thanks for the comment. I don't really know about the proportions - I modelled it from a blueprint, so everything should be ok ... maybe the blueprint was off then (here's the one I used: http://www.smcars.net/forums/attachments/planes/119674d1301022708-aircraft-messerschmitt-bf-109-g6-1943-bf-109-g6.jpg ) ... oh, and one more thing - keep in mind those models will be viewed in game from very very very far away (think RTS kind of "far away") - that's why the windows aren't transparent ... just wanted to mention that
Sandman Steve, the outlines look a bit weird, you've got this slight glow around the piece and then a shadow. Maybe go for something simpler or no outline at all?
jamaica, love your style, can't wait to see animations!
Lashman, nice planes but I think you could tone down the normal maps on them a bit, especially the wings on the messerschmnit (unless it's intentional to have really strong lines, they're not that visible irl, apart from flaps of course). Especially if you're going to be seeing them from far away as well, it will probably be filtered away.
So much sweetness in this thread, I need to get back to my ship so I can post something too...
Thanks alot guys your positivity is greatly received
PoPcorn : Yeah sure. Its a platform game in which you play a failed magicain traversing the depths of his own collapsing mind in an attempt to recapture his memories which have manifested themselves as marbles. Ill get some screenshots of the game and post them up later when they give me the cd.
sick. not 100% accurate but looks extremely chunky. all the forms look very deliberate and purposeful. i'd really like to see wider edges on the plastic parts to differentiate them from the metals, as well as thicker edges on the details so they bake better.
Stuff I've been working on. Not all the phots i have of it and i plan to add elements and change the scene according to damage like if it was in the middle of a warzone.
Nice start... I don't think the first attached image of a box was necessary though.
Here's some tips on rendering, because it's kind of hard to see your images:
Push 8 to open the Environment and Effects window and change your background color to something other than pure black (a nice midtone gray maybe?)
Push F10 to open the Render Setup window. Change the output size's width and height to something slightly larger than the default 640 by 480.
In the render setup window, go to the Renderer tab and change the antialiasing filter from Area (this makes things kind of blurry) to something like Catmull-Rom.
I love that gun. Really cool how it's a normal revolver that has been modded like crazy. Although I'm not sure how it's supposed to work. My first impression was that the power source was linked to the ring which would charge the bullets with electromagnetism or something, but then I noticed it was linked to the metal coil on the top, which has some tape going into the drum? Some clarification would be nice.
I'm in the process of texturing this, im trying out different colours but haven't got the right colours yet....
What do you all think of the below ones? I quite like the orange and black, but im not sure they are the best colours i could use.... should I go for a different colour?
Managed to design some (very original, mind you) characters that didn't make me want to bury my computer in the ground in shame for once. Nothing fancy though, but it still beats my crappy line only sketches.
Also I totally stole the poses from reference images.
Louomi : nice start on the revolver. As fingus pointed out, it is a little hard to figure out how it's supposed to work beyond the 'pull the trigger'. When I'm looking at the power cell or what ever it is, I'm feeling like it should be half or three quarters filled with liquid. Right now, there might be a glowstick in it, but thats about it.
Where the hose connects into the base of the bottle, there should be an adapter....and the hose itself feels weak and wimpy like it would get snagged on something and yanked out.
How would you draw a gun like this from the holster?
@RichDwerby, loving the Orange and Black colour scheme, looks great!
Some progress on my bioshock scene, taking my time with things and trying a couple of bit and bobs out, the door is the focal point (at the moment) of the scene, so ive been paying some attention to it today and showing it some love.
Been doing 3d for a while now, and I have never once attempted a female character. So here goes my first try.
Just blocking it out with Dyna mesh in Zbrush. The character will be fully clothed, so I'm really trying to get the forms right now and not worrying too much about detail (toes, eyelids, ears, etc.). I would love any feedback.
Also, wtf, where can I get access to texture filtering in Maya? As soon as a surface faces more than 45 degrees away from the camera it turns the texture to a blurry mess.
heh, I believe this is what you're looking for:
Only took me months of wondering why my textures would look like crap 'til I found it myself.
Replies
Sandman Steve, the outlines look a bit weird, you've got this slight glow around the piece and then a shadow. Maybe go for something simpler or no outline at all?
jamaica, love your style, can't wait to see animations!
Lashman, nice planes but I think you could tone down the normal maps on them a bit, especially the wings on the messerschmnit (unless it's intentional to have really strong lines, they're not that visible irl, apart from flaps of course). Especially if you're going to be seeing them from far away as well, it will probably be filtered away.
So much sweetness in this thread, I need to get back to my ship so I can post something too...
Close-up camera
hefty FOV
and an extremely disproportionate background.
Zoom out a bit, turn down the FOV and render it with a better background, and it'll look 10x better.
PoPcorn : Yeah sure. Its a platform game in which you play a failed magicain traversing the depths of his own collapsing mind in an attempt to recapture his memories which have manifested themselves as marbles. Ill get some screenshots of the game and post them up later when they give me the cd.
It's just for fun , this one may be more futuristic than the Robin I did.
@St4lis : Fantastic idea, and great execution !
Everything on the last two pages here is raaadddd. Jamaicagrau, so cool!
FUCK YES
Made a stupid lil mushroom in 20 minutes or so for class. I kind of like it, haha.
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I always meant to look at this topic but had no idea it was so easy!
awesomesauce!! looks like a cool mix of a rifle and a shotgun to me
sick. not 100% accurate but looks extremely chunky. all the forms look very deliberate and purposeful. i'd really like to see wider edges on the plastic parts to differentiate them from the metals, as well as thicker edges on the details so they bake better.
And here is a old wood house for an animation that i'm working. Need to learn character modelling and rigging now. Hard stuff....
What do you think ?
Nice start... I don't think the first attached image of a box was necessary though.
Here's some tips on rendering, because it's kind of hard to see your images:
Here's the, uh, revolver for our school fps-project. I'm in the middle of texturing it. Comments and crits are welcome! : )
What do you all think of the below ones? I quite like the orange and black, but im not sure they are the best colours i could use.... should I go for a different colour?
Also I totally stole the poses from reference images.
Where the hose connects into the base of the bottle, there should be an adapter....and the hose itself feels weak and wimpy like it would get snagged on something and yanked out.
How would you draw a gun like this from the holster?
Looking forward to the finish
Some progress on my bioshock scene, taking my time with things and trying a couple of bit and bobs out, the door is the focal point (at the moment) of the scene, so ive been paying some attention to it today and showing it some love.
LOL.
Depending on your browser, there are extensions for that.
Just blocking it out with Dyna mesh in Zbrush. The character will be fully clothed, so I'm really trying to get the forms right now and not worrying too much about detail (toes, eyelids, ears, etc.). I would love any feedback.
Create tab > helpers > Slider
place it on your screen using the manipulate object toggle in your main toolbar
Use wire parameter to link it to the Turbosmooth iterations and limit it to integers.
Instance it across all your objects.
I set it up on a dummy in my Maxstart.max file for quick access.
That is awesome. Thanks!
Thats some funky lighting. Where is that blue rim light coming from on the middle piece of machinery?
heh, I believe this is what you're looking for:
Only took me months of wondering why my textures would look like crap 'til I found it myself.
I like the idea here. I like, so far, most of the execution.
I just can't help but feel like those cylinders need more sides though.
Uploaded with ImageShack.us
There is a WIP on my site (in russian)