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3 Dimensional Chat / Mike's Max Models 2010!

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mike5424
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Posted: 11th May 2010 21:23

Update on the FN Scar. It won 2nd place in the Unleashed Entertainment gun compotition at the state i entered it in.

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mike5424
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Posted: 12th May 2010 19:49

It's only a small update

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The Afrokid
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Posted: 14th May 2010 12:08
wow now that's a sexy gun

doing a Really nice job, may i ask how many poly it is at the moment?
Alucard94
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Posted: 14th May 2010 12:33
I think you mentioned somewhere that that is the high poly version of your gun, I did notice however that you haven't subdivided it, how are you planning to bake it?


Alucard94, lacking proper intelligence.
Asteric
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Posted: 14th May 2010 16:00
I guess that he will just do a normal bake, but the fact that it aint smoothed will cause some problems.

mike5424
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Posted: 14th May 2010 18:31
Quote: "wow now that's a sexy gun

doing a Really nice job, may i ask how many poly it is at the moment? "

Hahaha, Thanks mate! It's at around 8,000 now (Can't get an exact ammount yet)

Quote: "I think you mentioned somewhere that that is the high poly version of your gun, I did notice however that you haven't subdivided it, how are you planning to bake it?"

It was going to be the high poly but now, After thinking about it, I will subdivide, This is some mid-Poly thing.

Quote: "I guess that he will just do a normal bake, but the fact that it aint smoothed will cause some problems."

I will smooth it... Soon

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Asteric
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Posted: 14th May 2010 18:35
It will be VERY hard to sub-divide that, its always best to start SUB-D straight away. Good luck though.

Mazz426
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Posted: 14th May 2010 18:40
you could manually subdivid, using smt instead of suv and then manually smooth it

Asteric
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Posted: 14th May 2010 19:01
How can you manually smooth the model by timesing the polygon count by 8?

Mazz426
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Posted: 14th May 2010 19:49
well you'd manually smooth it after you subdivide it

Asteric
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Posted: 14th May 2010 22:53
But by subdividing it, you are smoothing it.

Mazz426
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Posted: 14th May 2010 23:02
Oh, no I just meant the form of subdiv where I just makes more faces, and doesn't smooth them

mike5424
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Posted: 15th May 2010 00:37
Quote: "It will be VERY hard to sub-divide that, its always best to start SUB-D straight away. Good luck though."

Yea but it's whet i get for changing my mind

Quote: "you could manually subdivid, using smt instead of suv and then manually smooth it"

Wouldn't that take even longer?

Well, Started a turret


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mike5424
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Posted: 16th May 2010 10:19 Edited at: 16th May 2010 11:15
Now, A bayonet. High poly and low poly are finished, Uv mapped the low poly and started the cage



EDIT: Okay, Baked it. Thought it was good for my first bake


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mike5424
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Posted: 16th May 2010 23:40
Remaking the Ingram MAC.





Currently just under 200,000 polys!

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Asteric
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Posted: 17th May 2010 01:15
Ok, here are a few crits.

The stock is rather off, the stock folds into the inside of the holder, which is attached to a pin pivot, letting it fold.

The holder itself is off too, take a look at the NBF album again, and get some good references for them.

There is more of a separation between the grip and the ammo slot too, they are bevelled inwards.

The rear receiver needs to be smoothed out aswell, looking a bit jagged right now.

There are some areas that need some control loops such as the trigger guard and the grip.

Smooth the text, and etrude it out more so that it comes out better on the bake.

mike5424
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Posted: 19th May 2010 22:11
Thanks asteric! Allways nice to have crits

Not completely done with fixing it all, But i think i've finished the spring and stock.



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mike5424
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Posted: 22nd May 2010 14:17
Update:


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mike5424
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Posted: 23rd May 2010 11:03
-Text no longer flies out of the gun randomly

And a pic just before i did that


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mike5424
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Posted: 23rd May 2010 15:39
Started a new character

Head:


Legs:


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mike5424
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Posted: 28th May 2010 10:48
Anyone going to post? Onto 5 posts

Anatomy study 1:

Not happy with this at all, Everything is fairly off

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Mazz426
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Posted: 28th May 2010 15:32
well your mac looks great, but i'd like to say otherwise but the torso isn'tvery good, you lack definition from the side, the front and well everywhere, go down a whole lot of subdivs and use the move to to construct the basic shape of the torso then go up one do as much detailing as possible, then another and another etc... also make sure that you delete the higher subdivs when you co back to the 1st subdiv, this'll give you a clean slate to work of that won't warp when you go up a subdiv, hope this helps, really like the progress on the new character

mike5424
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Posted: 28th May 2010 16:08
Quote: "well your mac looks great"

Thank you ^^

Quote: "but i'd like to say otherwise but the torso isn'tvery good, you lack definition from the side, the front and well everywhere, go down a whole lot of subdivs and use the move to to construct the basic shape of the torso then go up one do as much detailing as possible, then another and another etc... also make sure that you delete the higher subdivs when you co back to the 1st subdiv, this'll give you a clean slate to work of that won't warp when you go up a subdiv, hope this helps"

Yea, I got bored after 2 or 3 minuites and with my lack of being anygood in z-brush i created this crap I'll be getting the book soon, I think that should help. And, Thanks for the advice.

Quote: "really like the progress on the new character"

Thanks!

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Camouflage Studios
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Posted: 28th May 2010 22:37
What reallt helps to learn anatomy is to look up references and draw anatomy. I found that extremely helpful

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mike5424
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Posted: 29th May 2010 01:32
Quote: "What reallt helps to learn anatomy is to look up references and draw anatomy. I found that extremely helpful "

I need to find more time for drawing. I think that's why i'm so terrible at sculpting, Sculpting is way harder than drawing and, Seeing as i can't draw anything anygood, I don't stand a chance
Thanks for the tip! I'll have to try it sometime


Here's the high poly for a knife, Allready made the low poly and started the cage but i don't really want to show that in it's current state.



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Asteric
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Posted: 29th May 2010 17:13
Sub-D is good, but the overall design of the knife is rather off, its too tall for it to be comfortable to use.

mike5424
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Posted: 29th May 2010 17:49
Thanks! The idea for it is to be tiny. Don't worry, It will be clear when i show it with a hand

Started the texture:


Wireframe:


I'm happy with the bake! Some area's need a little editing but overall...

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Asteric
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Posted: 29th May 2010 17:52
Really good bake, except for the blade area, you seem to have some artefacts there.

Hassan
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Posted: 29th May 2010 17:55
the bake is good, but the model's shape itself is bad, it really doesn't look like a knife to me

mike5424
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Posted: 1st Jun 2010 23:54
Quote: "the bake is good, but the model's shape itself is bad, it really doesn't look like a knife to me "

Thanks! What partdoesn't look like a knife?

Quote: "Really good bake, except for the blade area, you seem to have some artefacts there."

Thank you, Fixed that with a small move and smoothing groups

As i said, Fixed the blade. I've also done some work on the texture, Ignore the scratches as they are to big


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SJHooks
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Posted: 2nd Jun 2010 00:07
That actually looks pretty nice

mike5424
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Posted: 2nd Jun 2010 00:26
Quote: "That actually looks pretty nice"

Thanks mate!

Update:

Still need some more work on the scratches

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Camouflage Studios
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Posted: 2nd Jun 2010 04:42
You got something wierd going on with the blade, pretty sure those are some smoothing errors. Apply a smoothing group to your low poly model and re-bake normals, not sure if that'll help

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mike5424
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Posted: 3rd Jun 2010 16:11
Allready tried that. No luck.

Started on a Sci-Fi prop, It was inspired by the concepts at autodestruct.com!

Around 700,000 polys at the moment!

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Asteric
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Posted: 3rd Jun 2010 16:24
Nice, just work on these 2 things:

Tubes-Where do they do? There is no slot or casing for them to actually go into the interior of the case.

Wheels- Both front and back wheels are just placed there, and have no bearings or casings that would suggest that they actually work.

mike5424
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Posted: 3rd Jun 2010 16:35
Thanks Asteric! I was going to add casing for them And they aren't really for anything, Just to make it look a bit better

I'll add some casings for the wheel's, Thanks for the idea!

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SJHooks
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Posted: 4th Jun 2010 01:03
Look's like racer445's tutorial one . Look really nice though, can't wait to see it textured

mike5424
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Posted: 4th Jun 2010 01:31
Quote: "Look's like racer445's tutorial one . Look really nice though, can't wait to see it textured"

Thanks! I saw the first 5-10 mins of his tutorial and just thought it looked cool so i had a look around autodestruct and found a decent concept that looked a bit like it then moddeled it myself, The only thing i actually made using what i had learned from that tutorial was those tiny dots on the front I can't wait to see it textured too!

Update:


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mike5424
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Posted: 4th Jun 2010 18:16

Now to get it into zbrush. It's my entry for the compo, Bad? I know

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zeroSlave
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Posted: 4th Jun 2010 19:01
Pretty neat base model. It's not bad at all, and in fact, the smiling human face and absence of eyes is kind of creepy.. .

Good job!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
mike5424
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Posted: 17th Jun 2010 22:12 Edited at: 17th Jun 2010 22:12
Been messing around in zbrush, Got a monster type thing; Yes, He is a bit fat


EDIT: Also, Thanks coughmist!

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Camouflage Studios
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Posted: 18th Jun 2010 02:43
look at these vids. Not all for zbrush but are awesome and I think will help you.

http://www.youtube.com/watch?v=yGu9fOmo68o

http://www.youtube.com/watch?v=PzTCpXhP9EY&feature=related

http://www.youtube.com/watch?v=0L5a5J_-PTQ - Seven video series my favorite

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mike5424
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Posted: 26th Jun 2010 17:41
Thanks! I'll have to try them some time!

Ear Attempt 1:


Test Texture (Image, Not made by me):


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Camouflage Studios
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Posted: 26th Jun 2010 18:14
Wow man thats a pretty good improvement I have to say, if anything, looks a little blobby, can you share your worflow, like how you go through subdivisions, what brushes you use, etc. That would make it easier to crit your workflow.

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Asteric
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Posted: 26th Jun 2010 18:42
Yeah its looking very nice man, but the main forms are a little off, like camo said, its a bit wavy/blobby, did you create the skin bump on a separate layer?

mike5424
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Posted: 26th Jun 2010 19:07
Thanks guys! That means a lot to me I'll try fix the blobbyness now/soon.

I subdivided to half a million then started sculpting. I had a moment of "I wan't to sculpt now".

Quote: "did you create the skin bump on a separate layer?"

I used the noise command with some adjustments.

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Camouflage Studios
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Posted: 26th Jun 2010 19:40
O having those moments is bad, you should start out on level one, then use the standard/move to block out shape, then move on level by level gradually adding detail as you go.

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Mazz426
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Posted: 26th Jun 2010 20:10
much better, you're starting to build up structure, but from what i can see you're doing that in one direction, can we see a side image, if you haven't worked on the sides then thats fine but always work in every axis of a model. and also don't use surface noise to detail something that small, something like that should be manually detailed with the dam_standard brush (which can be found in the zbrushes folder which is in your zbrush directory, you can load brushes by hitting load brush in the brushes menu, don't know why but it took me ages to notice that) or alphas. great improvement though and as camo has said and as i've said before, sculpt throughout all of your subdivision levels... unless your base is just a cube or a plane in which case its okay to go up one or two before you start

mike5424
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Posted: 1st Jul 2010 20:48
Thanks mazz! Yea, The side needs more work


I started this a week or two ago and was going to post it here when i was done but I don't think i'll be doing much more work on it so you'll have to enjoy it as it is



It's based around the rivet gun from bioshock Enjoy!

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Mazz426
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Posted: 1st Jul 2010 21:53
that look really good, amazing, you've improved a great deal

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