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

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Ramon156
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Posted: 2nd Mar 2012 07:25 Edited at: 2nd Mar 2012 08:57
Nice work everyone, I do really like every image that has been posted.

At the moment I'm following a tutorial on how to make a glock weapon in 3DS Max, and also I'm making a head.

http://i40.tinypic.com/fcsbpd.jpg
http://i40.tinypic.com/1zt5ec.jpg

After rending the glock I see some messed up geometry just below the trigger. I've tried to get rid of it but I can't seem to find out how, does anyone know, is this because I haven't UV-mapped the texture, something to worry about in the future?

Remade the whole part a couple of times and re-poisitioned the vertexes does make it worse.
Adding edges and move them differently does not help either, also turning triangle with no luck.

By the way Leongamerz you do know you can render images by pressing f9?



Edit 32
My bad I've accidently moved a vertex just before rendering! Though there's still some "triangle" textures showing up on some places
zeroSlave
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Posted: 3rd Mar 2012 00:12
Those triangle textures are from the smoothing groups not smoothing the quads and instead smoothing the triangles. I would suggest using the 'edit poly' mode instead of 'edit mesh' Also, as far as that vert goes, you should be able to push it up and in to get rid of the triangle that's highlighted. I don't know if it would cause a problem with unwrapping the UV, but it could cause a potential problem with an AO or normal bake.

For the head, I would suggest using a real persons head as the background reference to model and practice from. You're more likely to see the details and get a better grasp of continuity instead of trying to use your imagination to fill in the spots that might not be on the render your using now.

Good job. Keep it up and you'll be a pro in no time!

Ramon156
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Posted: 3rd Mar 2012 08:11
You're right, I didn't know there was such a difference between them. The tutorial said I should convert to an editable mesh and so I did. I doubt the model will be rendered properly since the start of the tutorial!
Will it be something I can fix or should I consider starting all over?
The head tutorial is something over my league at this point, it's skipping allot of the basics
Travis Gatlin
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Posted: 3rd Mar 2012 17:31 Edited at: 3rd Mar 2012 17:32
Hey! It's been awhile since I've posted anything so I decided to post this RPG-7 I did earlier today. Tell me what you think!


http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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zeroSlave
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Posted: 3rd Mar 2012 22:04
Quote: "Will it be something I can fix or should I consider starting all over?
The head tutorial is something over my league at this point, it's skipping allot of the basics"

You shouldn't have to start over. Just rightclick on your object in a viewport, click "Convert to:">"Convert to Editable poly" then you should be able to edit and model it about the same way. I've found that Editable poly has some neat features over what E mesh has.

As for the head, there are a ton of great tutorials out there. Just keep in mind your edge loops. Not only will that help get a model easily and efficiently, it will also benefit for future animating. There are also quite a few places around google that'll show you face edge flow.

Quik
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Posted: 3rd Mar 2012 22:31
For heads i DEFINITLY doing your research in terms of looking up references and maybe even study Anatomy - it will help a great deal


The result of origin.. Oh and ponies
Wolf
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Posted: 4th Mar 2012 00:28


MP5 for charger_bandit. I'm a bit out of practice with modeling.





Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
zeroSlave
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Posted: 4th Mar 2012 01:28
Looks great, Wolf!

Here is a weapon I'm working on for a contest:


Wolf
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Posted: 4th Mar 2012 02:20
All shall perish by my mighty ... chickenclub?

Awesome design XD

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
zeroSlave
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Posted: 4th Mar 2012 03:03 Edited at: 4th Mar 2012 16:26
Hahaha. Chickenclub I'm hoping that when it's textured and sculpted it will look a little more crow like. Thanks.

Edit Didn't want to double post. Here's an update:


zeroSlave
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Posted: 5th Mar 2012 04:48
Double post! Update with it showing scale. I did a quick polypaint in Zbrush and slapped it on an image of Death. I'm gonna restart and try to match style a bit better.


MrValentine
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Posted: 5th Mar 2012 09:53
zeroSlave






AMAZING!!!!!!!

Quik
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Posted: 5th Mar 2012 13:38 Edited at: 5th Mar 2012 13:38
IMO you made it so big that it just looks ridiculous, and not powerfull...

I like the overall design though!


The result of origin.. Oh and ponies
Venge
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Posted: 5th Mar 2012 14:09 Edited at: 5th Mar 2012 14:09
Sculpting/painting update.

Torso texture still needs a bit of work.




The meek shall inherit the earth, if that's alright with everyone else.

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zeroSlave
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Posted: 5th Mar 2012 23:15
Quote: " IMO you made it so big that it just looks ridiculous, and not powerfull..."

I agree that it looks really big and kind of goofy, but that is the size its supposed to be according to the obj file I got from them. The only parts that are outside the bounding box of the head of the weapon are a little bit of the beaks on the backside. Thanks for the replies, amigos.

Venge, that is turning out nice. Is he gonna be in a fan game or something?

Venge
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Posted: 5th Mar 2012 23:37 Edited at: 5th Mar 2012 23:37
Nope, it's just a project for my 3D modelling class.

+Arms:




The meek shall inherit the earth, if that's alright with everyone else.

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Camouflage Studios
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Posted: 6th Mar 2012 03:23 Edited at: 6th Mar 2012 03:27


some concept art for a polycount comp I've entered, same contest as zeroslave actually.

And zero, it's looking pretty solid but for your sculpt, you seems to be putting more small detail in rather then focusing on your primary and secondary forms first, and I don't know, I'm not really feeling the three birds heads in the back, it just doesn't seem to flow with anything very well.

http://www.livestream.com/vigilnights/video?clipId=pla_69d386b0-0c57-444a-a1e5-4c820a55e9d2&utm_source=lslibrary&utm_medium=ui-thumb

go there, i dont know if you knew this but brian jones did a cast of him making a weapon for darksiders, brian jones happens to be a senior artist there

banner.jpg
zeroSlave
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Posted: 6th Mar 2012 04:44
Thank you very much for the feedback, Camo!!! I wasn't really feeling the smoothness and it doesn't have a very 'comic book' style to it. I've been kicking around some ideas for a Maker Hammer. Might doodle around with some more crow stuff, too. Your concept is looking good. Can't wait to see it modeled.

Camouflage Studios
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Posted: 6th Mar 2012 06:07
Hey man thanks, and yeah man don't give up on the crow stuff just yet! Look at the provided examples a lot for reference, it's very helpful to see how the guys at vigil actually incorporate the crow into their own designs

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MrValentine
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Posted: 6th Mar 2012 09:36
Camouflage Studios, that axe inspired me just wanted you to know

Camouflage Studios
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Posted: 7th Mar 2012 04:50 Edited at: 7th Mar 2012 04:51
haha thanks valentine, I'm actually not going to go for that design, it was getting way too generic, so here are some thumbs, which ones do you guys like best?



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MrValentine
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Posted: 7th Mar 2012 09:50
4 and 1

Quik
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Posted: 7th Mar 2012 12:36
1, the rest are, as you said, too generic


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Wolf
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Posted: 7th Mar 2012 15:17
Definately 4 and 1. 5 Looks too much like a dwemer artifact from the elder scrolls games.

Creativity is allowing yourself to make mistakes, art is knowing which ones to keep.
Penfold
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Posted: 7th Mar 2012 15:29
zeroslave... I just had this page showing in my shop and someone shouted. cool that looks like Skeletor.. I looked again and went 'your right'... very nice.

'Ooh 'eck chief'...'crumbs'
zeroSlave
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Posted: 7th Mar 2012 22:56 Edited at: 7th Mar 2012 23:05
I agree with Mr. Valentine and Wolf. 1 and 4. 5 looks cool for a Maker weapon.

Penfold, by the power of Greyskull, that's pretty awesome.

Here are some more scribbles for concept stuff:

(click for bigger image.)
I'm kind of liking the silhouette of the first one. The second one has horns on the crow (demon crow >) and the last was actually my first attempt in this set. I like the handle and pommel.
Think I'll do a quick paintover of each to see what they look like. Right now, they are very rough and may be hard to see what I've got in mind. The bottom pictures are scans from my sketchpad.

And here is a quick color test of the last one:


I know they are not 3D in the 3D chat, but they are definitely a part of the 3D process.

Venge
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Posted: 9th Mar 2012 01:00 Edited at: 9th Mar 2012 01:01
+Legs.



I've turned down the glow effect a bit and am now doing a spinaround batch render...gonna take about 5 hours I think


The meek shall inherit the earth, if that's alright with everyone else.

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zeroSlave
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Posted: 9th Mar 2012 01:20
The model looks real nice, Venge. It is a little hard to see all the nice details with such a bright, contrasting background, though.

You gonna post the turntable on youtube or something?

Good job!

Venge
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Posted: 9th Mar 2012 02:39
Well, it actually had a dark grey background when I rendered, but that got turned into transparency, which was then saved as bright white when I edited the two renders together.
I'm not sure if I have the software to actually make a video out of all of them, but when I go back to school on Monday I will for sure, and put it on a darker background then too.

I will post it on Youtube, but again won't be able to do that for a few days.

And that image has been scaled by half - the render was around 2k pixels tall, didn't want to fill out the whole page. I'll post some better-res renders with dark backgrounds when it gets done...Should be later tonight, another 2 or 3 hours and it will be done.

For now I'll give you this close-up of the head since you're interested in detail
I tried to just give it a darker background in Paint, but there is a *slight* glow effect on the eyes, so it made a weird sparkle pattern there.

http://img571.imageshack.us/img571/6669/closeupx.png


The meek shall inherit the earth, if that's alright with everyone else.
Travis Gatlin
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Posted: 9th Mar 2012 03:42
My first real reloading animation with the SCAR-H, I hope you guys like it.
http://www.youtube.com/watch?v=F9Hth4MRaIE

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
zeroSlave
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Posted: 9th Mar 2012 03:49
It looks great, Venge! You managed to get a ton of detail on his skin... errr... exoskeleton? Not sure what Turians have, but the details are nice.

Venge
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Posted: 9th Mar 2012 04:14 Edited at: 9th Mar 2012 05:45
Yea, it's got 6 separate UV-maps (head, body, arms, and legs), and each of those sections uses 4096x4096 diffuse+normal+spec maps, so I had a lot of space to work with

The final mesh that's being rendered is only around 45k polys though. The assignment had a 50k poly limit, but no limit on textures. I imagine if someone were to actually use this in a game or something they could be scaled down a bit.


EDIT: Render's done. Couple full-res pics.

http://img99.imageshack.us/img99/1605/frontr.png
http://img820.imageshack.us/img820/5145/backcq.png

I'll have the video posted on Monday.


The meek shall inherit the earth, if that's alright with everyone else.
Travis Gatlin
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Posted: 10th Mar 2012 23:42 Edited at: 10th Mar 2012 23:43
Quote: "4096x4096 diffuse+normal+spec maps"

Mother of God. That would make my computer come to it's knees!

But anyways, I got me something nice this time around! I got the betas of Yafray for Blender 2.62 and did shot for photorealism this time! I did a Fender Standard Precision Bass Guitar, 5 passes of Anti-aliasing, 50 Passes of Ambient Occlusion, and 5 Passes of Gaussian filtering, took about 10 minutes to render 1 frame. Enjoy!



http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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MrValentine
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Posted: 10th Mar 2012 23:52
if any of you guys want or need some render power just ask me I do not mind trying out my baby's ability... just got stock Blender... no idea how to use it lol but my rig specs is in my sig in green



Venge
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Posted: 11th Mar 2012 04:09
Quote: "Mother of God. That would make my computer come to it's knees!"




Yea, I managed to crash Maya a couple times before I decided to turn off High-quality rendering in the viewport.
I've got 8GB of RAM though, so memory wasn't that much of a problem - Mudbox would run just fine with half a dozen paint layers that size on a 1-2 million poly model, though it's more optimized for that sort of thing.


The meek shall inherit the earth, if that's alright with everyone else.
Quik
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Posted: 11th Mar 2012 04:51 Edited at: 11th Mar 2012 04:56


this is what iam currently working on, personal-study-project, not very considerate at polygons -> its more like...
Polygonal creation training.I have tried to be considerate with polygons, but i have also gone crazy at places (like the barrel)


edit: sorry for... shading problems (black stuff) no clue whats causing it..

edit 2: I NEED SLEEP (4:53 am here), its 2500 polygons (quads -> +- the tris and ngons)


ALSO: Its an M1911 if anyone wonders...
my favorite looking gun <3


LAST EDIT i hope:


lazyrender without any light setup -> sorry for missing smoothing groups


The result of origin.. Oh and ponies
Asteric
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Posted: 11th Mar 2012 16:28
Throw a wire up there Quik

Quik
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Posted: 11th Mar 2012 17:34




well, like i said, i didnt care too much for polies. Though the "bulbs" (spheres on the gun) have WAY too much polies xD


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Asteric
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Posted: 11th Mar 2012 21:24
i take it you are only making a low poly mesh? if so you can drop a lot of polygons from the front of the guns, and the trigger guard as they wont bee seen in fps view.

Also i would advise reworking those really tight tri's at the top of the grip/ trigger, they can cause problems. Also worth just cutting up those cylinder n gons into quads, if you do export later, it will triangulate better if you do it yourself

MrValentine
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Posted: 11th Mar 2012 23:09
Hey if one was to set occlusion culling on an onscreen weapon... wouldnt that mean the non visible side is not rendered and then therefore highly optimised?

Venge
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Posted: 12th Mar 2012 15:01
Well...Video is uploaded



Youtube decided it should be fuzzy 360p though, so bleh.
Maybe there's some setting to control the resolution that I didn't see.


The meek shall inherit the earth, if that's alright with everyone else.
JLMoondog
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Posted: 12th Mar 2012 16:27
Runs at 720p for me. Looks great. Only thing i think it needs is more details in the armor.

Venge
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Posted: 12th Mar 2012 17:08
Ah, it is 720p now. Odd.
But there is more detail in the armor than what's seen there. I've looked at the full-res renders and it's hard to see there too, so I probably should have just turned up the lights a bit.
It's more evident in the gold bits on top...What's seen there should be showing up in the other areas, but I think it just turned out too dark.


The meek shall inherit the earth, if that's alright with everyone else.
Quik
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Posted: 12th Mar 2012 17:37
Quote: "Ah, it is 720p now. Odd."


as far as iam concerned, it uploads it in "stages", first 340 is up, then 460 etc

care to post the diffuse map here for us to see?


The result of origin.. Oh and ponies
Venge
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Posted: 12th Mar 2012 18:29
http://img714.imageshack.us/img714/153/bodydiffusel.jpg

http://img689.imageshack.us/img689/8171/armdiffuse.jpg

http://img198.imageshack.us/img198/4922/legdiffuse.jpg

http://img822.imageshack.us/img822/5914/headdiffuse.jpg

Imageshack wouldn't let me upload the original PNGs since they were 4MB+, so I had to jpegify.


The meek shall inherit the earth, if that's alright with everyone else.
Asteric
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Posted: 12th Mar 2012 18:38
Only thing i'd comment on is that maybe the texture sizes are a bit too large, especially for being divided into 4 UV's. With the low contrast in the texture you shouldn't really notice a difference between 2048 and 4096?

Venge
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Posted: 12th Mar 2012 18:57 Edited at: 12th Mar 2012 18:59
Probably. This was my first full character and first experience with texturing though, and it was definitely a learning process.
There is probably a lot more I could do to optimize the whole thing and still add more detail. Just need more practice


The meek shall inherit the earth, if that's alright with everyone else.
Quik
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Posted: 12th Mar 2012 19:11
Personally i find it harder to work with high-res pictures, as with low res its easier to get away with half assed shading and such, I would recomment starting at 1024x1024 and work up from there.


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Venge
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Posted: 12th Mar 2012 19:26
Well I didn't paint the textures as they are, I used the tools in Mudbox to paint directly on the mesh in 3D.


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MrValentine
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Posted: 12th Mar 2012 20:31
200

I am yet to get into texture creation... can not even be sure the ways I create them is the correct method... still do not understand alpha layers... [how to use them I understand what they are though]

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