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3 Dimensional Chat / Official 'What are you working on?' 2012

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anayar
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Posted: 20th Feb 2012 22:17
Give me a DAE, i liked the design, I'll give texturing a shot

Cheers,
Anayar


For KeithC
MrValentine
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Posted: 21st Feb 2012 06:20 Edited at: 21st Feb 2012 06:20
Ortu... not sure if you mentioned but what are you using to make her again?

EDIT

Typo bolded

noobnerd
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Posted: 21st Feb 2012 12:55 Edited at: 21st Feb 2012 12:59
@Anayar : Really? wow thanks! sure here is the .DAE file of the newest version ( i removed as many useless lines and faces as possible.


looks like this

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Ortu
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Posted: 22nd Feb 2012 01:39
@MrValentine: all of my stuff is done with Blender and a super old version of Photoshop (6.0 to be exact).

I've been on-call for work in the evenings lately so haven't had much time to work on it but here are a few updates.

Added finger and toe nails, surface texture to some of the cloth and accessories. Still need to do stuff like knuckles folds, skin color variation and what not.




Design Runner
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Posted: 22nd Feb 2012 03:21 Edited at: 22nd Feb 2012 03:21
I've been playing around with max modifiers, made something slightly resembling a rock



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MrValentine
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Posted: 22nd Feb 2012 04:16
Design Runner thats not a rock its a meteor NICE!

Ortu... wow really curious what your reference material is for her man shes coming along so well...

Ortu
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Posted: 22nd Feb 2012 05:26 Edited at: 22nd Feb 2012 05:45
as far as the body, just typical anatomy stuff. The costume stuff is a lot harder. I can't really find good reference for what I'm going for so I'm having to make it up as I go and just pull pieces of detail here and there.

The woven gold parts are based on a braided leather belt, then I converted that into the cloth threading.

I'm cheating a bit in the surface detail -like the cloth threading or the skin pores- to avoid bringing blender to it's knees with the millions of polys that would be required to actually sculpt them in. By giving the skirt a basic normal map in the high poly, when I bake it all down to an optimized low poly, the normal detail gets included as if it had been sculpted or stamped or whatever. You just have to be careful and limit that sort of thing to very very shallow surface details, anything deeper needs to be modeled/sculpted.

so far the whole thing is at around 720k poly at it's highest subdivision. 4 divisions for the body, 1 or 2 on various gear pieces and everything runs smoothly. I guess I'm targeting the 3k-5k range for the final asset with some lower LoDs.

anyways here's the textures I did up for the surface details. really only the normal map is needed, but i did the others just to start getting a feel for how the colors/materials will end up looking.

These were done entirely in photoshop. I did the skin a little different: i made a greyscale pores brush in photoshop and used that to texture paint the body in blender basically giving me a height map and converted that to normals. You don't really have to use the texture paint, but it makes it a lot easier to get stuff positioned exactly where you want it and ensure that there are no seams.

It's all way more cumbersome than it needs to be, but it's a workable alternative if Zbrush just isn't in the budget.



pore brush:



because it's small it can be slow and tedious at first, but you can get some nice effects in changing its rotation, opacity, size etc. once you get a patch laid down, you can use sample cloning to get a bigger brush and do larger sections quickly.


MrValentine
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Posted: 22nd Feb 2012 05:45
nice!I simply can not use Blender...

maybe some tuts might get me going in the coming months...

Zbrush gets mentioned a lot... whats it cost? is it easier to use than Blender?

Quik
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Posted: 22nd Feb 2012 06:01
Quote: "Zbrush gets mentioned a lot... whats it cost? is it easier to use than Blender?"


so youre thinking to learn sculpting rather than modelling? (Zbrush can do lowpoly aswell, but is mainly a sculpting program)

I personally prefer Zbrush over Blender, but Zbrush costs money and has no free verson as far as iam convinced other than the trial :I


The result of origin.. Oh and ponies
Ortu
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Posted: 22nd Feb 2012 06:11
It's around $700 I believe, there may be a cheaper student version.

I haven't used it, but from what I've heard and seen, it isn't really meant to be compared directly to blender or max and the like. It's primarily a sculpting package and is awesome for that. It seems that most people don't really use it 'instead' of a modelling package, they use it 'along side' a modelling package.

As for Blender... it seems like people either love it or hate it, there's not a lot in the middle. I still mostly use 2.49 just because I know where everything is. I've barely started using 2.5/2.6 here and there and didn't really like the new interface at first. But I've found that the layout and settings are highly customizable and it's really not so different underneath it all. This will probably be my last project on 2.49 before I switch over to the newer version for good.

For anyone that has issues using blender, my best advice is to take some time to go over the user preferences (file->user preferences) and set it up in a way that works for you. It'll also give you an idea of what it can do, as well as where and how to do it. you can alter how the mouse and controls work, how the UI is laid out, map commands to keys of your choosing all sorts of things. The default settings can definately be frustrating and confusing but pretty much everything is customizable.


MrValentine
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Posted: 22nd Feb 2012 06:34
I see... one more silly question

sculpting

modelling

?

Ortu
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Posted: 22nd Feb 2012 07:06
Sculpting is more like working with clay, you use brushes and tools against the surface of a substance to shape it. its all solid, rather organic.

Modelling is more like metal working in a way, or paper mache. its not so solid, you work with a wire frame mesh, internally as much as externally. it is geometric, more mechanical or constructive. you build an underlying framework which supports and shapes the surface.


Travis Gatlin
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Posted: 22nd Feb 2012 18:58
I've always found box modeling more efficient than sculpting for use in games. If you absolutely insist on sculpting though, I would recommend Sculptris. It's free for commercial use. I always use it for my sculpting needs. I would give it a try if I were you.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
MrValentine
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Posted: 22nd Feb 2012 20:52
hmm... so... sculpting is for environents and static entities?

and modelling well... animated stuff or ?

Design Runner
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Posted: 22nd Feb 2012 21:08
When dealing with organic shapes, I always will do my high poly in sculptris, you simply cant efficiently create the same shapes through box modelling. However, hard surface is usually best done through box modeling. Likewise, my low poly is usually done through box modelling. Scuptris I've found is a very useful tool for poly reduction. I can take a 150,000 poly model and reduce it to 60,000 and sometimes lower keeping an unheard of amount of detail. Likewise I can take a 40,000 poly model and reduce it to 2,000 to create a low poly if I must.

zeroSlave
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Posted: 22nd Feb 2012 22:20
Quote: "hmm... so... sculpting is for environents and static entities?

and modelling well... animated stuff or ?"


Not necessarily. I'd consider it to be more of a drawing tool, and I would consider vertex/poly modeling to be more of drafting or CAD work.

Most 3d Modeling pacakages (Maya, 3ds max, etc.) Don't really have a poly count limit, but you can definitely start noticing a slow down once you get to some "super high" poly counts (500,000+ in 3ds Max(at least on my machine)) In ZBrush, I can get up to 10,000,000+ before i start to notice any difference in my computer's performance.

It's also fantastic as far as efficiency. A person can really get a lot more done in 3D in a lot less time. Check out this for an example if you want. The vid is sped up, but it only took the guy 1 hour IRL to model it. Now, all he's got to do is retopo it, bake the normals, and then paint the texture (Zbrush has got some pretty good texturing tools like poly paint) I believe it would take much, much, much longer to create a high poly model like this in 3ds max. I'm sure it would take a long time to even make a low poly model for this.

Really, in my mind, sculpting is just the next thing that has become an industry standard and most people in the business are using it for just about anything. From characters to environments to props. I don't think it's an either/or thing as much as
Quote: "It seems that most people don't really use it 'instead' of a modelling package, they use it 'along side' a modelling package."


MrValentine
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Posted: 22nd Feb 2012 22:36 Edited at: 22nd Feb 2012 22:37
even more confused...

rotopo? I kind of get bake, though not entirely...

yet my previous question still stands unanswered

EDIT

Ortu... what specs you got for that bake time? in those previous images

zeroSlave
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Posted: 23rd Feb 2012 02:13
Basically, when you have a super-dense, hi-poly, highly detailed mesh, you're not going to be able to get it into a game. When you retopologize something, you basically draw new polygons onto the old one by clicking on parts of the hi-poly model. No dragging the verts around to get them in place like standard modeling and such. Click on a spot and a vert is created there. You can create a much less dense mesh.

Baking then calculates and 'bakes' the details of the hi-poly onto the low poly's UV map and makes a nice Normal Map.

So in essence, you can create a 10,000,000 poly mesh (with all sorts of fancy modeled details like veins, scars, wrinkles, etc.) retopo it into a 5,000 poly mesh. Then, bake all the fancy details onto a normal map of the low-poly that will retain all of the lighting/shadowing details of the hi-poly. Google "retopology" and/or "Baking Normal Maps" if you want to see some good examples.

Not sure if that makes sense, but I hope it does.

Quote: "yet my previous question still stands unanswered

hmm... so... sculpting is for environents and static entities?
and modelling well... animated stuff or"

This question?

If so, sculpting is for making hi detail models by allowing the artist to 'draw' the details onto it. Start with a ball of clay, and sculpt it by carving it, slicing it, stamping it, squishing it and molding it with virtual hands like you would with a ball of tangible clay. I use a wacom tablet and it is pressure sensitive. The harder you push, the deeper you cut, etc. Really, I would consider sculpting to be a type of modeling and it can be used for anything. Environments, static entities, dynamic entities, characters, rocks, lizards, guns, robots, boats, trash, etc, etc. Maybe this answers it?

Ortu
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Posted: 23rd Feb 2012 02:57
Nothing has been baked yet I'm still working the high poly. The above surface normals are done with the nvidia filter for photoshop


Vent
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Posted: 23rd Feb 2012 03:14
Made this out of Henry Ham's base mesh a little while ago. Pretty happy with it, I haven't been able to rig it successively though

Also, dinosaur.


Model


Texture


Dinosuar



MrValentine
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Posted: 23rd Feb 2012 03:31
thanks guys... I really hope I can get my head around erm modelling characters and such for my own games... otherwise I may have to build up some cash for you guys XD

Quik
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Posted: 23rd Feb 2012 08:00
valentine:

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

poly modelling (bad video)
http://www.youtube.com/watch?v=HkhJu9gkqio


in forms of game developing, you USUALLY (not NECESSARILY) want to make a lowpoly model using poly modelling then export into a sculpting software and go very high res on the polygons to sculpt in fine and cool details, then you bake those details unto a 2d texture (normal map, occlution etc) to make them appear on the 3d model, basicly its faking geometry using shaders and such.


Hope this helped in some sense x)


The result of origin.. Oh and ponies
MrValentine
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Posted: 23rd Feb 2012 08:39
totally left field...

so where would one begin???

henry ham
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Posted: 23rd Feb 2012 09:45
Quote: "Made this out of Henry Ham's base mesh a little while ago. Pretty happy with it, I haven't been able to rig it successively though"


looks good mate if you send me the model & texture i can rig it to the stock anims & get it fpsc ready for you.

cheers henry

Quik
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Posted: 23rd Feb 2012 10:47
Quote: "totally left field...

so where would one begin???
"


depends on what you want really, personally i would say normal polygon modelling, since that will also give you an basic undersrtanding of how polygons work, which is great for sculpting later.
also, if you dont have an lowpoly mesh then for games atleast, your sculpt is useless.

So i would say "master" polygon modelling first & texturing, then go on to sculpting

(with "mastering" i mean get decent on it )


The result of origin.. Oh and ponies
Vent
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Posted: 24th Feb 2012 00:37
Quote: "looks good mate if you send me the model & texture i can rig it to the stock anims & get it fpsc ready for you."


Wow, thanks, sent



henry ham
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Posted: 24th Feb 2012 17:09
vent give me the weekend & i will get it sorted for you

cheers henry

Arseny
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Posted: 24th Feb 2012 19:01 Edited at: 24th Feb 2012 19:07
Well, I' ve decided to move to Blender 2.6 at all. Honestly, I don't regret about it, I suppose it's one of the best 3d modeling tools)
So, my first model in Blender is M16 A1 for my FPSC Vietnam Era pack (also planning to make some weaps and characters)

Design Runner
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Posted: 24th Feb 2012 21:12
I love your use of floating geo on that arseny. Great work! My one cit would be that you should have focused more geometry on the front barrel cage (I don't know the word for it) and less on the stock which the player won't see as much. Did you make a high poly for this?

Arseny
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Posted: 24th Feb 2012 21:29
Design Runner, thank you)
As for the stock, The player will see it during the melee(I'm gointo make a bayonet on this and realize random melee animations kinda "bayonet attack/stock hit attack", more over, its bigger and closer for the view, than the receiver or foregrip, thats why it has more edges
Like that)
Design Runner
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Posted: 24th Feb 2012 22:03
You have thought of everything, haven't you
What is the polycount? It looks like you did and amazing job optimizing everything.

Arseny
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Posted: 25th Feb 2012 03:58
Quote: "You have thought of everything, haven't you"

lol, 1659 polys for now.
Leongamerz
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Posted: 26th Feb 2012 12:26
Hello everyone.I learned 3DS Max easily sometimes it's hard for me hehe but I wanna show you guys what I have done with my belovely 3DS Max hohoho.

I try to take a picture with FRAPS in 3DS Max but I can't(I try it yesterday).So I export the model in obj and open it in milkshape.So if someone got any idea on how to capture a picture in 3DS Max,so tell me hehe.

Modelling in 3DS Max

Render Milkshape














Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

mike5424
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Posted: 26th Feb 2012 13:04
Print screen -> crop in paint?
henry ham
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Posted: 26th Feb 2012 13:28
Quote: "So if someone got any idea on how to capture a picture in 3DS Max"




cheers henry

JLMoondog
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Posted: 26th Feb 2012 18:14
Lol, that's why they include a manual.

Vent
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Posted: 26th Feb 2012 22:31 Edited at: 26th Feb 2012 22:33
MG42 so far.





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Leongamerz
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Posted: 27th Feb 2012 11:08 Edited at: 27th Feb 2012 11:11
Hello everyone

Thanks you so much Henry.

Here my first time gun in 3DS Max.I never thought I can't make a good looking gun with 3DS Max.I think I need more practice.





Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

tokyomage
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Posted: 27th Feb 2012 15:19 Edited at: 27th Feb 2012 15:21
Sorry if their not fully rendered im away from my computer and had to upload from a library .

ORIGINAL THREAD (updated) : http://forum.thegamecreators.com/?m=forum_view&t=194279&b=3

Hey guys,

i have many unused monster models that i have made, and am
making. This thread is just something id like to show my
progress on the monsters. Here are the monsters i have
made so far (if the images do not appear on post, try the link beside the name of the monster):


Chest reaper :http://desmond.imageshack.us/Himg192/scaled.php?server=192&filename=86981385.jpg&res=medium


Blood clot :http://desmond.imageshack.us/Himg848/scaled.php?server=848&filename=70573004.jpg&res=medium


Blood clot full body :http://desmond.imageshack.us/Himg96/scaled.php?server=96&filename=68007713.png&res=medium


Tenderizer :http://desmond.imageshack.us/Himg811/scaled.php?server=811&filename=39523152.png&res=medium


Tenderizer full body + face :http://img821.imageshack.us/img821/6794/53399058.jpg


The glitch :http://img84.imageshack.us/img84/9649/16617804.jpg


Acid Clot :http://desmond.imageshack.us/Himg17/scaled.php?server=17&filename=51633810.jpg&res=medium


Acid Clot full body :
http://desmond.imageshack.us/Himg861/scaled.php?server=861&filename=95597295.jpg&res=medium


Flame Mongerer :
http://img841.imageshack.us/img841/4014/12524014.jpg


The Gore:
http://img687.imageshack.us/img687/5640/81381553.jpg


The Juggernaut: Type 2:
http://img41.imageshack.us/img41/8229/78577494.jpg


EXTRA BONUS JUNK:

GringleGor goblin:
http://img526.imageshack.us/img526/9749/98354950.jpg

He isn't a horror [img]

.....the feel of solitude hurts inside....
prasoc
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Posted: 27th Feb 2012 16:44
Ingame screenshot of my up-and-coming Zombie FPS made in DarkGDK, one of the levels is a gothic cathedral. Took me quite a while to add in all of the details!

Weighs in at around 40,000 polys, some are unnecessary. I'll get around to removing them in the final clean mesh.


(Click to enlarge)
MrValentine
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Posted: 27th Feb 2012 16:47
@ prasoc

WOAH!

Mazz426
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Posted: 27th Feb 2012 17:20
Well hello everyone!

long time no post, I'm liking a lot of the work in this thread, the bar has clearly been raised since I last visited these forums, well, I may as well drop an image of my current wip while I'm here, retopology will begin tomorrow, as of yet it's just a hi poly sculpt and some shiny bits



noobnerd
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Posted: 27th Feb 2012 19:26
@mazz : stunning as usual i really like the clothes it looks so real!

@prasoc : nice! really good feeling in there!
@tokyomage : nice! they look ghastly (which is good i think)

really nice stuff here
Venge
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Posted: 28th Feb 2012 00:59 Edited at: 28th Feb 2012 01:00
Beginnings of a turian for a class project.

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MrValentine
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Posted: 28th Feb 2012 01:02
Quote: "turian"


Mass Effect?

Ortu
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Posted: 29th Feb 2012 03:48
Great work guys this thread is really developing

<img>http://img209.imageshack.us/img209/1741/banneromf.jpg</img>
Venge
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Posted: 1st Mar 2012 01:35 Edited at: 1st Mar 2012 01:35
Quote: "Mass Effect?"


Yep!

Base mesh done and UV-mapped.
Mudboxin' time

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Design Runner
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Posted: 1st Mar 2012 04:55
One of my friends has been bugging me to make a Mosin Nagant. I started it and got the rough of the frame done as well as the scope. I attached a screenshot. I am recording this whole process so I will put up some time-lapses and some realtime recordings on youtube.

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Vent
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Posted: 1st Mar 2012 06:24 Edited at: 1st Mar 2012 06:25
Mosin-Nagant looks good, though the stock seems kinda blocky.

Done the model for my MG42. I'm pretty happy with it.





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Design Runner
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Posted: 2nd Mar 2012 01:18
I uploaded part one of my Mosin Nagant timelapse.



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