cuts?
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i was thinking that myself... perhaps he is using vertex lighting...? although it doesn't look like it.
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SHE... is not using vertex lighting. I forgot why I put so many cuts in the crate, but I'm definitely going to fix that, and I fixed the lighting of the candle... AND will work on getting another source of lighting in there.
Hey what's up polyCount! First time poster, i really like how this community helps each other out and gives ideas. So i decided to post something... have at it. I'm still working on texturing the blade.
mathers3000: the sword needs some optimizing on the mesh and UV layout as well. I'm at work right now but I'll whip up something to show you some pointers, the plus side is most of the techniques I'm going to show you really simplify the modeling and texturing process.
The uv's for the blade are a sticky area for me, usually resulting in a texture that is rectangular, any pros have any tips to avoid that?
Here's an example, I think the texture is 256x512 >
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update, doing an oblivion type ruins. it looks kind of plain though, any ideas on what props to add to it? keep in mind the lighting should help breakup the monocromatic look a lot, and i am obviously not done (which explains the end of the world ), and ignore the floating pillar...
[/ QUOTE ]Id' be tempted to make the curve of the arch about 50% thicker, seems a bit too thin and fragile atm (and it does look like something that would fit into Oblivion, heh). Is it actually for Oblivion or are you just using that game as a design influence?
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update, doing an oblivion type ruins. it looks kind of plain though, any ideas on what props to add to it? keep in mind the lighting should help breakup the monocromatic look a lot, and i am obviously not done (which explains the end of the world ), and ignore the floating pillar...
[/ QUOTE ]Id' be tempted to make the curve of the arch about 50% thicker, seems a bit too thin and fragile atm (and it does look like something that would fit into Oblivion, heh). Is it actually for Oblivion or are you just using that game as a design influence?
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just using the game as influence. and i will make it thicker today. thanks for the comment!
doesn't a 256x512 texture take the same amount of video memory as a 512x512? I guess having the UVs for the blade at a 45 angle could make it fit into a smaller square texture.
Justin, as long as your texture is a power of two on each axis (64x256, 2048x512, etc) it'll be fine. 256x512 is half the video memory of a 512x512.
We use rectangular textures all the time at work, mainly for environment stuff.
not sure how universal this is but on the psp non square textures get resized at runtime to the nearest full square size so 120x34 would become a 128x128 (at least in our engine)
edit: actually I could be mistaken, it might just become 128x64
Replies
I thinks its ready for z-brushing
nice concept+start Davidson3d!
The lowpoly stuff is awesome Tennis, me likes the new robot with legs .
This thread is becoming huge, huge pile of inspiration that is!
not really new but maybe you guys have some c&c, got to love the donald duck feet :P
making a highpoly mouse for my hard surface modeling class. still got to base in the bottom and buttons and then do the hard edges.
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yeah? why are you using polygons and not splines?
tennis: fantastic! I love your work. I think you can expect some copycats slowly appearing, myself included
Found these and assembled them yesterday. They've been lying on my drive for more than a year.
davidson3d...like this big mouse should be fun to see the zbrush result...
just a play around to start a character ....
edit: uploaded updated image, didn't notice the texturing error on top.
This one was a little tough. I learned a lot from the UVmap on this one. I messed up a little bit on some texturing bits but they're fixed now.
Finished it up last night. Its still lacking some details, especially on the bottom.
Messing a bit with lowpoligon stuff, i really enjoy this, and its nice texturing exercise.
400tri and 128x128txt
Hawken , how much tris and how big txt u were using on this robot?
Messing a bit with lowpoligon stuff, i really enjoy this, and its nice texturing exercise.
400tri and 128x128txt
[/ QUOTE ]
not me mate, Tennis. Pay more attention! the polygon count it written on the model!
[ QUOTE ]
Doing some baggy pants studies. For the longest time I could necer figure out how to do them, but I have it now! It's just intersecting geometry, it's so obvious.
The wire:
The Textured Shot:
I'm definitely planning on changing the lighting because it's a little too dark.
fweezah: any reason those crates have so many cuts?
[/ QUOTE ]
i was thinking that myself... perhaps he is using vertex lighting...? although it doesn't look like it.
Doing some baggy pants studies. For the longest time I could necer figure out how to do them, but I have it now! It's just intersecting geometry, it's so obvious.
[/ QUOTE ]
Oh my that's nice. Such natural stance and proportions, I especially like the hands. Makkon you've got some awesome skills.
Disgustingly awful skintone practice on the crudest UV map I could even imagine:
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fweezah: any reason those crates have so many cuts?
[/ QUOTE ]
i was thinking that myself... perhaps he is using vertex lighting...? although it doesn't look like it.
[/ QUOTE ]
SHE... is not using vertex lighting. I forgot why I put so many cuts in the crate, but I'm definitely going to fix that, and I fixed the lighting of the candle... AND will work on getting another source of lighting in there.
[ QUOTE ]
[ QUOTE ]
fweezah: any reason those crates have so many cuts?
[/ QUOTE ]
i was thinking that myself... perhaps he is using vertex lighting...? although it doesn't look like it.
[/ QUOTE ]
SHE...
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My deepest apologies for not figuring that out from the name, fweezah...
No refrence face.
The uv's for the blade are a sticky area for me, usually resulting in a texture that is rectangular, any pros have any tips to avoid that?
Here's an example, I think the texture is 256x512 >
update, doing an oblivion type ruins. it looks kind of plain though, any ideas on what props to add to it? keep in mind the lighting should help breakup the monocromatic look a lot, and i am obviously not done (which explains the end of the world ), and ignore the floating pillar...
[/ QUOTE ]Id' be tempted to make the curve of the arch about 50% thicker, seems a bit too thin and fragile atm (and it does look like something that would fit into Oblivion, heh). Is it actually for Oblivion or are you just using that game as a design influence?
[ QUOTE ]
update, doing an oblivion type ruins. it looks kind of plain though, any ideas on what props to add to it? keep in mind the lighting should help breakup the monocromatic look a lot, and i am obviously not done (which explains the end of the world ), and ignore the floating pillar...
[/ QUOTE ]Id' be tempted to make the curve of the arch about 50% thicker, seems a bit too thin and fragile atm (and it does look like something that would fit into Oblivion, heh). Is it actually for Oblivion or are you just using that game as a design influence?
[/ QUOTE ]
just using the game as influence. and i will make it thicker today. thanks for the comment!
The uv's for the blade are a sticky area for me, usually resulting in a texture that is rectangular, any pros have any tips to avoid that?
[/ QUOTE ]
uhm, what you mean?
doesn't a 256x512 texture take the same amount of video memory as a 512x512?
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less pixel info in the file means smaller memory footprint.
just like a 64x1024 texture uses less memory than a 1024x1024 texture.
We use rectangular textures all the time at work, mainly for environment stuff.
edit: actually I could be mistaken, it might just become 128x64
-caseyjones