How are you modeling that? Is that plane or box modeling?
I do both, actually. Sometimes I'll just clone a face from one object, detach it and continue modeling the new shape.
Some things I'll start with a box to get more volume laid down, like with the handle. Just depends =\
I don't post big images because it's annoying as f*ck when they break the format of the page. The autoresize adjusts after the image loads (slow), so it borks the whole damn screen, which bugs me. I'll post a slightly large image next time then.
I'm going to work on this the rest of the day, so hopefully things will get done, heh.
Update:
Note that the chainsaw blade placement is incorrect - it is incomplete. Also the fore grip curve bar and back-side of the front hub (where the blade connects) is also placeholder and incomplete. Obviously, the entire top housing is missing as well :P
I'm getting some slight pinching in a few areas when subdivided, which I'm trying to fix.
Cool. How did you get the floating pieces to blend in with the angled structures so neatly? Like with the side grill of the saw.
Normally I use a script (found in the 3dsmax plugins thread) called AlignOBJtoFace, or something to that effect. It will stick the object onto whatever poly you select and you can just move your cursor around the face until it's placed how you like. Unfortunately it's not working for me as of late, so I've been placing these things by hand, which sucks.
If anyone else knows a quicker way, I'd love to hear it, as this drives me insane at times.
Any chance you could post telling the process of using floating geometry? I have used it before, and it works fine in theory but I almost always have issues with baking AO maps - Any workarounds for that?
telling the process of using floating geometry? I have used it before, and it works fine in theory but I almost always have issues with baking AO maps - Any workarounds for that?
To be honest I really have done next to no "next gen" work. When I have actually baked AO with floating bits, I usually just hand-paint out the errors on the floaters. Someone with more experience might be able to chime in on this. I certainly don't know many tricks of the trade when it come to normal mapped assets.
Seems the best way is to bake two separate AO passes, one with the floaters turned on, one with them off. Then composite them in Photoshop. Then you can make a diffuse pass with the floaters and use it to select them, invert the selection and just delete the halo effect.
Thanks man! My first real highpoly work in like..2yrs? Something like that. I'd rather have dental work done At least then I get drugs. :poly142:
Awesome linkage on the AO baking - thanks for that. So much more work when you move on this new generation of artwork, ugh. I miss the diffuse-only days!
I'm not a huge hi-poly fan either. I know it has to be done, but I almost always try to shortcut my way around it.. The time is quickly approaching for me to just get down to business and start learning it.
I hear it's a lot easier once you just start getting into it.. as opposed to how overwhelming it might look just starting out. Plus, your work just looks so much better if you can show off a high-poly work also.
Luckily this forum has so many pro high-poly guys that it's really easy to be inspired. SO that's something. Anyhow, back to work!
Still working on the top housing, then the exhaust nozzle box in front. After that it's just small details like screws and a few indent panels.
Learning quite a bit making this. I've spent WAY WAY too much time modeling details that are completely f'n pointless and had to remodel things since I didn't block them out earlier. I need to get past that. I tend to model a piece then detail it right away, instead of getting all the volumes done. It's annoying as hell but I can't seem to break that habit =\
Learning quite a bit making this. I've spent WAY WAY too much time modeling details that are completely f'n pointless and had to remodel things since I didn't block them out earlier. I need to get past that. I tend to model a piece then detail it right away, instead of getting all the volumes done. It's annoying as hell but I can't seem to break that habit =
Yeah this is one of the hardest habits to break, its just so much fun! But it causes a lot of troubles.
Looking good man. Trying to break that habit myself. That's why I didn't do the various knobs, bolts, switches, etc yet. My mistake was I didn't do the overall volume just piece by piece.
Replies
lolololol
I'm working on it, I'm working on it...
EQ already jumped my ass for it (but not in the way he wishes).
Looking forward to it !!
that's not what he said
I do both, actually. Sometimes I'll just clone a face from one object, detach it and continue modeling the new shape.
Some things I'll start with a box to get more volume laid down, like with the handle. Just depends =\
VROOOOOOM! VROOOOOOOOM! BRRRRRRRRVVVVVVVVVVVVVVT!!!
Geez calm down, polynazi.
I don't post big images because it's annoying as f*ck when they break the format of the page. The autoresize adjusts after the image loads (slow), so it borks the whole damn screen, which bugs me. I'll post a slightly large image next time then.
as eq told, this is suposed to be a learning experience not only for you, but all other users
no obj share nor nothing
you guys suck dick
I'll start posting bigger screenies as well.
Update:
Note that the chainsaw blade placement is incorrect - it is incomplete. Also the fore grip curve bar and back-side of the front hub (where the blade connects) is also placeholder and incomplete. Obviously, the entire top housing is missing as well :P
I'm getting some slight pinching in a few areas when subdivided, which I'm trying to fix.
Please give any other crits!
Keep it up k?
Normally I use a script (found in the 3dsmax plugins thread) called AlignOBJtoFace, or something to that effect. It will stick the object onto whatever poly you select and you can just move your cursor around the face until it's placed how you like. Unfortunately it's not working for me as of late, so I've been placing these things by hand, which sucks.
If anyone else knows a quicker way, I'd love to hear it, as this drives me insane at times.
Started on the back side:
Any chance you could post telling the process of using floating geometry? I have used it before, and it works fine in theory but I almost always have issues with baking AO maps - Any workarounds for that?
To be honest I really have done next to no "next gen" work. When I have actually baked AO with floating bits, I usually just hand-paint out the errors on the floaters. Someone with more experience might be able to chime in on this. I certainly don't know many tricks of the trade when it come to normal mapped assets.
http://boards.polycount.net/showthread.php?t=63499&highlight=Floating+Geometry
Seems the best way is to bake two separate AO passes, one with the floaters turned on, one with them off. Then composite them in Photoshop. Then you can make a diffuse pass with the floaters and use it to select them, invert the selection and just delete the halo effect.
Pretty straight forward answer.
Keep it up with the workshop It's looking great.
Awesome linkage on the AO baking - thanks for that. So much more work when you move on this new generation of artwork, ugh. I miss the diffuse-only days!
I'm not a huge hi-poly fan either. I know it has to be done, but I almost always try to shortcut my way around it.. The time is quickly approaching for me to just get down to business and start learning it.
I hear it's a lot easier once you just start getting into it.. as opposed to how overwhelming it might look just starting out. Plus, your work just looks so much better if you can show off a high-poly work also.
Luckily this forum has so many pro high-poly guys that it's really easy to be inspired. SO that's something. Anyhow, back to work!
Learning quite a bit making this. I've spent WAY WAY too much time modeling details that are completely f'n pointless and had to remodel things since I didn't block them out earlier. I need to get past that. I tend to model a piece then detail it right away, instead of getting all the volumes done. It's annoying as hell but I can't seem to break that habit =\
Anyways, here are a few updates.
Yeah this is one of the hardest habits to break, its just so much fun! But it causes a lot of troubles.