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3 Dimensional Chat / Mike's Max Models 2010!

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Camouflage Studios
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Posted: 30th Mar 2010 05:00
I have to say I'm really liking that style you got for that character man, I can't wait to see him textured and ready to go! Although a wireframe would be nice.

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mike5424
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Posted: 2nd Apr 2010 14:00
Quote: "I have to say I'm really liking that style you got for that character man"

Thanks mate!

Quote: "I can't wait to see him textured and ready to go!"

I can't aether

Quote: "Although a wireframe would be nice."


Please excuse the tri's, The .MAX was corrupted so i had to import the recent .OBJ export and it seems to have added some tri's :S

Well, Easter holiday! 2 Weeks off of school! Gonna start UV mapping Takeo's body, Arms and Legs now!

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MattyB
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Posted: 3rd Apr 2010 18:47
Yeah Mike!!! nice man i wish i will be able to make nice guns like than 1 day!!!!! AWSOME!!

I'm a New 3D Designer, DON'T COMPLAIN!! thank you
mike5424
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Posted: 4th Apr 2010 00:31
Thanks Matt!

Well, Made a MOSSBERG 590. Still needs a trigger



464 Polys!

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mike5424
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Posted: 4th Apr 2010 10:58


I think i'm done now! Just need to UV map and texture

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mike5424
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Posted: 4th Apr 2010 16:24
Sorry for the triple post, Edit button won't work


502 Polys, Thanks Asteric for telling me how to do a wireframe render

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Quik
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Posted: 4th Apr 2010 17:17
how do u do a wireframe render? i really wanna know^^ looks very good mate! a little bit lowpoly? but with a great texture it will look awesome =D goodluck^^


[Q]uik, Quiker than most
Asteric
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Posted: 4th Apr 2010 17:29
Ok, you need to change the renderer to mental ray.

Then you need to open up the material browser and change the material from standard to composite.

Next you select slot one and set the diffuse to black, and apply wire mode.

Apply to your model.

Create a skylight, and then enable Indirect Illumination.

Quik
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Posted: 4th Apr 2010 17:38
thank u asteric, going to try it out=)


[Q]uik, Quiker than most
mike5424
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Posted: 4th Apr 2010 18:38
Quote: "looks very good mate! a little bit lowpoly? but with a great texture it will look awesome =D goodluck^^"


Thanks, I'm not very good at high poly work, I'm the opposite to most people, My low polys look better than the high polys!

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mike5424
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Posted: 5th Apr 2010 11:54



All UV mapped, Some distortion but it's only in small areas which are barely visible

C&C appreciated!

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mike5424
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Posted: 5th Apr 2010 16:28
Started texturing!



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Camouflage Studios
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Posted: 6th Apr 2010 05:00
Looks pretty good, a bit flat, but good! What happened to Takeo??

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Quik
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Posted: 6th Apr 2010 05:48
texture is a bit blue-ish for my taste.. but it does look good for sure^^ keep it up


[Q]uik, Quiker than most
mike5424
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Posted: 6th Apr 2010 09:43
Quote: "Looks pretty good, a bit flat, but good! What happened to Takeo??"

Thanks! I decided to hold back on Takeo as after the .max got corrupted the .obj put a load of tri's in the head. I will come back to takeo, I also want to get some other stuff done to (Seems like i've done organic modeling for months )

Quote: "texture is a bit blue-ish for my taste.. but it does look good for sure^^ keep it up"

Yea, I had the adjustment layer at 30%, I've already turned it down. I'll put up a render later!

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mike5424
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Posted: 8th Apr 2010 21:26
Well then, Internet has been down for 2 days so i've got alot of work done!

I UV mapped takeo, Forgot i had the head in a different file too

Made a izh sobol!


And a glock 17.


Almost done with the MOSSBERG 590, Not to happy with certain area's(Like around the ejection port)


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mike5424
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Posted: 10th Apr 2010 18:10

Just need to give him some hair!

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mike5424
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Posted: 10th Apr 2010 23:45
Well, He's all rigged up! Can't really give a pic

Forgot to say, He's going to have a head band under his hair (Slightly showing).

Anyway, Anyone know how to show the track bar? I hid it before but can't remember how

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mike5424
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Posted: 12th Apr 2010 09:47 Edited at: 12th Apr 2010 09:51
Started an FN Scar for the compo at UE(Unleashed entertainment) Enjoy!



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mike5424
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Posted: 12th Apr 2010 22:47

Will round the boxy bit's soon!
Does anyone think that when this is finished and baked down to a low poly (It's 2,901 Polys at the moment) anyone would buy it? And how much for?

Could someone please post? I know I sound a little desperate but i work really hard on these models and get no or little C&C :\

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Ultimate_H
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Posted: 12th Apr 2010 23:08
Lookin good. The only thing I'm wondering about is the grip, specifically the front of it. Now I'm not a specialist on guns, but a quick look through google images and I didn't see a sawtooth looking grip on the front of it, only on the sides. The images I saw had a smooth texture on that front part.
-like this


Could just be the light, but that's what I'm seein.
if that's what your goin for, then it looks good.

Hope you know what I'm talkin about.
-H

Check out my tutorial on how to make windows, and make them work with DarkGDK
mike5424
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Posted: 12th Apr 2010 23:12 Edited at: 12th Apr 2010 23:22
They are there but to small now i look at it, Thanks! I'll change that right now!

EDIT: Better?

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henry ham
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Posted: 13th Apr 2010 01:59
looks good so far mate keep at it

cheers henry

Quik
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Posted: 13th Apr 2010 12:02 Edited at: 13th Apr 2010 12:03
the first post was too little show so we couldnt say much=)

it is looking very good =D keep it up
but the handle could use some more smoothing.


[Q]uik, Quiker than most
Asteric
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Posted: 13th Apr 2010 14:22
Oh, surprised i didnt realise earlier, the rails need to be spaced out more, very hard to attach something with those gaps, and rails dont just extrude up, they narrow at the top. You should see that they look like this : http://pix.pixagogo.com/S5xJcYevc-xOXgRicmOKBEigWGa-F2g!rhbUo-1jepl7wo2hvRn15Js7jSraBbZCplEqCjmUm4s8riw!T8orwq!LJHq7Ci1oiRszlp1XoxJqTPuESZy91!!3FTltv7uYkS/4211665776_180b63bb0b_o.jpg

mike5424
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Posted: 13th Apr 2010 14:55
UPDATE:

Quote: "it is looking very good =D keep it up
but the handle could use some more smoothing."

Thanks! I've attempted to smooth the handle now!

Quote: "Oh, surprised i didnt realise earlier, the rails need to be spaced out more, very hard to attach something with those gaps, and rails dont just extrude up, they narrow at the top."

They do narrow down,

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Asteric
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Posted: 13th Apr 2010 15:29
Apologies, but there should be gaps in between each rail piece, as this is where the scopes etc stick on to. Also, they dont usually have that extra bevel at the bottom, from what i recall it is only a single bevelled piece.

mike5424
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Posted: 16th Apr 2010 09:59
Well, I've got a new laptop, It's a Fujutsu! 3GB ram, 16 inch screen, Intel celeron dual core, Windows 7, Silent fans, Web cam and microphone built in, 3 Hours of battery when fully charged, 140 GB HDD etc. Alot better than my old one, I'll get back to work work on the FN Scar when i copy my files across (Which should be soon )

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mike5424
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Posted: 16th Apr 2010 14:52 Edited at: 16th Apr 2010 14:52
Copyied my files across, Fixed the SCAR, The boxy bits are rounded and there are gaps!



Started making batman, Here's his body so far:

Not to happy with it :\

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Camouflage Studios
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Posted: 17th Apr 2010 23:44
It loos alright, but are you going for stylized, because the top of the torso looks a little big compared to the lower-stomach area. Wire??

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mike5424
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Posted: 18th Apr 2010 00:02
I gave up with it XD It just wouldn't look right

Trying out a new method, Like it alot more! Instead of creating cylinders for each part i create one and extrude up

Here's the WIP:


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Camouflage Studios
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Posted: 18th Apr 2010 00:31
That looks pretty good I like how you modeled in wrinkles at the knees looks nice

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SJHooks
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Posted: 18th Apr 2010 16:27
Reminds me of a guitar hero five singer

mike5424
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Posted: 18th Apr 2010 17:10 Edited at: 18th Apr 2010 17:18
Quote: "That looks pretty good I like how you modeled in wrinkles at the knees looks nice "

Thanks!

Quote: "Reminds me of a guitar hero five singer "

Thanks mate! (I think )

EDIT: If i were to sell these quality models (The SCAR, Legs(But with the body xP ) etc.) Would people buy them?

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Camouflage Studios
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Posted: 18th Apr 2010 18:56
Well that all depends on whether they will be textured or not. You can use images from texture websites (not google) or reference sites such as 3d.sk or you can paint your textures, there are a few hand painted texturing tutorials on polycount and there are some texturing tuts in the polycount 2d wiki.

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mike5424
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Posted: 18th Apr 2010 20:25 Edited at: 18th Apr 2010 21:32
Quote: "Well that all depends on whether they will be textured or not. You can use images from texture websites (not google) or reference sites such as 3d.sk or you can paint your textures, there are a few hand painted texturing tutorials on polycount and there are some texturing tuts in the polycount 2d wiki."

It will be textured and have a normal map and specular map

Well, Started on the details for the normal map!

You may also notice the scope

EDIT: I meant sight XP

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Asteric
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Posted: 18th Apr 2010 21:28
Quote: "You may also notice the scope "


All i see are iron sights

mike5424
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Posted: 18th Apr 2010 21:31
Quote: "All i see are iron sights "

Lol, I meant to say sight XD i'm tired

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mike5424
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Posted: 19th Apr 2010 22:36

Update on the details for the high poly

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mike5424
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Posted: 20th Apr 2010 20:24



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Gingerkid Jack
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Posted: 20th Apr 2010 20:47
I wish I had time to sit down and make some guns with nice textures, but I've got so many exams coming up revision is the only "fun" I can have.

Nice looks gun btw. Good job.

Jack,

Gingerkid Jack - Aspiring Game Designer\3d Modeler
mike5424
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Posted: 23rd Apr 2010 00:12 Edited at: 25th Apr 2010 14:07
@gingerkid jack, I hate it when something get's in the way of modeling

Well, Takeo's nolonger bold

The hair is still a big WIP

Another character for my game, Some kind of fox-boy


Messing around with textures and normal maps. Thanks asteric for showing me viewport shaders!

Not that happy with it. No c&c on this texture please! It was just a mess around, Speed texture!

mike5424
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Posted: 25th Apr 2010 14:15 Edited at: 25th Apr 2010 14:43
Who likes my new sig?

Well, Made a quick Z-Brush to 3DS MAX Model.

Made the complete model from a 64 poly sphere in Z-Brush, First low poly start i've made (In z-brush)

Mazz426
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Posted: 25th Apr 2010 15:12
its interesting but why make low poly models in zbrush, its designed for high poly work, you should make a modle with 800,000 - 1,000,000 polies and above then decimate it down, it looks nice though

mike5424
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Posted: 25th Apr 2010 16:32
Quote: "its interesting but why make low poly models in zbrush, its designed for high poly work, you should make a modle with 800,000 - 1,000,000 polies and above then decimate it down, it looks nice though"

Lol, It started with a low poly sphere, The high poly model was just under 1 million. I then switched to a low sudivision (Just under 1,000 polys) then baked a normal. I don't understand why anyone would make a low poly model in z-brush too Thanks!

Alucard94
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Posted: 25th Apr 2010 18:17
Quote: "I don't understand why anyone would make a low poly model in z-brush too"

Quote: "its interesting but why make low poly models in zbrush, its designed for high poly work, you should make a modle with 800,000 - 1,000,000 polies and above then decimate it down, it looks nice though"

Ever heard of retopologizing?


Alucard94, lacking proper intelligence.
Mazz426
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Posted: 25th Apr 2010 19:19
well i meant just making a low poly model, i think retapology is necessary and useful

mike5454@

why isn't the detail showing if you've baked the normals to it?

mike5424
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Posted: 25th Apr 2010 21:21
Quote: "why isn't the detail showing if you've baked the normals to it?"

Oh, But it is!

That's just the normal with a wireframe. I think it came out nicely

mike5424
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Posted: 25th Apr 2010 23:07
Edit buttons not working

Anyway, Started on a head, Fairly happy with it so far


mike5424
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Posted: 27th Apr 2010 23:20

Re-done the hair and added the ear's, It is terrible but i'm slowely getting better

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