I loved the airborn mod concepts so much I though I'd make a low-ish poly model of one of the planes. Just feel I better state I am in no way associated with the mod and if it's a problem for them me posting this I'll get rid of it straight away.
Comments really appreciated, think it's heading in the right direction? Orange panels possibly a bit muddy?
HOLY MOTHER OF PERAL COMMANDKEEN. JEEEEZAZ a reason why im envious of maya now in max??!?! OMFG
this WILL be sweeeeeet.
OOO OOO how about having a maya-like outliner..not like the schematic vew
@ harry: meh. its teh same thing i guess as saying " i dont know why theres a layer manager when i have everything out in the opening" layers make everything easier and efficient. Remember, tools are incorporated to improve YOUR workflow, not to just add "tools " into a software to make it more attractive i guess
In my limited experience w/ Maya it became necessary to start thinking in nodes the more complex a scene got. That's all a scene is in Maya is a bunch of nodes. They think they're so cool those fucking nodes.
_Shimmer - Zangief's chest has a huge vein in the middle that kind of spoils the flow but otherwise it's shaping up nicely
commander_keen - perhaps you could start with materials? That's the only part I hear anybody complaining of when switching to max from maya
Slipstream - Nice Kali model, where are you studying?
In my limited experience w/ Maya it became necessary to start thinking in nodes the more complex a scene got. That's all a scene is in Maya is a bunch of nodes. They think they're so cool those fucking nodes.
@Harry/GCMP: The goal of it is to make everything in max editable and linkable through visual connections. Maya does this through expressions and the connection editor/material editor but max doesnt have that by default. Technically as it stands right now it does work with materials although i would like to make special ui nodes for materials with previews and stuff. The nice thing about not just making a material editor is you can link between materials and anything else in max.
I am resurrecting an old project from my old demo reel. I had a lot of optimizing/cleaning up to do and I still have quite a bit left. I'm at 7.5k tris now and I hope to finish up with about 16k-20k tris in the end. Any thoughts or crits?
Looking good Evil, I've gone back and tried to clean up old work before, it aint fun XP
If I may I see a lot of round shapes that seem to be made from 20 sided base shape, 10 is good when you soften the edges, its not much but every little bit helps. Also I would use a normal map for the roof, it looks like you loose a lot there, but that is just me
@GCMP: Art Institute of Atlanta, Georgia @Butt_sahib: Ha, thanks! And I'll try . . . at some point in the future that's hopefully soon >_> @demoncage: Nice! I'm thinking he's really shiny, so I can't wait to see the finished version @Eraserhead: I like it; its well presented and executed. Only thing I think could improve it, is highlighting the edges of the tiles in your specular map, to further pop them out of the grout
Eraserhead: I don't know what your references are on the floor, but usually the shit u put in between the tiles is sunk down, and not up like in your mesh
The normals are correct, I dunno what karera is seeing, lol...
As for it not "tiling", it will. Of course it will.
The problem you should be saying is that because it isn't divided equally, it wont be as easy to use in a game environment because of the average scales of brushes. So I would of gone with 4, or 6 tiles wide/high.
But it will tile over any surface, of course it will.
odium, no, look at the texture. it ends on a blue tile on the right and has a blue tile on the same row on the left. nothing to do with scale, it's just that if you wanted a checkerboard pattern it'd need the other colour on the opposite side.
obviously since it's a division of 5 it'll be harder to use in a lot of games since they're powers of two for object sizes, i'd probably do a division of 8.
EQ is right, it won't tile, correctly. Originally I didn't intend to make it a checker pattern, I added that after everything was baked. It was just something that did not occur to me at the time.
odium, no, look at the texture. it ends on a blue tile on the right and has a blue tile on the same row on the left. nothing to do with scale, it's just that if you wanted a checkerboard pattern it'd need the other colour on the opposite side.
obviously since it's a division of 5 it'll be harder to use in a lot of games since they're powers of two for object sizes, i'd probably do a division of 8.
rollin: sweet work ... buuuut what is it with these jedi/light saber wielding characters ppl are making lately ? is there a competition somewhere or something ? but yea allways liked ur style and it transferred nicely into this one also!
karera, it is sunken down on his model.
although EQ makes a good point, that texture doesn't tile, heh!
And hmm i just looked over it again. maybe you're right, sorry, i made a fool out of myself ;D but at first glance it looked like it was sunken down, and then up again. like just sunken down on the sides of the mass u put inbetween, how to explain.. hm. None the less, nice textures on it and such!
And the tiling issue is probably not so much problem to fix
commander_keen - looking forward to the results, great that the materials already work. This could actually end some maya vs max wars!
EvilPixills - the factory looks nice but the chimney could be longer and the front entrance doesn't look right, I would delete it and put a bay door at the back of the building.
rollin - nice model, his lightsaber looks a bit too phallic/organic though.
Replies
Going to work in a 3rd color to the outfit (maybe dark blue) and try something out with the legs/asymmetry.
Still tryin to learn how to colour my stufffffff.
Crits?
battlezone needs a remake badly
Xenobond - that texture is shaping up very nicely indeed
Jackwhat - liking the colours and texure on your painting aswell
Comments really appreciated, think it's heading in the right direction? Orange panels possibly a bit muddy?
@Jackwhat: That's amazing
If anyone has any crits or suggestions, feel free!
Are there any real advantages to using a node editor? I just completely ignored it when I was forced to use maya...
this WILL be sweeeeeet.
OOO OOO how about having a maya-like outliner..not like the schematic vew
@ harry: meh. its teh same thing i guess as saying " i dont know why theres a layer manager when i have everything out in the opening" layers make everything easier and efficient. Remember, tools are incorporated to improve YOUR workflow, not to just add "tools " into a software to make it more attractive i guess
Paint job on a stylized head:
commander_keen - perhaps you could start with materials? That's the only part I hear anybody complaining of when switching to max from maya
Slipstream - Nice Kali model, where are you studying?
need to see more dudes from you! XD
also, those are great looking breasts, they are so hard to get down right
GCMP: like this or this?
Max has many of mayas features via plugins already.
A maintanince access
So is this based off of kees' Helium?
If I may I see a lot of round shapes that seem to be made from 20 sided base shape, 10 is good when you soften the edges, its not much but every little bit helps. Also I would use a normal map for the roof, it looks like you loose a lot there, but that is just me
@Butt_sahib: Ha, thanks! And I'll try . . . at some point in the future that's hopefully soon >_>
@demoncage: Nice! I'm thinking he's really shiny, so I can't wait to see the finished version
@Eraserhead: I like it; its well presented and executed. Only thing I think could improve it, is highlighting the edges of the tiles in your specular map, to further pop them out of the grout
You made a bit of a mistake here dude, you want 6x6 tiles.... 5x5 alternating tiles would not actually work as a tiling texture =D
Socket ordering on the dynamic object nodes needs to be fixed
I SEE WORDS, A SPHERE AND A BOX. MY EYES MY EYES.
although EQ makes a good point, that texture doesn't tile, heh!
As for it not "tiling", it will. Of course it will.
The problem you should be saying is that because it isn't divided equally, it wont be as easy to use in a game environment because of the average scales of brushes. So I would of gone with 4, or 6 tiles wide/high.
But it will tile over any surface, of course it will.
obviously since it's a division of 5 it'll be harder to use in a lot of games since they're powers of two for object sizes, i'd probably do a division of 8.
And yes, karera, the grout is sunken.
as-good-as-finished, I´ll do the rest of the normalstuff on the flats
You know, I never even thought about that
And hmm i just looked over it again. maybe you're right, sorry, i made a fool out of myself ;D but at first glance it looked like it was sunken down, and then up again. like just sunken down on the sides of the mass u put inbetween, how to explain.. hm. None the less, nice textures on it and such!
And the tiling issue is probably not so much problem to fix
Anyway, I went ahead and fixed the floor, made it 6x6 as opposed to the incorrect 5x5.
Nah, it's just a stand-alone floor.
@rollin: sexy model
EDIT: noticed you edited your post maltuna.
EvilPixills - the factory looks nice but the chimney could be longer and the front entrance doesn't look right, I would delete it and put a bay door at the back of the building.
rollin - nice model, his lightsaber looks a bit too phallic/organic though.
Here's a little something I'm working on...
Space marine orbital drop pod highpoly wip
Gives better results for the normal maps than xnormal at least from my view...