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3 Dimensional Chat / Autobot's Models

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AutoBot
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Posted: 16th Apr 2010 00:05 Edited at: 16th Apr 2010 02:11
Since a few other people are doing this, I decided to post a thread for some of my models. Here's the ship from my previous post.







Comments/advice would be appreciated.
AutoBot
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Posted: 16th Apr 2010 02:09 Edited at: 16th Apr 2010 02:10
Here's another ship I made (still needs to be textured)

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Asteric
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Posted: 16th Apr 2010 03:22
Ok cool, a tip, the larger and more noticeable areas, in this case the extruded pillar style things, should always be higher poly than the less noticeable details, in this case the tube in the middle. In this example you, like many have tried to minimize the poly count on the most noticeable parts, when you should be doing this for the tube. Also, because it is not a major part, reducing the sides will also not really affect the silhouette of the model. What do i mean by this? If you fill the model in completely black so you just have a silhouette, and look at the tube, there will be very little noticeable difference between a 14 sided cylinder, and a 20 sided cylinder, this is a very common technique used by professional artists to optimize their meshes.

Im starting to ramble it a bit, so i will summarize it for you, if its bigger and more noticeable, throw more polygons into it.

Hoped that helped.

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Posted: 16th Apr 2010 04:17 Edited at: 16th Apr 2010 04:26
Good point, I'll edit my model to adhere to your advice.

Were you referring to one or both of my models?

Edit: Never mind, since the second one seems to have the most unnoticeable areas.
Asteric
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Posted: 16th Apr 2010 13:31
I was referring to the second piece, the cylinder running down the middle is what caught my eye, no need to redo it, but keep it in mind that the same shape can be accomplished with the same results without so many sides. I am presuming you are making these with game art in mind, and it is always best to optimise as much as possible.

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Posted: 16th Apr 2010 16:53 Edited at: 16th Apr 2010 16:54
Quote: "I am presuming you are making these with game art in mind "

Yes, I'm planning on getting used to modelling and animation and then going on to DBPro and other game-making tools.

I'm going to start UV mapping it, but it'll take a while since I'm not used to it. Any advice on my textures would be good, since that's a big thing I'm trying to improve on.
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Posted: 17th Apr 2010 01:12 Edited at: 17th Apr 2010 01:12
Maybe I'll save UV mapping this ship for later, too complicated. I've got a new modelling technique in mind, using separate objects (should make UV mapping easier & faster)
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Posted: 8th May 2010 00:27 Edited at: 8th May 2010 00:31
Here's a room I made:



Nothing too special about the physical form, I was just practicing with textures.

I'm planning on adding some other items to the room once I make them.

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General Jackson
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Posted: 8th May 2010 01:10
Nice, but you need to switch to perspective view.
With Orthographic view its hard to see things in the right perspective

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Posted: 8th May 2010 01:43 Edited at: 8th May 2010 01:44
True, here's the updated image:

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General Jackson
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Posted: 8th May 2010 03:59
There you go, now I can see it in the right perspective

Looks very nice.

AutoBot
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Posted: 9th May 2010 05:43 Edited at: 9th May 2010 06:25
Here's an update to the building I'm working on:



I'm probably going to give this building some sort of sci-fi theme.

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AutoBot
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Posted: 9th May 2010 05:47
Here's a zip file with some other pictures of my model.

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Posted: 11th May 2010 04:15 Edited at: 11th May 2010 05:14
Here's my next model; it's basically a tube-like, spaceship hallway that has a ladder.



Currently this model has 2660 vertices.

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Azunaki
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Posted: 11th May 2010 07:22
to be honest that looks a lot more like a rail road tunnel then a spaceship hallway ladder thing.

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AutoBot
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Posted: 11th May 2010 16:51
I suppose the tube itself does, but I couldn't really see the ladder as much of a railroad; it would need more of an H shape rather than an arching shape.

It should look the way I want it once I finish texturing it.

Azunaki
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Posted: 12th May 2010 06:06
yea when its finished textured. textures do wonders for models. its really only the 1st pic that makes it look like a railroad track

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Posted: 12th May 2010 18:34 Edited at: 12th May 2010 18:34
Yeah, I agree.

Here's an update to the model. I redid it and trimmed a lot of the vertices off without taking away detail. I also finished texturing it and decided that this model will end up as a land-based building.



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Kira Vakaan
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Posted: 12th May 2010 20:04 Edited at: 12th May 2010 20:05
That's a pretty cool idea. Reminds me slightly of the Great Temple in Metroid Prime 2.

I highly recommend baking in Ambient Occlusion. It just makes things look so much more natural by making transitions like this much smoother.



Although, I'm thinking you might need to add new UV coordinates to bake anything, as it looks like you've setup yours to repeat.

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AutoBot
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Posted: 12th May 2010 20:10
Thanks, I think I could also adjust the width of the ladder rails so that they touch the white wall instead of the lights. I did set up the textures to repeat.

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Posted: 12th May 2010 21:51 Edited at: 12th May 2010 21:52
It looks neat, a little too bright with that texture, but still neat. I would think about removing the first few ladder steps. I know I wouldn't look forward to having to climb that ladder knowing that the first few feet are going to be done with me crawling on the ladder steps and banging up my knees and shins.

I guess it would serve it's purpose if it was in Zero-G or somewhere where gravity is different depending on where you are standing.

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Posted: 12th May 2010 22:07
lol, thanks; If the first few rails were taken away, wouldn't it be sort of slippery for the person climbing the 40 degree slope? I still know what you mean, though. I'll try it out and see what it looks like.

I'm pretty sure the texture will look better in combination with DBPro and DarkLIGHTS, but we'll see what happens.

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Posted: 14th May 2010 01:45 Edited at: 14th May 2010 01:46
I think I've finally finished the model; most of what I've done is add the main part of the building.



I did have some trouble baking it, probably because I've never done it before and it took 30 minutes to load before I closed it. Either way, this model's ready for DBPro, where I'll add some more stuff to it.

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Posted: 14th May 2010 18:47 Edited at: 14th May 2010 18:47
Here's a sink that took about an hour to make (half of it was texturing):



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Posted: 14th May 2010 19:26 Edited at: 14th May 2010 19:26
Here's another one with a more white texture:



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SJHooks
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Posted: 15th May 2010 02:54 Edited at: 15th May 2010 02:55
Try rendering it. Since that's blender, and if you have the right graphics card, then you can go to Game>Blender GSL Material in the top tabs bar. This way, when you hit the 3D view's rendering mode to "Textured" then it will show all the material in the materials editor (F5), including normal maps, spec maps, textures, etc. The rendering mode you have now is multitexture, which just shows the image in the UV editor. Just saying is all, but the texture does look good, esp. if you included proper shading and lighting.

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Posted: 15th May 2010 03:36 Edited at: 15th May 2010 03:38
Yeah.... It really does look better!



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SJHooks
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Posted: 15th May 2010 04:14 Edited at: 15th May 2010 04:16
Better, but the lighting is a bit too strong. Lighting strong enough to the point of the texture being invisible by a shine of white light isn't always the best. Try using a single hemi-light and Ambient Occlusion, and maybe changing the background color to a really dark gray. This kind of stuff usually brings out the best in a render when it comes to blender. PS, having a scene to render in the background is always better for presentation, from an appropriate bathroom type of background for your model, or as simple as a reflective glossy background, or even a gradient background with the shadows still showing. Or perhaps a simple one-color background? Here's what I mean, this is a render with blender's default lighting and background: A. This is with a hemi-light: B. This is with the background changed to dark gray, a change in the models material, and ambient occlusion lighting. C. I boxed the "shaders" material tab in picture C because it's not in the "world buttons" section of blender in the default version, so I edited to that part of the picture. Cheers.

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Posted: 15th May 2010 04:56 Edited at: 15th May 2010 04:57
Thanks for the help so far, how does this look:



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SJHooks
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Posted: 15th May 2010 05:20 Edited at: 15th May 2010 05:20
MUCH BETTER! Maybe you could add a few weak lights near the bottom of the sink to make it look less a little less shadeless down there, or maybe you could can increase the AO or hemi lighting a little to make it look a little bright, like how you could imagine a bathroom sink, but honestly it does look good for a render. I think a good normal map bake and specular map would make give it such an effect, but no need to rush things. It looks pretty good as it is.

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Posted: 15th May 2010 05:56 Edited at: 15th May 2010 05:57
Thanks for the advice, here's my result after toying around with the lights:



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Kira Vakaan
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Posted: 15th May 2010 07:47 Edited at: 15th May 2010 07:54
I don't even think you need a normal + spec map. I mean, if the sink is solid, smooth porcelain, there's no benefit. The normals and specularity are consistent.

I think the model's fine. The only thing you need to tweak is the lighting. Try something like a three-point setup. Have a strong spot-light on the front of the model, a weak lamp hovering over it, and a weak spot on the back (and slightly off to the side). Make it so that the strong spot is the only one to cast shadows, and that the other two do not cause specular reflections.

There aren't a whole lot of places on the model that would benefit from AO, but if you want to add it, for these purposes, I recommend using an approximate calculation as opposed to raytracing. For a simple scene like this, you can safely trade accuracy for faster render times. Also, be sure to set the Pixel Cache option on.

Hope that helps

Edit: Also, your materials look very default. The bowl should have a much harder specular reflection (to look like porcelain), and the faucet should reflect more with a slightly harder reflection.

Edit 2: I can't believe I just spouted all of this without knowing what you're using this for. Are you doing this as modelling/texturing/lighting/rendering practice? If not, ignore everything I just said because the renders won't matter if you're going to export it to somewhere else. Sorry 'bout that

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Posted: 15th May 2010 07:58
Methods differ . The only crit I have aside from that is the geometry of the faucet, the tip looks too thin and round.

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Posted: 15th May 2010 20:26 Edited at: 15th May 2010 20:26
Usually for all of these models I intend just to export them to DBPro, but rendering is probably still a good idea for presenting my models on this thread.

How does the faucet look now:



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Posted: 18th May 2010 02:40 Edited at: 18th May 2010 02:40
How do these textures look:



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Quik
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Posted: 18th May 2010 10:03
like rust... like decent rust imo^^


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Asteric
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Posted: 18th May 2010 10:04
Not bad, but i can tell that the floor texture has been overlayed onto the walls. Im also having trouble reading what the floor is made of, i see rusty areas, stony areas etc. I would increase the contrast a bit, then turn the opacity down on the floor grunge.

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Posted: 18th May 2010 22:57
I see what you mean when you say the floor is made of metal, but its actually supposed to be a type of dark wood (which is why I used it for part of the wooden walls). What do I need to do to get it looking more like dark wood instead of rust?

Asteric
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Posted: 19th May 2010 00:58
Wood generally is rather simplistic, unless there is extra materials on it, there is little colour variation.

If we take at this old wood for example, all of the colour has pretty much faded, leaving a mix of grey colours.

IF we look at this wood panel, most of the detail is coming from the grain, which can be created in Photoshop, not sure about GIMP or PSP, but they may offer similar options.

If you want an interesting, realistic images your best bet would be to visit cgtextures. Find a good base wood, then you can find some more interesting pieces, such as mould, chips, damp areas etc, and overlay them on.

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Posted: 19th May 2010 08:15
i like your sci fi tunnel, good stuff so far.

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Posted: 19th May 2010 15:10 Edited at: 19th May 2010 15:11
@defiler Thanks, I worked hard on that one.

@Asteric, how does the floor texture look now:



Thanks for the help.

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Thebeely
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Posted: 23rd May 2010 11:17
Don't you think it's too streched?
AutoBot
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Posted: 23rd May 2010 18:43
The texture? It might be, but if I make the UV larger it's going to repeat more. I'll see how it looks though.

Sorry I haven't posted any other models recently, I'm mostly working on personal projects. Should have something to show soon.

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Posted: 23rd May 2010 21:08 Edited at: 23rd May 2010 21:08
Here's a ship that I put together real quick, took about 30 minutes to make.



Hopefully I can texture it soon.

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Posted: 31st May 2010 17:13 Edited at: 31st May 2010 17:13
Here's a robot model that I made:



Now I just need to do the head!

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Camouflage Studios
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Posted: 1st Jun 2010 04:52
Your modeling is decent but go to cgtextures.com and use some of those images, I think these textures will help A LOT

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Azunaki
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Posted: 1st Jun 2010 09:23
these are getting much better. is the robot by chance rigged?

yea CGtextures would definitely help your textures.

a few nit picky things.

the spaceships engines should have more work put into them in the way of connecting them to the ship as they are merely placed there.(i mean the engines on the sides of the wings)

the space in the back of it which looks like boosters/engines you should decrease the width of it or spread the engines out more to fill the gap.

now onto the cockpit i don't really like how you did it. mostly because you have the rest of the spaceship that flows together and then this cockpit that is connected only by a square and then is twice to three times the height of the rest of the ship.

i feel you should make it connect better to the wings of the ship(preferably not with a square)

i realize you did the spaceship quickly, and i don't care whether you go back and fix it. just that you keep those suggestions in mind for the next model(s) you make.

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Posted: 1st Jun 2010 15:25
CGTextures is fine, but please dont use it for metal, hand painting metal is the best way to go, using pictures often ends up in metal looking like concrete.

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Posted: 1st Jun 2010 16:46
sure, you can use metal as an overlay and such but the overall texture should indeed be hand painted


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Posted: 3rd Jun 2010 01:30
Quote: " is the robot by chance rigged?"

I haven't gotten around to doing that yet, I hope to do it once I learn more about animating in Blender.

Usually I prefer to do the textures myself, but CGTextures does still sound like a good idea. My only question is does it have any "legal terms" or am I free to distribute the textures with my games?

Right now I've mostly been trying to learn DBPro so that I can better understand how exactly to make my models, but I might post something soon.

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