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3 Dimensional Chat / M112 Demolition Charge Model

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Shaun Of The Dead
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Posted: 12th Apr 2010 01:30
I posted this on the UE forum for the modelling compo here and i thought i would show you guys

A stick of M112 Demolition Charge Explosives

On the third screenie, the textures in the background are only for show and were NOT made by me.






Quik
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Posted: 12th Apr 2010 02:04
a little dark won't u say? would love it if it were just a tad lighter=)


[Q]uik, Quiker than most
Shaun Of The Dead
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Posted: 12th Apr 2010 02:04
Texture or render?

Quik
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Posted: 12th Apr 2010 02:06
well, the texture, since i find it dark in the third pic aswell


[Q]uik, Quiker than most
Shaun Of The Dead
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Posted: 12th Apr 2010 02:10
The whole point of this particular 'weapon' is to be dark. If it wasnt light it wouldnt be a very good weapon for special operations would it...

Check out my referances:




Oolite
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Posted: 12th Apr 2010 03:13
Quote: "The whole point of this particular 'weapon' is to be dark. If it wasnt light it wouldnt be a very good weapon for special operations would it... "

Thats like saying, well the sky is blue so i'll just fill it with pure blue. There are subtle variations of colour in everything, what you have done is made it so dark that, in the real world, would do it's job just fine as being so bloody invisible that you'd lose your own c4 if the moon wasn't full that night.
For a game texture, you need to lighten it up a bit, start throwing in different shades of colour rather than just a black texture with the dodge tool used over it. In your reference pictures I see shades of green in the underlying colour itself, try adding a bit more depth. Strong Black and whites never work well in game textures, they either end up looking really flat or so dark you can't tell what they are. Texture this specific object with lighting built in, don't rely on the renderer to do that for you.

If you take a look at your reference pictures, you can clearly see the definition of the shape, even though it is black. In your render, I see a black smudge on a door, if I hadn't seen the pictures beforehand it would take me a lot longer to figure out what it is. Your model should be instantly recognisable before any scrutiny should take place.

If you feel the need to watermark your textures, make it a little more subtle, we can't crit something we can't see. Your name or logo in the corner would suffice.

Shaun Of The Dead
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Posted: 12th Apr 2010 03:21
I just made it as a real world model for a competition. The poly count is too high for a game (10k polys) because i super smoothed it.

As for the texture, i see what you mean. It looked more subtle when i did it.

Asteric
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Posted: 12th Apr 2010 23:06
Well, the black background on the render can also be the problem, black on black doesnt work too well.

mike5424
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Posted: 12th Apr 2010 23:40
I look at it and the first thing that came to my head was a lump of clay. In the reference pics it looks like a rounded cube, Yours looks really lumpy, The smoothing isn't helping at all, 10K polys is to much for anything. And, As said above, The texture is to dark.

---
Shaun Of The Dead
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Posted: 13th Apr 2010 00:58
I decided to make my charge look more 'handled' with finger marks where it had been grabbed, thats was on purpose. The smoothing was to make it look more like clay. 10K polys was what i found sufficient for this model for a competition, deal with it.

The crazy
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Posted: 13th Apr 2010 03:04 Edited at: 13th Apr 2010 03:11
Quote: "10K polys was what i found sufficient for this model for a competition, deal with it."


Yikes. If anyone read my post in Decneo's chopper thread about how I loved the way he took criticism, this Shaun of the Dead guy is exactly the type of person I was talking about here:

Quote: "Sometimes people who come here and don't have quite a perfect model will just ignore criticism and argue about aspects of the modeling. Decneo, I really like the way you're taking the crits and putting to use the advice you're given. Very respectable in my opinion."


[EDIT] I hit post by habit haha, I wasn't done. Shaun, I'll be honest, the model, from what I could see as it is sooooo dark shows little work. Looks like a cube with some edge loops and some vertex manipulation. Add in a smooth and bam, your 'm112'. Everyone agrees the texture doesn't convey the right idea. But if we're all wrong and your word is divine wisdom, why ask for criticism at all? Part of being a modeler is learning from your mistakes and improving your work. Please don't take this as an insult, I just want to help. Check out some other 3d chat threads for some examples of people constructively working together to be better artists.
Shaun Of The Dead
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Posted: 13th Apr 2010 03:10 Edited at: 13th Apr 2010 03:11
I am not taking critisism on it. I was showing it off.
If i came across being a bit 'mean' sorry. Since ive already completed my model, thats why im not using the critism, i just wanted to know if you liked it or not.

Quik
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Posted: 13th Apr 2010 12:01
Quote: "I am not taking critisism on it. I was showing it off."


u posted it on a forum, deal with it. also u never said u did not want crits, so it is pretty much ur own fault.

also since ur posting here at all people are free to give their thoughs on the model. and, if some people says "it is to dark" why dont u just say: "iam sorry but the model is already finished and i wont do any changes, but i will keep it in mind for further projects"

if u would say something like that it would ahve been a lot better.


[Q]uik, Quiker than most
mike5424
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Posted: 13th Apr 2010 17:00
I agree with Quik, If you don't want crits then say so.

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lazerus
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Posted: 13th Apr 2010 17:25
You can only fall without crits.

Hands down you dont know everything, same with everyone here.

You will get critism where ever you post no matter what.

Accept it, or in the end youll have threads with three comments;

1. Nice!

2. Sooo Kawii

3. Can i use this in my game?

\End thread\

The renders are far too dark, Black on black has never worked. Use a bluish grey for metals and a redish grey for organics as the render background. Even a peachy pale yellow works.

Everything else has already been mentioned so no need to repeat.

Shaun Of The Dead
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Posted: 13th Apr 2010 18:44
Thanks lazarus. I will remember this next time. Thank you friend

Oolite
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Posted: 13th Apr 2010 19:41 Edited at: 13th Apr 2010 19:50
Inability to take criticism or the stubbornness that your creation is perfect is the one thing that stops any artist from progressing. You can still be happy with a piece of work whilst having people slag it off, as we aren't taking the time out to help ourselves are we?

Quote: " i just wanted to know if you liked it or not."

My answer would have been no, what would you prefer, a bunch of nodding dogs or some intelligent conversation about the pro's and cons of your creation, try not to slip into this, I've seen too many people the same way, not progressing in their skills for a long time before eventually coming to the stage where they think they are too good for tutorials, end up getting stuck with something and giving up entirely. Don't be like them mate.

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