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3 Dimensional Chat / Mike's Max Models 2010!

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Asteric
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Posted: 4th Mar 2010 20:13
Quote: "Max seems to only render small UV Maps :\ Anything over 512x512 is messed up So until i fix that I'm stuck with this quality"


Somethings wrong there then, my renders are fine at 4096 :S

mike5424
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Posted: 4th Mar 2010 20:26
Quote: "
Somethings wrong there then, my renders are fine at 4096 :S"

I think it's my graphics card, I have a NVIDIA GEFORCE 4 420 GO, It has to be the worst graphics ever. D:

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Quik
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Posted: 4th Mar 2010 21:24
oh mikeXD thats a very very old one =)


[Q]uik, Quiker than most
Camouflage Studios
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Posted: 4th Mar 2010 21:34
nice job mike, but the textures are kindof blurred

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mike5424
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Posted: 4th Mar 2010 21:40
Quote: "oh mikeXD thats a very very old one =)"

Yea, Apparently it was made in 2002 but it was a modified version of an even older one

Quote: "nice job mike, but the textures are kindof blurred"

Thanks, And that's because MAX only allows me to render the UV map up to 512x512.

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Camouflage Studios
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Posted: 4th Mar 2010 21:58
hmm that's strange, are those image textures??

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zeroSlave
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Posted: 4th Mar 2010 22:02
Quote: "Try this: Customize -> Preferences -> Viewports -> configure driver (bottom) -> Check 'match bitmap size as closely as possible'"


Quote: "Step 1 - Open up the Render Scene Dialog
Step 2 - Click on the Renderer Tab
Step 3 - Now change the default anti-aliasing filter from Area to Catmull-Rom
Step 4 - Render"


I found these two options. Perhaps one or both could help your rendering?

There's something in this room that makes you can't speak well.
lazerus
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Posted: 4th Mar 2010 23:23 Edited at: 4th Mar 2010 23:29
Double your image size in Photoshop or gimp/ect.If you then filter it out and make it sharper, blur to even pixelation then resharpen for a even effect then it should work. Though you need to balance it properly otherwise it'll still look the same.

10240 was the largest render ive got outa max. An that was just a mess about

lol tried it then an it crashed when i went to save the bugger lol

mike5424
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Posted: 7th Mar 2010 12:46
@CoughMist, It's not rendering the model but the UV Layout...

@Lazerus, I'll try that now and... Wow, lol

Tried to finish the MAC 10 UV's, Every time I'm almost done i find more and more... It's non stop

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mike5424
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Posted: 8th Mar 2010 22:33
Okay, I did what you said lazurus and it didn't make any difference, Then it hit me (And broke my jaw) I can just render the 512x512 then enlarge it in photoshop, Can't believe i didn't notice this.

Anyway, Completely remade the texture(with it enlarged), It looks better. Still need to blend the wall with the roof and the floor with the wall.


I think for the competition I'm going to make a model pack. This is 36 Polys, I was thinking about a 6 Poly road, 6 Poly path, Up to 50 Poly building, 6 Poly office block, Up to 60 Poly bridge, This model again but with a bridge on top, Up to 30 Polly Pillars, 4 6 Poly walls, Up to 50 Poly pizza shop And Maybe some other things. It's going to be a Urban city pack

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Josh_sg1
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Posted: 9th Mar 2010 07:27 Edited at: 10th Mar 2010 05:49
Yeah was posting about that, lol resiz that on photoshop, great work it look amazing.

for 36 poly

Your UV map great compare to ours.

Create build.

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lazerus
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Posted: 9th Mar 2010 15:36
What? Explain above post...

Igonoring its absolute off topicness,
Quote: "
for 36 poly

Carrier

It around 300 poly
"


What?

mike5424
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Posted: 9th Mar 2010 17:43
@Lazerus Lol, It didn't seem to make much sense to me too, Until i re-read it.

Quote: "great work it look amazing.

for 36 poly"


Which i think was meant to be:

Quote: "great work it look amazing, for 36 poly"


As for the rest of it, I think he was showing his entry, But i have no idea why here...

Anyways, Thanks! I think i might try low poly car if i have the time

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lazerus
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Posted: 9th Mar 2010 18:09
Now iget it, i thought it was just a random advert spam or something

Josh_sg1
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Posted: 10th Mar 2010 01:57 Edited at: 10th Mar 2010 05:45
what advertisment?

Create build.
Camouflage Studios
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Posted: 10th Mar 2010 02:08 Edited at: 10th Mar 2010 02:09
Josh_sg1 this is someone else's thread, please don't bring back all the fighting on Mike's thread, go ahead on your own threads, but leave other people's threads alone. Just let it go.

And Mike looks awesome but I don't think anyone that does graffiti will write lol, just a thought

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Josh_sg1
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Posted: 10th Mar 2010 05:41 Edited at: 10th Mar 2010 05:48
I am not the one calling people idiot, and retar or anything, all I am doing is posting art and collaborating if you want to fight, that is up to you, do not know what for, your the one making the argument.

The onl thing I said about someone in my thread was unprofessional posting saying I am a idiot and my license concept was illegal.

Create build.
BiggAdd
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Posted: 10th Mar 2010 07:51
Can we drop this silly argument please?

Back on topic...


Entry is looking great mike, looking forward to what you come up with for your model pack, hopefully give something for the programmers to play around with!



mike5424
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Posted: 10th Mar 2010 19:13
Quote: "
And Mike looks awesome but I don't think anyone that does graffiti will write lol, just a thought"

Thanks! And re right, I'll change that

Quote: "
Entry is looking great mike, looking forward to what you come up with for your model pack, hopefully give something for the programmers to play around with!"

Thanks BiggAdd!

I've got a road done, Not worth showing as it's the same as the road in the one above. As i was thinking about it earlier i realized that i'm going to have to make a corner road piece, A 3 way road piece and A 4 way road piece

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mike5424
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Posted: 11th Mar 2010 19:55
Well, The competition still has a while until the end so I decided to work on my organic modeling again. In about 1 hour i managed to get a nice torso done. This time i was focusing on muscle definition, It still has a while to go though
Also, This time i used a cylinder instead of a cube, Seems alot easier!



Ignore the Poly count as that includes the cylinders for one leg and one arm


Has anyone noticed these graphite tools? They seem ok, Mainly the same as normal except all the tools are in one place. I also discovered an amazing tool called "Flow Connect", Basically it makes a new edge (Like normal connect) But it also positions it in the right place. For example, I'm making a car (Not really, this is just an example) And i make a plain for the bonnet. I could position it correctly then to get the curves select 2 edges and flow connect them. It's just great! MAX Has so many features, Every other program i used i got bored with the lack of features, There was nothing to make my modeling more efficient But MAX Has so many things I just keep on finding more!

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mike5424
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Posted: 13th Mar 2010 15:36 Edited at: 13th Mar 2010 15:37
2 Reasons for double posting:
1.) This thread was almost on the second page
2.) Some updates.
Now that I've justified myself(I hope I've used that term correctly), I made a character for my game that I'm planning.

His name is Takeo, It means warrior in Japanese.

I made a path for the competition aswell. I don't have an image right now though :\

EDIT: Oh, It's a triple post... Oops, Sorry about that

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Quik
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Posted: 14th Mar 2010 18:08
as long as u bring updates it is fine double posting i believe=P


[Q]uik, Quiker than most
mike5424
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Posted: 16th Mar 2010 23:57

http://mike5424.blogspot.com/

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mike5424
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Posted: 18th Mar 2010 21:01

*Yawn* So... Tired... And it's only 7:00 PM Well, Almost done with the UV's! Just a little more to go, I really could do with some encouragement now!

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Asteric
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Posted: 18th Mar 2010 21:38 Edited at: 18th Mar 2010 21:46
Where is the ejection port and barrel?

mike5424
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Posted: 18th Mar 2010 22:50
There is no barrel, This is a laser gun so on the end there will be a small red dot And, What do you mean by "Ejection Port"?

Anyway, Finished the UV's!


Also, I started on a base texture but it's no where near finished, Not much point in posting it

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SJHooks
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Posted: 19th Mar 2010 07:42
Hmm... The UVM is a bit distorted, but then again, a little distortion doesn't affect the model texture in any noticable way, unless you were putting text or some other standing out detail in the deformed area.

Typos, can't live with em, but somehow I do
mike5424
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Posted: 19th Mar 2010 19:20
Quote: "Hmm... The UVM is a bit distorted, but then again, a little distortion doesn't affect the model texture in any noticable way, unless you were putting text or some other standing out detail in the deformed area."


Yea, I concentrated on getting the areas of detail not deformed

Posted a little tutorial on my blog, It shows you how to make a nice scratch brush! http://mike5424.blogspot.com/2010/03/photoshop-awesome-scratch-brush.html

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mike5424
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Posted: 20th Mar 2010 14:40


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Hassan
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Posted: 20th Mar 2010 14:45
it looked better without the map, to be honest

Camouflage Studios
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Posted: 20th Mar 2010 14:59
Hmmm, the texture is alright but it looks a little bit like concrete, if you're going for metal, use the dodge/burn tools, they make great metal, if you want a video example look at this, it's a whole video tutorial on texturing guns http://www.youtube.com/watch?v=AcpKPuBeKE8

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mike5424
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Posted: 20th Mar 2010 15:04 Edited at: 20th Mar 2010 15:07
Quote: "it looked better without the map, to be honest"

Yea, I think i might re-do it :\

Quote: "Hmmm, the texture is alright but it looks a little bit like concrete, if you're going for metal, use the dodge/burn tools, they make great metal, if you want a video example look at this, it's a whole video tutorial on texturing guns http://www.youtube.com/watch?v=AcpKPuBeKE8
"

I know it doesn't look like metal, I rushed into getting scratches and stuff and completely forgot about the metal

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Asteric
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Posted: 20th Mar 2010 15:19
Quote: "use the dodge/burn tools"


I never use them, you should only make use of them when doing pre-lit textures. Besides, most of the shadow work can be achieved via AO map.

Quik
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Posted: 20th Mar 2010 15:34
there is too much "highlight" (lighter gray), i wanna see more of the darker gray=P


[Q]uik, Quiker than most
Hassan
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Posted: 20th Mar 2010 15:44
thank's Camouflage Studios, i find that tutorial pretty much useful

Mazz426
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Posted: 20th Mar 2010 18:00 Edited at: 20th Mar 2010 18:01
to make it a bit crisper/ realistic you should go out and take some photos of metal and what not, and try different layer options, even on cartoony textures this is very effective, if you're going for a cartoony look then just do the same whilst applying a box blur filter to the photo layer, and as asteric said, you don't need to use the dodge/ burn tools, however the dodge tool is very useful for a quick highlight, i'd recommend keeping you highlights, shadows and base on seperate layers so that you can experiment with say overlay, soft light or any other layer option

mike5424
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Posted: 20th Mar 2010 18:05
Thanks Everyone!

@Mazz, I'll try it!

I'm not to sure i will continue with this gun much longer though, It's taking to long 3 days for a cubic gun :\

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Quik
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Posted: 20th Mar 2010 18:12
i usually use dodge/burn out off bad habbit, tho i found out that making a new layer and painting with white then setting the layer option to burn or highlight or whatever it is called is more efficient and u have more contol^^


[Q]uik, Quiker than most
Frap
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Posted: 20th Mar 2010 18:17
I noticed from your image that your texture size is very small, a good thing for games but very difficult when your trying to make the texture look good. I would suggest making your textures initially quite large, once done you can then shrink them down to something more suitable for in game.

3 Days is nothing, most of my projects take atleast 2-3 months. P

mike5424
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Posted: 22nd Mar 2010 23:31
Quote: "I noticed from your image that your texture size is very small, a good thing for games but very difficult when your trying to make the texture look good. I would suggest making your textures initially quite large, once done you can then shrink them down to something more suitable for in game."

Mine are 1500x1500

Quote: "3 Days is nothing, most of my projects take atleast 2-3 months. P"

Wow, I guess i must speed model then, The max i spend on a model is 5 days

Well, Max screwed up again, 3 Hours making an anime head, All looks great. Save it, Today i open it and it couldn't open. I think MAX hates me :\

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Frap
User Banned
Posted: 23rd Mar 2010 00:14 Edited at: 23rd Mar 2010 00:16
Have a look in your autoback folder, Max saves a copy pf your model every 5 mins on normally 3 different files. Its good practice to change this in the custimise menu to about 20 that way you always have something to fall back on. Its really cr*p when this happens but you maybe able to salvage something.

Good luck

mike5424
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Posted: 23rd Mar 2010 19:01
Quote: "Have a look in your autoback folder, Max saves a copy pf your model every 5 mins on normally 3 different files. Its good practice to change this in the custimise menu to about 20 that way you always have something to fall back on. Its really cr*p when this happens but you maybe able to salvage something. "

Thanks but, Well, I kind forgot about it so went back to work on my compo entry And Lost the autobak files

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mike5424
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Posted: 24th Mar 2010 23:48
Well, Decided to get back into Z-Brush.

Finished all the tutorials on the site, Got some bits done


He looks so upset because he didn't get the job that he made his hair look so nice for, I don't know why he didn't get the job, He only ate a couple of people

Well, I also learned to use z-spheres

Slug(Type thing):


Toy Monster:


Considering i haven't used z-brush in months and i was no good at it then and All of these have been created in 2 days along with following the tutorials (And in those 2 days i had about 5 hours a night) I think i'm doing okay

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Camouflage Studios
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Posted: 26th Mar 2010 02:19
Haha they look funny on the monster guy use the move tool to give it a more head like shape it's just a sphere right now. Otherwise good work

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mike5424
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Posted: 26th Mar 2010 12:07 Edited at: 26th Mar 2010 12:09
Thanks Camouflage! Will do!

Well, I started a monster for my game

I need to finish the head, Detail the clothing and get some more muscle definition in there but for a couple hours work it's not to bad

EDIT: Looking at it, He seems to have short, Fat, Legs :\ Well, I'll have to make them a bit longer

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Mazz426
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Posted: 26th Mar 2010 18:17
okay, at the moment your models aren't progressing past the "base" stage, and i don't mean take a bunch of alphas to it to make surface detail and hope for the best, i mean take what you have to a much lower subdiv, use the move tool to construct the form you want, then i would use the clay tool block out muscle mass, details and what not, also your models are way too high poly for what they are, the last one could be brought down... 5 mabey 4 subdivs without loosing any shape
hope this helped

mike5424
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Posted: 26th Mar 2010 18:27
Thanks Mazz, I almost got the last one looking good, Went to make a normal map (It was still fairly good at 2) And it crashed Lost 3 hours of work (I forgot to save)

I think 3D hates me All the good things i make never save properly, Or just crash. Anyone know if ZBrush auto saves somewhere?

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mike5424
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Posted: 28th Mar 2010 11:45

Takeo has a head! Well, Now i need to get him into z-brush, Edit him slightly, UV map him, texture him and rig him, then i should be good to go

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henry ham
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Posted: 28th Mar 2010 13:04
looking good mate

cheers henry

mike5424
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Posted: 28th Mar 2010 14:29
Thanks Henry!

Been attempting to UV map, For some reason pelt mapping won't work :S

P.S. 100th Post!!!

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