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3 Dimensional Chat / Adam Webb's Sketchbook

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=adamW=
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Posted: 29th Dec 2010 21:55 Edited at: 7th Apr 2011 16:06
Completed work for my university portfolio:







Master Man Of Justice
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Posted: 29th Dec 2010 22:12
your Uzi's silencer has way too many polygons, i can tell because i dont see any smoothing groups. It must have 30-40 sides!

Smoothing groups are your friend.
The wood box texture isnt really believable. You need to make it boarded and add more shadows and light. Your barrel texture is looking good, but here is what i would do to it, add contrast, and put some rust behind those spots.

Also the Uzi render is hard to see, too much contrast and not enough shown.

And after Aaaalllll of my criticism, it looks pretty good
maybe Chamfer the uzi a bit more. And then learn about smoothing groups, or skip smoothing groups and go straight to high poly(not recommended).

=adamW=
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Posted: 30th Dec 2010 00:11
Thanks for the feedback.

I gave the barrel a more 'rustic' feel and increased the contrast:



Master Man Of Justice
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Posted: 30th Dec 2010 01:04
Looks alot better! I guess contrasting hurt it too, but mostly helped it The burn tool you used around the white, maybe lighten that part up.

=adamW=
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Posted: 30th Dec 2010 02:04






Master Man Of Justice
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Posted: 30th Dec 2010 03:41
Looks good!

Tip #1
Dont get stuck on a model too long =3

I think you nailed it this time, come up with something a little more complex this time, hope to see it soon

=adamW=
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Posted: 30th Dec 2010 18:46
W.I.P. Knife Skin for CSS



Gencheff
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Posted: 30th Dec 2010 19:09 Edited at: 30th Dec 2010 19:10
I've outlined the 2 things I don't really like.


1.There's no real need for that and as far as I can see it's a useless 200 polygons.
2.Again no need for this either,you can easily simulate this effect with the texture,but that's your preference.

The knife itself doesn't look really sharp,or atleast from this perspective it doesn't seem like it is.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Master Man Of Justice
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Posted: 30th Dec 2010 20:18
Gencheff is right, #2 can be even more achieved with a normal map.
#1 you could technically do with an alpha map.

=adamW=
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Posted: 30th Dec 2010 21:35
Thank you for the feedback.

It's meant to be a Machete to replace the knife in CSS.

Here's my reference:

http://www.benmeadows.com/images/xl/GERBER-Gator-Saw-Back-BEN-_i_S_160762.jpg

=adamW=
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Posted: 1st Jan 2011 03:47 Edited at: 1st Jan 2011 17:33








Apologies for the extremely random renders, i have recently discovered the power of mental ray :p

VoicesDark
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Posted: 1st Jan 2011 20:46
okay looking at the machete I knew there was something off about it, but couldn't figure out what it was until I say the reference photo you posted. The angle of your blade edge is off and that's why Gencheff said it doesn't really look sharp. It doesn't matter what type of bladed weapon it is the blade edge should be 45 degrees.

Using your original WIP render you posted, the top of the blood groove is where the blade should start angling down towards the tip.
=adamW=
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Posted: 15th Jan 2011 01:00 Edited at: 15th Jan 2011 01:01
So recently i decided to get into some animation.



Not a great outcome but i'm just happy to get it all working and compiled.

PrimalBeans
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Posted: 15th Jan 2011 04:39
i think if you look back at henry hams 2010 thread i posted some stuff on animation that might help you out. The static/run anim is ok but you kind of get the feeling that the character is tripping over his feet because the arms look like their moving in and out rather than side to side. Henry had some similar problems with his animation in the strike department. There was no show of force behind the strike. It was like the knife was being held by a peacock feather and the wind caught it every once in a while. i like the model and the texture so take a look at this and maybe it can help.

http://forum.thegamecreators.com/?m=forum_view&b=3&t=163957&p=7

=adamW=
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Posted: 15th Jan 2011 16:03
Thanks for the advice, note that the model and texture arent mine, credit goes to Valve :p.

PrimalBeans
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Posted: 20th Jan 2011 00:29
Oh well... I like the other stuff then! Heh.... good work on the model and texture Valve.

=adamW=
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Posted: 20th Jan 2011 17:37 Edited at: 20th Jan 2011 17:37
So i made a fully animated tar 21 for CSS, but heres where i'm stuck... how are gun sound effects developed ?

Thanks.

PrimalBeans
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Posted: 20th Jan 2011 22:18
Well you could get your own raw sounds by recording an actual gunshot, you could synth one with a synthasizer or you could find a sound pack on the internet and by it or get it from a royalty free place if one is available. The first option is the best if you have access to equiptment to do that.... (Not many of us do.) the second one is probably going to give you the worst results unless your really experienced with a synth. And the last is probably the most feasable. My .02

Van B
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Posted: 21st Jan 2011 15:58
Looks like some neat models, nice work.

I have to agree on those teeth on the knife, they should really be simulated with the texture, using a thin quad textured with the teeth, or make them chunkier - they look a bit small and fiddly, I think chunky saw teeth there would look great.

I think as well, that you should give your textures just a little more love. The colouring etc is all fine, but I think they'd reallly benefit from a little more highlighting work - don't be afraid to highlight distinct edges, and add some tarnish - some wear and tear on the distinct edges would add to the realism IMO.

Health, Ammo, and bacon and eggs!
=adamW=
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Posted: 24th Jan 2011 02:43 Edited at: 24th Jan 2011 02:44
Thank you for the advice .

I started work on this today:



Uploaded with ImageShack.us

Design Runner
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Posted: 24th Jan 2011 03:48
jeez, you id that in one day? It would take me weeks to do that and the result wouldn't be half as good. Amazing job I envy you. More texture detail on the bullets would be a nice effect.
=adamW=
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Posted: 24th Jan 2011 12:28 Edited at: 24th Jan 2011 17:43
Thank you, but all of my main and backup final saves just cocked up, my last working save isn't uv mapped :/.


EDIT: Got it fixed, had to redo the uvw and mag, got it rigged and ready animate .

Master Man Of Justice
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Posted: 24th Jan 2011 18:38
While he did a decent job of it, it probably wouldnt take you any more then an hour or two. He basically cardboard cutout it, added some bevels and chamfers (whatever his cup of tea is) , and then planar mapped it and slapped a reference picture on there. The magazine texture looks handmade though.

Correct me if im wrong. just trying to give him logical reasoning to support the phrase, practice with a tool your comfortable with and you can output alot in increasingly shorter amounts of time.

=adamW=
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Posted: 25th Jan 2011 10:06
The handle of the gun is taken from an image however apart from that the rest is handmade. I guess it just comes to down how much you know about the tool your using and how much experience you have. Practice and you will finally get it, but the problem with starting out with 3D Modelling is that it is extremely tedius when you start out and there is the temptation to give up, especially when you look at the work of people who have been doing it for years.

PrimalBeans
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Posted: 27th Jan 2011 03:55
I hear that.... a good way to start is to do someting small if your just beginning.... take your time and finish it. when you go from start to finish on one model to learn you run into less road blocks later as your moving to bigger things. Youll get to points were you dont know the tools well enough and give up... if you start small and not so much worry about every little detail your more likely to become more familiar with every aspect of what you use. Then as you become familiar you can start to add more detail and work on bigger projects.

=adamW=
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Posted: 30th Jan 2011 03:41






Master Man Of Justice
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Posted: 30th Jan 2011 04:18
from the 1 angle i can see it from, it looks good.....

=adamW=
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Posted: 31st Jan 2011 01:51
I figured there was no point making a new thread about this... anyone know any good Uni's for 3D modelling and animation ?

Azunaki
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Posted: 1st Feb 2011 07:14
well that depends on what country your in.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
=adamW=
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Posted: 1st Feb 2011 10:07
Sorry, i assumed that people would notice the Location in my name :p. I am from the UK.

=adamW=
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Posted: 18th Mar 2011 16:53
So recently i decided to get into character modelling and ive been doing some reference sheets, i'm not sure wether the proportions are right or not .

Thanks.

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=adamW=
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Posted: 29th Mar 2011 00:15 Edited at: 5th Apr 2011 17:03
Just finished this for my portfolio:




=adamW=
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Posted: 5th Apr 2011 17:03
Quad post sorry o_o, but i just finished this and really happy with the way its looking



Quik
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Posted: 5th Apr 2011 18:40
I would up the intensity on the spec and normal map imo, as i cant make out any details from them.

looks very good though =)


[Q]uik, Quiker than most
Deathead
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Posted: 6th Apr 2011 01:57 Edited at: 6th Apr 2011 01:58
The Thompson looks nice, but I think a lot more can be achieved by actually adding some indents via actual low-poly model. If you look at the link below you can see that the "main" area if you will has a lot more depth and a lot more detail as well, some can be done by normal maps but I would really flesh that area out first then see if any additional details can be added. But other then that great work so far.

http://www.topguntours.co.uk/Resources/Thompson%20M1a1.jpg


=adamW=
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Posted: 6th Apr 2011 18:07
Thank you , i havn't really used spec maps properly before so i don't really know how they work :/.

=adamW=
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Posted: 7th Apr 2011 16:04 Edited at: 7th Apr 2011 16:05
Had some free time today so i worked on this :p



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