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3 Dimensional Chat / My models

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Quik
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Location: Equestria!
Posted: 9th May 2010 14:26
i had say, that if u are to make a bump map u should make a hughpoly verson in Zbrush or something like that, then bake it to the lowpoly =P

iam sure someone else can explain it better


[Q]uik, Quiker than most
Azunaki
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Posted: 12th May 2010 06:15 Edited at: 12th May 2010 08:48
i was planning on doing some playing in zbrush(really not very good at it but i wanted to give it a try) either way i'll manage with C4D if i have to. i want to get the back feet in the base and the head before i go into zbrush. i'll see were i am at tonight.

alright for those who care here is an update on my model.(yea i see the obvious issues around the ear, eye and paws. if you see anything else feel free to mention it.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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Azunaki
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Posted: 5th Jun 2010 09:09
alright so im done for tonight its far to late for me to be working and im getting tired. so here is my base so far. all the low poly glory.

fun fact the model is 140 poly's the entire thing symmetry and all.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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Azunaki
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Posted: 9th Jun 2010 08:58
alright so for any one that cares. i wont be updating for the next week. as not only did i get a job i have a research paper due at the end of the week that i haven't started and i need to work on my final animation for my computer class so don't expect any updates until the end of next week.

sigh why do i have to procrastinate.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Azunaki
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Posted: 19th Jun 2010 08:32 Edited at: 19th Jun 2010 08:35
alright so i have a little to update on especially on my comp entry but i also have my animation final in my computer animation class. which i posted on youtube. feel free to watch it(its only a preview of the animation cause we may have run out of time. considering 3 of the 5 people working on it were seniors. and gone a week early.

http://www.youtube.com/watch?v=J0oOwTxdaqY

alright an on to my comp model its making progress it has a more definitive shape to it now. although i still have a long way to go and only 2 weeks to work on it.(...sigh...)

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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Azunaki
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Posted: 22nd Jun 2010 01:05 Edited at: 22nd Jun 2010 01:06
heres another update on my model mostly textures

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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Azunaki
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Posted: 24th Jun 2010 23:51 Edited at: 24th Jun 2010 23:58
alright so me best update yet.

sadly i still have a ways to go(sigh as you can tell im having issues with the face..

besides the fact that i don't want to show the face just yet any way,

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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Azunaki
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Posted: 26th Jun 2010 09:29
alright so i redid some parts of the model. mostly poly reduction but i modeled the cowl instead of just using the Cloth system and having it drop into place.(i like the other cowl more but it was just to high poly(since it was 5000+ by itself) and had some obvious issues) the new cowl is 98 poly's and the skirt thing has been reduced to 138. which brings the whole model down to a nice 1643. there are still a few poly's a could squeeze out of the model if i wanted to but i feel it is fine were its at.

i decided to let you all view the new model as a cell render(since it is no longer embarrassing to show.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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Mazz426
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Posted: 26th Jun 2010 13:29
im genuinlly shocked that no one has posted on here, the 3D chat community has become worryingly slent as of late, no matter i'm here to say fantastic work, thought the entry was really good, my only critique is that you haven't made fingers? i know that the 'mitten' look i easier but it really drags down the model

Azunaki
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Posted: 26th Jun 2010 13:39 Edited at: 26th Jun 2010 23:02
yea. the idea was to keep the base low poly. while i could have made square fingers (i almost had enough polygons there as is) but personally i hate square finger with a passion. and would have ended up making the fingers much higher poly then i was going for with this model. so i went with mitten hands.(and i was originally going to go with glove gauntlet things but in the end decided not to as well when i started making the thumb and it was 1k poly's.

(btw thanks for the post. 8 posts in a row actually made me start to think no one cared(it was getting lonely))

and im thinking about rigging this model and "Maybe" adding some minor animations really all depends(that wont happen before the end of the comp. granted then i would have to bake the textures ect onto the model. and actually make it game ready. sigh the only downside to Procedurals.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Azunaki
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Posted: 4th Jul 2010 10:04 Edited at: 4th Jul 2010 10:05
alright so i took an endeavor into sculpting (i used a base model from the database mike or mazz's one or the other) and this is what i turned out for the head. i think its alright for a first try without any videos.

i really have no idea what it is i didn't really start with any thought out idea other then to create a head.

btw i made it in sculptris.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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mike5424
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Posted: 4th Jul 2010 11:07
Quote: "(i used a base model from the database mike or mazz's one or the other)"

Mazz's I suck at base meshes.

Great work mate! All looks good from this angle!

---
Mazz426
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Posted: 4th Jul 2010 12:21
it looks good for a first attempt but it does look a bit of a mess, it looks to me like you're using mudbox, if so there's a superb guy on youtube who does speed sculpts from within that program, you'll learn a lot if you watch them, heres the guys profile page, just take your time and look through his speed sculpts and i think he has a few tutorials: http://www.youtube.com/user/noggity
also based on the buldge on his neck i think you're using my old base, you should download the newest one, that one had tri's which isn't good for sculpting my newest one only uses quads

Asteric
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Location: Geordie Land
Posted: 4th Jul 2010 14:13
Yeah MAzz it has became a bit quiet, my attempts to rejuvenate it seem to sink to the depths pretty fast. I really wonder if it is because a lot of people here are getting so good, i have noticed that a lot of newcomers have totally vanished.

Azunaki
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Posted: 4th Jul 2010 19:36
thanks for the posts(it only took converting to sculpting to multiply my posts by 3.

actually sculptris only uses tris and works miraculously. it can add and remove polygons to reduce the poly count just by running a brush over the part you want to remove.

and btw what are you talking abotut asteric...

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Mazz426
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Posted: 4th Jul 2010 19:44
hes responding to my post a bit further up the page, and azunaki sculptris may use tri's bu trust me, quads are much better for sculpting, baking and topolgy, CGI companies have a rule not to use tri's at all

Azunaki
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Posted: 4th Jul 2010 19:46
yea i know but trys are just as "capable" either way sculptris is free and im not sure it can use quads at all.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Quik
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Location: Equestria!
Posted: 4th Jul 2010 19:48
Quote: "quads are much better for sculpting, baking and topolgy, CGI companies have a rule not to use tri's at all
"


ofc, but for being free, Sculptris is an awesome choice for learning^^ i say stick to it and learn the "basic sculpting rules" =) i use it aswell and i love it, obv using tris can cause a bit of smoothing problems in the end but that can ofc be fixed by smoothing the area out^^
looks quiet good for a first try^^


[Q]uik, Quiker than most
Azunaki
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Posted: 4th Jul 2010 19:55
yup i usually only hit problems when the poly count gets high which reducing and smoothing it down fixes the problems.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
lazerus
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Posted: 4th Jul 2010 19:57
It dosnt really matter if you bake it down though, so sculpting in tris should be fine.

PW Productions
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Posted: 4th Jul 2010 20:13 Edited at: 4th Jul 2010 20:42
The arms are extremely low poly compared to the rest. Also, the neck is quite wide - when you go to connect it with a head, the head would have to be huge to be in proportions with the neck. But creature modeling is quite difficult, and you've got quite a great start on it.


EDIT: Oops my bad, didn't see the last page! I was talking about the early stages of that cat like model on the first page (fiftyth post).

Azunaki
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Posted: 4th Jul 2010 20:36 Edited at: 4th Jul 2010 20:36
as i said it isn't my base model. all i did was make a face. but thanks for the crits.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Azunaki
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Posted: 4th Oct 2010 08:38 Edited at: 4th Oct 2010 08:41
alright so i had some free time tonight and started drooling over a 08 Chevy Comaro. so the only possible way I'll ever have one of my own is to model it.

ignore 2 things with this. the cylinder wear the headlights should be. and the lines that outline the areas of the car. that has to do with the way im modeling it(in separate parts)

im just using a blueprint pulled from the blueprints.com once i get the shape down i'll gather up some other references for what to do with the model itself.(yea i do plan to do some aftermarket skirts(eventually))

i can't guarantee any work anytime soon but its something to show off.

also thought i would toss this out there. this is the first car ive ever done with any real detail. (yea ive box modeled some crappy cars before but this is the first car that i've sat down and detailed the areas out for.

also i spent about 2-3 hours on this. it was fun. the current poly count is 2562.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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Azunaki
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Posted: 6th Oct 2010 09:39 Edited at: 6th Oct 2010 09:54
hmm you know if this thread didn't have 2100 views i woulda given up a while ago. at least that shows that people care enough to look at the thread, even if they can't be bothered to make a post.

any way here is an update. most of the body is done. just have the back to finish up then i need to run over it and finish up the detailing, and my final run of tweeking. any way i would like to know what you all think about it.

also total polycount is about 5500. and it is currently 3 objects with the hood, door and chassis separate.(not sure if im gonna do the trunk separate)

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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Quik
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Posted: 6th Oct 2010 11:50
looking quiet cool! ^^ but "5500" polies, do you mean tris or quads?


[Q]uik, Quiker than most
Azunaki
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Posted: 7th Oct 2010 01:42
both. mostly quads though there are areas that i used tris to decrease the poly count. and thanks im planning on making a Mitsubishi Lancer Evo after i finish this up.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Azunaki
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Posted: 17th Oct 2010 00:11
alright sorry for the lack of any posting. i had to wipe my harddrive and get a new network adapter so i havn't really been able to do much on this. i should have a new updates soon but i have some family up for the weekend so it could be a few more days before i get anything substantial done.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Azunaki
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Posted: 13th Nov 2010 07:22
alright so after a long wait. i finally have had a little time to put into this. mostly all i've done is some poly cleaning everything looks much smoother(and im not embarrassed to post a wire now ) its 4662 polies. its still missing part of the trunk and bumper but i'll get there eventually.

also cenima 4D splits all 5+ sided polies into 4 sided or smaller when its rendered. so the window on the model is one big n-gon rather then what its shown as in the picture.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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