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3 Dimensional Chat / CamouflageStudios Models 2010

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Camouflage Studios
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Posted: 18th Feb 2010 01:20
Hello eveyone, here are the models I plan on making FPSC ready and releasing either on the forum or the TGC Store, I model all of them with Blender 3D and the Textures are from CG Textures, here's a render of my latest model, it's a dresser.



C+C appreciated and be harsh

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mike5424
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Posted: 18th Feb 2010 09:06
The model looks great but the shadows make it look bad

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Camouflage Studios
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Posted: 18th Feb 2010 14:43
Yeah i didn't really pay attention to lighting, there's only one small light and thanks!

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Camouflage Studios
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Posted: 18th Feb 2010 15:37 Edited at: 18th Feb 2010 15:38
Here, I have a gauss rifle im working, on, I still have to UV Map and texture it, and those are my least favorite parts....



C+C on both models welcome

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Quik
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Location: Equestria!
Posted: 19th Feb 2010 11:37
texturing is fun although, UVmapping is... well.. a pain XD modelling is most fun =) looks awesome, a bit flat but awesome


[Q]uik, Quiker than most
Mazz426
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Location: Edinburgh
Posted: 19th Feb 2010 12:10
i used to hate uv mapping as well but now it feels like much less hassle, i recently discovered that alt click will select a whole loop of vertices, you probably already knew that but incase you didn't its a big help in blender
Camouflage Studios
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Posted: 19th Feb 2010 15:12
@Quik - you shouldve seen my previous gun models, they were really flat

@Mazz - I still hate UV Mapping lol, and yeah i knew about alt click and it does help

Ill be posting an update soon

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Camouflage Studios
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Posted: 19th Feb 2010 15:59 Edited at: 19th Feb 2010 15:59
Here's a picture of a character I cylinder modeled, at first I wasn't even going to post it but I thought what the hell, if I'm really bored today I'll sculpt a normal map onto it and I might even texture it



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Mazz426
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Posted: 19th Feb 2010 16:04
its way too high poly, did you use 32 sided cylinders? i'd recomend using 8, at most for the bases and there is a good tutorial, i've only found it from links on here but it was very useful, try searching for human modelling tutorials
Camouflage Studios
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Posted: 19th Feb 2010 16:05
I didn't use 32 sided cylinders I used 8 sided cylinders and then added a subsurf modifier, But I think that I'm gonna take the high poly model and then bake that onto a normal map for the low poly one.....can I do that when the high poly one just has subsurf??

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Mazz426
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Posted: 19th Feb 2010 16:08
if the subsurf is applied to the mesh then yes
Camouflage Studios
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Posted: 19th Feb 2010 16:12
Alright cool, the orignal model is probablt roughly over 1000 tris, and the high poly one can come close to 4000

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Asteric
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Location: Geordie Land
Posted: 19th Feb 2010 16:25
Some crits, the shoulders are too low, the head is too boxy, the legs are spaced out to far and ware way to skinny near the lower half.

Keep working on it.

Camouflage Studios
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Posted: 19th Feb 2010 16:34
Thanks for the crit Asteric, Ifixed the shoulders but I can't really fix the head because I've already UV Mapped the whole thing, but I'll fix the legs.

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Hassan
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Posted: 19th Feb 2010 16:59 Edited at: 19th Feb 2010 16:59
some crits:
the legs looks like balloons and the feet looks like horse ones

arms and chest looks nice, but too much poly =/

and head..


Camouflage Studios
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Posted: 19th Feb 2010 17:04
Okay, I did not want this character to be human, I was aiming for mutant type, and I have a problem, I sculpted onto the high res model and then baked the normal map, but the map has absolutly no detail or intensity, I've attached the pic of the normal map and the models within blender

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Ortu
DBPro Master
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 1st Mar 2010 06:01
It's because you have tangent space selected on the Normal Space field. change it to world or object and you should get the detail


Camouflage Studios
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Posted: 1st Mar 2010 13:19
No sorry ortu that's not it I figured out the problem, I neglected to select selected to active, which resulted in a flat map, I have fixed this and am working on it with a new character

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Camouflage Studios
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Posted: 16th Mar 2010 01:16
Hey everyone, sorry to bump up an old thread, but I just finished a model that I thought was pretty cool, it's a high poly head model, and a base torso, of course I still have to improve, but I think it's pretty decent attached is a render. I guess you could call him a super hero type guy

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Quik
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Posted: 16th Mar 2010 11:13
the mouth needs improvement, it looks wrong, too flat, and just wrong, i suggest totally remake of the mouth

the face allover is good=)


[Q]uik, Quiker than most
Camouflage Studios
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Posted: 16th Mar 2010 13:20
yeah mouthes aren't really my strong point, i'll take another look at that

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Camouflage Studios
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Posted: 23rd Mar 2010 00:02
Hey guys thought I would post up an environment I've been working on



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Camouflage Studios
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Posted: 23rd Mar 2010 21:10
BUMP. Anyone?

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Maindric
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Posted: 23rd Mar 2010 21:39
Lookin' pretty good, my only crits right now, is that it is a tad dark and the light looks a bit low. Maybe you could try to increase it's intensity a bit.

Camouflage Studios
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Posted: 23rd Mar 2010 21:41
haha I got the same comments on polycount, I'm not focusing on lighting right now the only reason there even are lights is to make a render to show once I actually finish the modeling I'll move onto lighting thanks for posting

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Quik
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Posted: 23rd Mar 2010 22:39
well, it is hard to crit since it is too dark =)


[Q]uik, Quiker than most
Camouflage Studios
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Posted: 23rd Mar 2010 22:43
gah everyone's a critic

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Camouflage Studios
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Posted: 25th Mar 2010 21:49 Edited at: 25th Mar 2010 21:52
Alright everyone here is a major update to my scene, I think it's pretty good right now, done modeling and throwing down basic textures and lighting

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Frap
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Posted: 25th Mar 2010 22:09 Edited at: 25th Mar 2010 22:15
I think you need to have a look at the scale of some of the items in you scene. The handles on the bed? look way to large and I think you need something in the middle of the room as I look around the scene there is nothing to hold me there, no focal point. Perhaps consider a rug on the floor with a few props, there is a music stand but no music papers or instrument. There appears to be a window but there is no detail on it consider adding a frame work and a lock. For the lighting I assume you are going for a dimley lit room prehaps consider a tv other than a random light source in the room or maybe a door slighly open.

This could be a great scene but I feel it lacks planning or direction. Perhaps do a few sketches of what you want or at least grab a few images from google that roughly represent what you are trying to achieve.

Every scene should allow the viewer to imagine a story behind the image your trying to show them.

Dont give up, your doing great, just need to plan a little. Hope I havnt put you off too much.

[edit] appologies I hadnt noticed the latest update before posting, but I still stand by most of what I had said. I hate the way this site hides images if you upload them

[final edit I promise] perhaps out side the window you could have a really creepy tree silhotte`d bu the moon, would suit the scene quite well.

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