Spent the work day fucking off with Sculptris and trying to get [back?] into sculpting. Kind of an interesting exercise taking a 2D character into a sculpt, especially when proportions/silhouettes are never completely consistent.
I should retopo and clean up. Forms are a bit blobby right now.
Yep, forgot to mention, inspired by Bobinsky from the Coraline movie, i loved that film, such a fun character. Sorry if you thought i was ripping it off!
Love the model maze, but isn't a bent shock absorber kind of physically impossible? Seems like it would snap in half before it compressed at all. Either way, solid modeling.
hi ferg, thanks man....yeah I bend it a bit 'cause it was looking a bit boring straight..... I guess it still does even bended...haha! I'll try to post the whole thing soon...almost getting there...!!!
JacqueChoi, really damn neat model!
on the crit side i'd say- folds on his wings are too wide and sharp for a thin skin.
and if you'd like to open them up- it will look strange, i'd drop them out.
Maze, what's that at all?
Crazyfool: nice work man, got a crit for you on this guy tho, the hands and fingernails on him seem remarkably well manicured for such a ferocious beastie, please make them fittingly brutal!
Hey guys and gals! This is my first post in the WAYWO thread, I've been working on become a better digital sculpting. Here is a sculpt I just finished based on a concept by Paul Richards.
Here is a Lamborghini Reventon that I built for as class about 6 months ago. It's now an active WIP. I would like to go back in (with the knowledge that i have now), and rework it. This is the preliminary high poly sheet, which is where I will begin the rework.
So, any critiques would be very helpful.
The way your db folders should look
My Dropbox ->Public ->Polycount ->[insert images]
polycount sub folder is really just an organization thing...keeps files straight
but yes, your file has to be public for the public to view it. You can just turn on the option for your photos folder to be public, but damned if I know how.
Thanks for the advice, I tried that, and today they seem to be showing up just fine. Thanks.
notice how the url follows the exact same setup as yours and doesn't work.
your still trying to link from your photos folder.
it goes
dropbox -> public -> pictures
or if you want an organized folder system
dropbox -> public -> sub folder -> pictures
more importantly your trying to link from a "secure" folder.
https vs http
(adam sorry to gank an image, but your the only one I knew for sure that used db)
the easiest way to tell if its going to work at all is if you right click on the image link thats inside your dropbox folder it should drop down a list and if one of them isn't copy link address, your in the wrong folder.
:thumbup: thanks :thumbup:
or use the attachment system ^.^
--no worries, bad day, but its good you got it working, and the thunder-5 you did is pretty pimp looking.
Edit:
So this is more constructive to waywo/p*p:
Empeck
Your gravel is awesome, but the railroad ties are wonky, those things are tougher than **** and don't really warp. I get its all baked down to the ground plane but the actual rails, but I'd consider the extra 60-70 tris for the railroad ties to actually have depth, and not be wavy. Then again it all depends on how much realestate they take up right? *shrug*
I am super sorry that you feel like I am being a smart ass. I assure you that is the farthest thing from my intentions. I thought that I had copied over all of my files from my pictures folder on dropbox, to my public folder. Then, I was still posting images from the wrong folder. It was simply a mistake on my part. I am certain that it has been resolved now, and won't happen again in the future. So, with that said I am going to repost my sheets for my shotgun pistol model. Have patience with me, this is very new to me (aside from being quite frustrating), but I am sure that I've figured it out now.
hey guys this might be a really dumb question but how do i render a pic of a model with wires? i did it the other day and now cant remember how i did it lol
I am super sorry that you feel like I am being a smart ass. I assure you that is the farthest thing from my intention. meador's thunder 5
No worries man, like I edited in my other post, bad day, didn't mean to take it out on you.:poly141:
The thunder-5 is pretty pimp, now you should really pimp it out in the texture !!
As for your reventon model theres a few here on the boards you should check out if your thinking about re-doing it, and over at cg-cars (if they ever come back up).
hey guys this might be a really dumb question but how do i render a pic of a model with wires? i did it the other day and now cant remember how i did it lol
you can do it with vector render in maya, I know theres another way, but its been so long I've forgotten.
Max I think its just the "wire" checkbox in the mat-editor.
or just turn on your wires in viewport and screencap not the best for presentation, but if your just wanting wire crits meh.
No worries man, like I edited in my other post, bad day, didn't mean to take it out on you.:poly141:
The thunder-5 is pretty pimp, now you should really pimp it out in the texture !!
As for your reventon model theres a few here on the boards you should check out if your thinking about re-doing it, and over at cg-cars (if they ever come back up).
you can do it with vector render in maya, I know theres another way, but its been so long I've forgotten.
Max I think its just the "wire" checkbox in the mat-editor.
or just turn on your wires in viewport and screencap not the best for presentation, but if your just wanting wire crits meh.
cool thanks, yeah im sure theres a "force wires" button somewhere just cant remember where lol
This is awesome. Would you mind telling how you went about doing the high poly model?
Sure. I've modeled seven different pebbles, uv mapped them, textured (I'll be baking diffuse too) and placed around by hand (hehe). It's over two thousand individual pebbes over there
Sure. I've modeled seven different pebbles, uv mapped them, textured (I'll be baking diffuse too) and placed around by hand (hehe). It's over two thousand individual pebbes over there
I hope you're joking about placing them by hand...
I made a pebbles cluster, copied and rotated it few times, then selected another cluster, etc. Softimage doesn't have a nice scatter like 3dsMAX does. Making it this way helped me to make a base diffuse texture. It wasn't that time consuming after all, and I'm very pleased how normalmap looks in UDK.
Track length is exactly 4m. I've placed pebbles on one side of the track segment, merged them together, copied and moved by 4 meters to the other side. I've left a small overlap on highpoly model. Then baked a normalmap That's all.
I'd like to export it to Railworks game, tracks pieces over there are 4m long. It will allow to make a procedural loft with curves etc. I have to wrap my head around docs though.
Sure. I've modeled seven different pebbles, uv mapped them, textured (I'll be baking diffuse too) and placed around by hand (hehe). It's over two thousand individual pebbes over there
Why didn't you just do a simulation to place them all?
Replies
nilknarf, JFletcher, love the characters.
Spent the work day fucking off with Sculptris and trying to get [back?] into sculpting. Kind of an interesting exercise taking a 2D character into a sculpt, especially when proportions/silhouettes are never completely consistent.
I should retopo and clean up. Forms are a bit blobby right now.
1k tris, mirrored 512 map, any suggestions on next step with texture, thinking on doing amb occ pass
Yep, forgot to mention, inspired by Bobinsky from the Coraline movie, i loved that film, such a fun character. Sorry if you thought i was ripping it off!
hi ferg, thanks man....yeah I bend it a bit 'cause it was looking a bit boring straight..... I guess it still does even bended...haha! I'll try to post the whole thing soon...almost getting there...!!!
Here's a little test I made with sculptris and octane:
on the crit side i'd say- folds on his wings are too wide and sharp for a thin skin.
and if you'd like to open them up- it will look strange, i'd drop them out.
Maze, what's that at all?
Holy shit, I loved Blame.
If you're gonna bake it, then don't forget to add some spit dripping from its mouth
What bout the floaters you mentioned though Oo
Eventually it'll be the Duke3D pig cop, hoping to bake it down and animate it then throw it into the Polymer renderer for DN3D.
No teeth yet, makin them seperate :O
WIP of a steam powered flying thing from the "Steamboy" animated film:
one of the screengrabs for ref :
I don't know how it works but it looks cool heh
The plan is to make the silicon creature birthing room as too.
and maybe a small section outside as well.
anyways, some more progress:
lots to do, I'll bake this and def. add some spit
s0id3: I'd be pretty happy too, looks good!
empeck: that looks great at first, but the more I look, the more I can tell its all normal map for the ground, especially with the bent wood beams.
sometimes my day job it's too bad
This is awesome. Would you mind telling how you went about doing the high poly model?
So, any critiques would be very helpful.
Thanks for the advice, I tried that, and today they seem to be showing up just fine. Thanks.
It seems like your trying to be a smart-ass about it, but you didn't follow my advice.
your url:
https://dl-web.dropbox.com/get/Photos/gogeta-33/A-Lambo_High_Sheet.jpg?w=be2b0c9d
mine:
http://dl.dropbox.com/u/2323296/PC%20Folder/wtf_udk.jpg
notice how mine doesn't have /photos/ anywhere in the shit?
now heres a photo from my "photos" folder
https://dl-web.dropbox.com/get/Photos/Sample%20Album/Boston%20City%20Flow.jpg?w=43238322
notice how the url follows the exact same setup as yours and doesn't work.
your still trying to link from your photos folder.
it goes
dropbox -> public -> pictures
or if you want an organized folder system
dropbox -> public -> sub folder -> pictures
more importantly your trying to link from a "secure" folder.
https vs http
(adam sorry to gank an image, but your the only one I knew for sure that used db)
the easiest way to tell if its going to work at all is if you right click on the image link thats inside your dropbox folder it should drop down a list and if one of them isn't copy link address, your in the wrong folder.
:thumbup: thanks :thumbup:
or use the attachment system ^.^
--no worries, bad day, but its good you got it working, and the thunder-5 you did is pretty pimp looking.
Edit:
So this is more constructive to waywo/p*p:
Empeck
Your gravel is awesome, but the railroad ties are wonky, those things are tougher than **** and don't really warp. I get its all baked down to the ground plane but the actual rails, but I'd consider the extra 60-70 tris for the railroad ties to actually have depth, and not be wavy. Then again it all depends on how much realestate they take up right? *shrug*
Sorry Moosey_G. It should be fixed now. ^_^
No worries man, like I edited in my other post, bad day, didn't mean to take it out on you.:poly141:
The thunder-5 is pretty pimp, now you should really pimp it out in the texture !!
As for your reventon model theres a few here on the boards you should check out if your thinking about re-doing it, and over at cg-cars (if they ever come back up).
you can do it with vector render in maya, I know theres another way, but its been so long I've forgotten.
Max I think its just the "wire" checkbox in the mat-editor.
or just turn on your wires in viewport and screencap not the best for presentation, but if your just wanting wire crits meh.
cool thanks, yeah im sure theres a "force wires" button somewhere just cant remember where lol
Sure. I've modeled seven different pebbles, uv mapped them, textured (I'll be baking diffuse too) and placed around by hand (hehe). It's over two thousand individual pebbes over there
@meador:
That thing actually shoots shotgun shells? What about the blowback?
I hope you're joking about placing them by hand...
I'd like to export it to Railworks game, tracks pieces over there are 4m long. It will allow to make a procedural loft with curves etc. I have to wrap my head around docs though.
Why didn't you just do a simulation to place them all?
conte: it is part of a character....even if doesn't look like..haha, I'll try to put stuff together for the next time
hal: thanks man, by floaters, didn