Nope, actually youre gonna have to use a new cylinder with around 50-60 edges and when you go to make your lowpoly, just delete every few edges, I'm doing that on my dragunov at the moment
Nope, actually youre gonna have to use a new cylinder with around 50-60 edges and when you go to make your lowpoly, just delete every few edges, I'm doing that on my dragunov at the moment
ok cool thanks for the help, its only really a test just to see how to make it when i go to make the model but ill see what i can do thanks heaps
Basically you want to make the mesh as dense as possible. This will help your support edges ALOT, well actually, they will be your support edges :P
Top one has edges up in place like they as they would on a flat surface. You do not want to do this on a cylinder because it will create a nasty line in your mesh
Middle one has no support edge. It hides the line, but creates a bit of pinching that will be annoying in final renders.
Bottom one, The mesh is very dense as you can see and does not need any supporting edges, and the highlights are perfect.
Top and middle have a cylinder of 20 sides while the bottom ones has a cylinder with 50.
You can always go back when creating your lowpoly and delete every few edges. That will make no difference Hope to see this fixed up!
Made this for a guy modeling a mossberg on the boards
gauss: Nice first sculpt. One technique I use to reposition symmetrical objects in a scene is with a modified version of the "Grab" tool. Simply change the default falloff on it to the flat, square shape one, and increase the brush size to around twice that of the object you're moving. Now you can quickly reposition objects such as eyes with minimal difficulty. I made a custom brush specifically for that purpose and it is extremely useful.
This is the TKB-011. Its a prototype soviet assault riffle from 63.
Unfortunately the only photos I can find of this gun are all from the same display case and all from this side. So I'm going to have to guess what the left hand side and the safety latch look like.
Everything I've read about this gun say that it has a tunnel ejection port above the barrel. But I can't see how that would work without the empty shells hitting the pillar of the front sights. If I can't find anything definitive before I finish I might just hack something in and try and hide it.
Wip-y.
Elements taken from a myriad of sources. Will list later.
Does anyone know some efficient ways to eliminate banding on your textures?
I started off with a polypaint base texture and it came out with a bunch of banding, trying to work around with it.
Currently around 9500 tris, yet to add proper hair and such.
build.
Anatomy wise, it looks like her boobs are too much lower then where it should be. One more thing, I'm not sure but the lower leg looks a bit short. I like your texture though, nice color scheme.
This is the TKB-011. Its a prototype soviet assault riffle from 63.
Unfortunately the only photos I can find of this gun are all from the same display case and all from this side. So I'm going to have to guess what the left hand side and the safety latch look like.
Everything I've read about this gun say that it has a tunnel ejection port above the barrel. But I can't see how that would work without the empty shells hitting the pillar of the front sights. If I can't find anything definitive before I finish I might just hack something in and try and hide it.
Oh man NICE WORK. I've always like those prototype weapons, the thinking behind them was so far head, nobody could hang with them. Just too futuristic.
Tough going though with such little reference, I appreciate how difficult that can be. Luckily on the obscure guns nobody can call you on it
For the tunnel ejection port I feel like you might consider forking the support struts on the front sight to allow for the spent casing to eject just below the front sight and above/behind the muzzle? That would put it close to how the F-2000 ejects, which is the closest modern example to that kind of system so it seems appropriate to borrow from.
For the left-hand side controls I'd style them based on the other prototype rifles that we do know what the left side looks like, such like:
All these prototpes seem to share a certain affinity for control surfaces in arcs. A couple of them have the charging handle travel through an arc, and the fact that the original AK selector/safety level is an arc is also a good indication that this is the right direction to go in.
Have fun texturing the bakelite stock, that's one of my favorite elements to these prototype.
Anyway really nice work, good luck in detailing out the rest of it. Outstanding choice.
I played some Serious Sam HD this morning and got inspired to remake some of the enemies. This is the Biomechanoid Major. I am reworking the creature to be a giant slug attached to a chicken walker which is more or the less the idea behind the original design [I think]. The box is human size ref.
Been a while since I worked on this guy. I've completely redone the UVs and a good portion of the model. Now I'm trying some color schemes and stuff. There are, once again, seams I need to fix, but this time they're because of the actual UV layout and not the edge padding. I'm a dummy like that.
I was going to put the ejection port off to the side and above the muzzle. But your idea of having the support struts would look more interesting. I'll have to play around with is a bit. If any one asks I'll just call it a second or third variant or something.
I think that the butt/stock (??) is the only part of the TKB-011 that is plastic. But
the pic you posted is the TKB-022 and as far as I can tell it's the only version completely covered in bakelight. But I want to do that one next anyway.
That's not a good sign, you shouldn't need a sheet to explain the function of something as simple as a mailbox. Also IMHO amount of detail depicts scale to a certain extent. I would've never guessed it was a mailbox cause it looked like a huge container or even a building of some sort. Stuff the size of a mailbox don't have this many things going on because it's simply not needed. The bigger your object is, though, the more nuts and bolts you're probably need to keep it together.
Hey Felipe, thanks for the crit, I appreciate that, you are right about the fact that a mailbox is a simple object, although I didn't want to go that simple, simply because it wouldn't be really fun to model after, also like I ve said before I wanted it to be strong looking / futuristic, although I went to the other extreme which is not good neither. So I guess that's bad planning in the end.
I'll take comments in consideration and try to do better next time!
maybe I can still take some elements from this and go for a different object that makes more sense, like an energy tower, sci-fi container or something else
Hello all. So i have to come pretty close to a stopping point on my second model and was wanting to hear some crits and opinions before I wrap it up! Hope you all enjoy!
Jesse : I can see where you are going with this and I realize it was a quickie, but I do think the steps could be a bit higher and the edge have less bevel...but you are also a great artist, so it's probably what you wanted...
This is one of those pictures that ought to have been in the speed modeling thread, but actually took me quite a while. Part of the difficulty is that, for the life of me, I can't fold my nasolabial folds like that and couldn't use myself as reference .
Edit: changed the render, matcaps are nice, but sometimes also much clumsier than two lights and some AO.
Jesse : I can see where you are going with this and I realize it was a quickie, but I do think the steps could be a bit higher and the edge have less bevel...but you are also a great artist, so it's probably what you wanted...
Yeah I adjusted the height now and like it a bit more. Also sharpening up some edges. Still needs tons of work but i'm starting to like where its going more and more.
I know it's always a good idea for an exercise, plus every game can use a skull model, so I figured it was time. Stopped just after starting the teeth. Tomorrow get all the surface detailing and small detail stuff.
Replies
Been workin on this a bit Crits + Comments welcome as always
ok ill give it ago, will that effect the roundness of it?
ok cool thanks for the help, its only really a test just to see how to make it when i go to make the model but ill see what i can do thanks heaps
Basically you want to make the mesh as dense as possible. This will help your support edges ALOT, well actually, they will be your support edges :P
Top one has edges up in place like they as they would on a flat surface. You do not want to do this on a cylinder because it will create a nasty line in your mesh
Middle one has no support edge. It hides the line, but creates a bit of pinching that will be annoying in final renders.
Bottom one, The mesh is very dense as you can see and does not need any supporting edges, and the highlights are perfect.
Top and middle have a cylinder of 20 sides while the bottom ones has a cylinder with 50.
You can always go back when creating your lowpoly and delete every few edges. That will make no difference Hope to see this fixed up!
Made this for a guy modeling a mossberg on the boards
Thank you. I'll start a thread once I finished the High :poly121:
This is the TKB-011. Its a prototype soviet assault riffle from 63.
Unfortunately the only photos I can find of this gun are all from the same display case and all from this side. So I'm going to have to guess what the left hand side and the safety latch look like.
Everything I've read about this gun say that it has a tunnel ejection port above the barrel. But I can't see how that would work without the empty shells hitting the pillar of the front sights. If I can't find anything definitive before I finish I might just hack something in and try and hide it.
Elements taken from a myriad of sources. Will list later.
Does anyone know some efficient ways to eliminate banding on your textures?
I started off with a polypaint base texture and it came out with a bunch of banding, trying to work around with it.
Currently around 9500 tris, yet to add proper hair and such.
Anatomy wise, it looks like her boobs are too much lower then where it should be. One more thing, I'm not sure but the lower leg looks a bit short. I like your texture though, nice color scheme.
_Revel
guess i gonna start with the lowpoly now
Just his teeth look more like cloth than enamel. They need more volume.
Oh man NICE WORK. I've always like those prototype weapons, the thinking behind them was so far head, nobody could hang with them. Just too futuristic.
Tough going though with such little reference, I appreciate how difficult that can be. Luckily on the obscure guns nobody can call you on it
For the tunnel ejection port I feel like you might consider forking the support struts on the front sight to allow for the spent casing to eject just below the front sight and above/behind the muzzle? That would put it close to how the F-2000 ejects, which is the closest modern example to that kind of system so it seems appropriate to borrow from.
For the left-hand side controls I'd style them based on the other prototype rifles that we do know what the left side looks like, such like:
All these prototpes seem to share a certain affinity for control surfaces in arcs. A couple of them have the charging handle travel through an arc, and the fact that the original AK selector/safety level is an arc is also a good indication that this is the right direction to go in.
Have fun texturing the bakelite stock, that's one of my favorite elements to these prototype.
Anyway really nice work, good luck in detailing out the rest of it. Outstanding choice.
I played some Serious Sam HD this morning and got inspired to remake some of the enemies. This is the Biomechanoid Major. I am reworking the creature to be a giant slug attached to a chicken walker which is more or the less the idea behind the original design [I think]. The box is human size ref.
FOOKIN PRAWN!
lulz, looks great so far
I was going to put the ejection port off to the side and above the muzzle. But your idea of having the support struts would look more interesting. I'll have to play around with is a bit. If any one asks I'll just call it a second or third variant or something.
I think that the butt/stock (??) is the only part of the TKB-011 that is plastic. But
the pic you posted is the TKB-022 and as far as I can tell it's the only version completely covered in bakelight. But I want to do that one next anyway.
Cochtl: Nice start. I myself have tried (and failed...im creativly challenged ) at reviving shit from serious sam (i love that game). Good luck!
Hmm......fuck me.....
Looking interesting!
Ye, feels like im the only one left. As for the design, its a real gun, so I cant take credit ^^.
Sorta rushed the texture to get this sheizer off my desktop.
Hey Felipe, thanks for the crit, I appreciate that, you are right about the fact that a mailbox is a simple object, although I didn't want to go that simple, simply because it wouldn't be really fun to model after, also like I ve said before I wanted it to be strong looking / futuristic, although I went to the other extreme which is not good neither. So I guess that's bad planning in the end.
I'll take comments in consideration and try to do better next time!
maybe I can still take some elements from this and go for a different object that makes more sense, like an energy tower, sci-fi container or something else
can i haz her as wifey?
=O
gauss: love it too
Texture is almost done fffffffffffffffff
His pack+belt is hidden, and yes I know he has a very defined ass :P, going to fix it
Been working on the textures. getting closer to being finished!!!!
nice rifle scumworks.
Edit: changed the render, matcaps are nice, but sometimes also much clumsier than two lights and some AO.
just because you are the living dead,doesn't mean to say you have to let appearances slip:)
Who thinks i should stop being lazy and do some fucking 3d work? *raises hand*
Yeah I adjusted the height now and like it a bit more. Also sharpening up some edges. Still needs tons of work but i'm starting to like where its going more and more.
That Unity sheiz looks sweet. Will the level be playble?
Trying to rough you a concept rather then painting one. Doubt it'll be more then a head bust, my failure rate on large projects is .. <
_ this big
>
Yes, its suppose to be a head.
I know it's always a good idea for an exercise, plus every game can use a skull model, so I figured it was time. Stopped just after starting the teeth. Tomorrow get all the surface detailing and small detail stuff.