This is a weapon that I started working on during my lunch breaks. I will probably end up making it in 3D but I think I'm going to concept a matching shield to go with this sword first .
chris89 - you shouuld be able to make the unreal one look closer to the vray one, add some fake SSS effects into you material to get that nice reddening that's happening at the tip (should be able to do a fresnel*redish color *the dot product of the light vector and camera vector)
Nice! I never could figure out Subds, but I want to give it another go.
Started and finished a sniper scope model today.
There is some very strange stuff going on here, it looks like you have areas of the mesh in both low and high that are all messy, on what is essentially a primative shape. Like you modeled the cylender by hand or something? I mean this sort of messyness, you have to put in extra effort to create, its a primative shape, how does it get all wonky like that? Its easier to keep things clean than to tweak stuff around to be messy like this. This is most noticable on the front/back of the scoep.
In general you need to add a bunch of support edges, as you're losing all of your form when you sub-divide.
Symmetry seams you need to weld, really you've got to be able to see that this model is nowhere near finished.
What the heck do you mean messy? Seriously I can't see it anywhere except on the high poly where the scope holders need more polies so they don't become so plate-like and smoothed way the heck out.
It's not sub-d'ed. The first is unsmoothed, the second is maya smoothed [2 key] and the third is smoothed with the mesh->smooth option.
I can't see what you mean about it being messy. On each end of the lense I have extrudes on the outsides to show produce ridges... I didn't zoom in on those so from this distance it does look like a solid mess of edges.
n88r, it's all really soft. You need to put extra rings around edges that need to be hard edges, a lot of your forms and shapes get mushy when you're smoothing them. Take for instance the little horizontal cylinder on top of the front of the scope, I can tell you didnt add extra rings on its ends because in the highpoly version it gets all round and puffy, you should throw some supporting rings on its ends to help it retain it's shape. Just add more rings, bevels and supporting polies to help define what the highpoly smoothed version should do.
What the heck do you mean messy? Seriously I can't see it anywhere except on the high poly where the scope holders need more polies so they don't become so plate-like and smoothed way the heck out.
Simple, cylindrical shapes that are for some reason messy and not cylindrical, see image:
It's not sub-d'ed. The first is unsmoothed, the second is maya smoothed [2 key] and the third is smoothed with the mesh->smooth option.
Be careful using the sub-d approximation aka 2 key on maya. It doesn't always give an accurate representation of what it'll look like when it's actually subdivided. You'll mostly get shading errors or things won't actually look that way when rendering.
The last ones just a straight model completely subdivided. A true sub-D mesh in my understanding only sub divides faces necessary to create a given shape. Usually cutting them in the center and doesn't make tris, just a lot of n-gons. It's really interesting working on a completely sub d mesh with the levels of detail.
The last ones just a straight model completely subdivided. A true sub-D mesh in my understanding only sub divides faces necessary to create a given shape. Usually cutting them in the center and doesn't make tris, just a lot of n-gons. It's really interesting working on a completely sub d mesh with the levels of detail.
Incorrect, you're thinking of some funky nurbs thing or something.
no what I meant was just lay your pic over the photo. its just tough to paint from a photo , kinda guessing proportions.
also in my experience, get loads of photos at lest 20 and take the comparisons an board
on your pic the right side of his face slopes too much. To me MJ fox is all cheekbones and nostrils?:)
Incorrect, you're thinking of some funky nurbs thing or something.
Haha EQ as a matter of fact YOU are incorrect here :P SubD aka subdivision surfaces is the actual name for what you call funky nurbs shit. I personally call them 'vacuum cleaner maker' since true subD (grid-like topology that gets smaller and smaller where details are needed, also featuring multiple level of detail) are very good at "product-designy" shapes, and boats :P
The stuff we do ... I guess should be called mesh subdivision, or maybe just mesh smoothing.
SubDs are actually kinda cool. They have powerful crease options, at least in maya. A bit painful to edit tho.
fact is sub-ds, or sub-division in context of game art is generally not fancy nurbs shit, hell there are even websites dedicated to the term as i/most people use it!
I sure know that 99% refer to this as subD, but that does not mean it's the correct term :P
Sub-D :
I happen to agree with the term "subdivision modelling". But "sub-D" is itself a Maya terminology describing the "weird nurbsy shit" that gets refined where needed by adding more grid density (no concept of continuous loops here). My belief is that, since "sub-D" looks exactly like the beginning of "subdivision" everyone started to use it as a nickname for it, but it's not. (besides, there is no point in adding a dash in the middle of a name to shorten it, which stresses even more that this is just a mistake)
And I think (not sure of that one) that "subdivision surfaces" is more of a mathematical term covering the whole range of possible surface refinement : subdivision, subD, patches, nurbs and so on.
Hehe thank you Sinister, I was looking for that term but couldnt remember it. I recall Sahlberg doing female models with that technique in Max (or was it MR2k?), it seemed convoluted but powerful since detail is stored on it's own level of hierarchy instead of being part of one fixed topology.
Enough with the thread derailling anyways ... cool stuff everyone!!
Reading through eric.'s thread made me want to finish up some Diablo 3-inspred stuff I started last year. I've also been wanting to do a couple of props lately, so this fit nicely.
It's currently at 2447 tris, but I dunno if I want to add more crap or just get to texturing.
sweet shit swizzle!
that's an awesome setup you got there! I really love the books. I know its all rought atm but as creative as the table is I think you could push the floor more. Go with some floorboards or even adding more divisions to the cylinder would help add alot.
Replies
Haven't done this in a while. Doodle from a sphere.
Cool stuff guys!
This is a weapon that I started working on during my lunch breaks. I will probably end up making it in 3D but I think I'm going to concept a matching shield to go with this sword first .
swizzle - thanks man, hopefully this one creeps you out even more
Just sketch. Plague:
criticisms and comments appreciated
p.s if the image doesn't load please say, im using imageshack but there being a pain lately
yeah making progress.replaced the head for a younger one.
Not sure what style of back pack to give him.
Straps are just placeholders
chris89 - you shouuld be able to make the unreal one look closer to the vray one, add some fake SSS effects into you material to get that nice reddening that's happening at the tip (should be able to do a fresnel*redish color *the dot product of the light vector and camera vector)
i'm working on a illidan bust, practicing head modeling.
(PABO means ugly/horrible in french)
Aye, good tip. I quickly tried it with an updated texture.
Didn't try to go for the vray render this time.
My lowpoly + uv map
here's a wall I went kevin J on. pre-zbrush 3.5. I heard they've got a 'make wall' button now.
There is some very strange stuff going on here, it looks like you have areas of the mesh in both low and high that are all messy, on what is essentially a primative shape. Like you modeled the cylender by hand or something? I mean this sort of messyness, you have to put in extra effort to create, its a primative shape, how does it get all wonky like that? Its easier to keep things clean than to tweak stuff around to be messy like this. This is most noticable on the front/back of the scoep.
In general you need to add a bunch of support edges, as you're losing all of your form when you sub-divide.
Symmetry seams you need to weld, really you've got to be able to see that this model is nowhere near finished.
It's not sub-d'ed. The first is unsmoothed, the second is maya smoothed [2 key] and the third is smoothed with the mesh->smooth option.
I can't see what you mean about it being messy. On each end of the lense I have extrudes on the outsides to show produce ridges... I didn't zoom in on those so from this distance it does look like a solid mess of edges.
--
Moving on now
Simple, cylindrical shapes that are for some reason messy and not cylindrical, see image:
The last two are forms of sub-division.
As do we all, But we must learn to live WITH the pie...not FOR it..
did you take that jorb with RS?
I can live with the pie. As long as it's in MAH BELLEH!!!
Many thanks to swizzle for the paintover - I guess I need to work on doing another 20 faces before I try eyeballing things.
The last ones just a straight model completely subdivided. A true sub-D mesh in my understanding only sub divides faces necessary to create a given shape. Usually cutting them in the center and doesn't make tris, just a lot of n-gons. It's really interesting working on a completely sub d mesh with the levels of detail.
Incorrect, you're thinking of some funky nurbs thing or something.
Ref image -
Very low res though, so kinda made some guesses based on other photos.
also in my experience, get loads of photos at lest 20 and take the comparisons an board
on your pic the right side of his face slopes too much. To me MJ fox is all cheekbones and nostrils?:)
Chris89: cool head. how are you going to incoprate the fake sss?
Haha EQ as a matter of fact YOU are incorrect here :P SubD aka subdivision surfaces is the actual name for what you call funky nurbs shit. I personally call them 'vacuum cleaner maker' since true subD (grid-like topology that gets smaller and smaller where details are needed, also featuring multiple level of detail) are very good at "product-designy" shapes, and boats :P
The stuff we do ... I guess should be called mesh subdivision, or maybe just mesh smoothing.
SubDs are actually kinda cool. They have powerful crease options, at least in maya. A bit painful to edit tho.
fact is sub-ds, or sub-division in context of game art is generally not fancy nurbs shit, hell there are even websites dedicated to the term as i/most people use it!
http://www.subdivisionmodeling.com/forums/
Check it, not a website about nurbs, as nobody uses that shit =D
turbosmooth
meshsmooth
nurms
metanurbs
call it what you will, most will refer to them as sub-ds
Sub-D :
I happen to agree with the term "subdivision modelling". But "sub-D" is itself a Maya terminology describing the "weird nurbsy shit" that gets refined where needed by adding more grid density (no concept of continuous loops here). My belief is that, since "sub-D" looks exactly like the beginning of "subdivision" everyone started to use it as a nickname for it, but it's not. (besides, there is no point in adding a dash in the middle of a name to shorten it, which stresses even more that this is just a mistake)
And I think (not sure of that one) that "subdivision surfaces" is more of a mathematical term covering the whole range of possible surface refinement : subdivision, subD, patches, nurbs and so on.
Pointless argument but fun nonetheless!
Enough with the thread derailling anyways ... cool stuff everyone!!
It's currently at 2447 tris, but I dunno if I want to add more crap or just get to texturing.
that's an awesome setup you got there! I really love the books. I know its all rought atm but as creative as the table is I think you could push the floor more. Go with some floorboards or even adding more divisions to the cylinder would help add alot.
:thumbup:
desk is cool too
Floor updated for great justice.
Why not go even further and NOT add any texture overlays, but paint them in i just saw this tutorial by MM no how to do that for a jean/denim texture...
http://www.9jcg.com/tutorials/mashuru_mishu/making_of_street_cop/large/street_cop_workflow_17.jpg
Ferg, nice workingssss
okkun, your head reminds me of that toad guy from stephen chows movie where he has that iron fist technique
And as always ferg, crazy cool style with your sculpt