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jarrede - Yeah, it is 3D, here is my thread for it!
grantthompson -  Thanks! I loooove your gas pump too. It looks really awesome with that cel shader xD You should make a thread for it so we can watch the scene progress.
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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Ughh don't want to know how many polys this one is...

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, triangle,
427 Posts,
Join Date Oct 2006,
Location Sweden
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Quote:
Originally Posted by Spacey
2012 here I come!

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i SERIOUSLY wanna play that guy ! 
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, spline,
114 Posts,
Join Date Jun 2011,
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Quote:
Originally Posted by shotgun
weird and cool. just the way i like it.
love the way u handled those "mummy" straps, good and original.
the "dotty" shoes dont to it to me... think there r enuf dots already on the model.
also try mixing some of the colors, pouring some of those green into the yellow pants (as u did with the octo-head, on the inside, and the shoes). Maybe some yellow/orange into the shadows of the straps would work well...
posts the flats!
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Those are some good suggestions. Thanks. I'll pull some of the colors into the other parts of the model. I'll post flats when I'm closer to done.
@striker: Thanks 
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, triangle,
255 Posts,
Join Date Sep 2008,
Location Irvine
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I really should make a thread.
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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man... that is some nice grass... trees too! yes, you should make a thread haha xD
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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Your branches have a very photoshoppy feel because they're all the same - it's especially noticeable at the tips. It certainly doesn't help that they are all vertical planes. You should add some texture varieties.

Last edited by Snader; 01-02-2012 at 05:19 PM..
Reason: typo fix
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,247 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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Quote:
Originally Posted by G_I_B_B_O_N
I was wondering if anyone could give me a critique on the low poly geo I made for my arcade stick. I'm still pretty new to low poly and am not completely sure if I'm screwing up areas or overdoing the amount of geo. Right now I'm at 5050 tris for everything. Not sure if this is way too much for such a prop. The cable is driving up the poly count like crazy. It's 1,700 tris by itself. I've got it at 8 sided right now, not sure If I should go lower.
Also, as far as baking goes, do I need to make the top area water tight with all the buttons, or is it cool to keep everything separate and just give things unique material id's so they don't bake onto eachother?
Any suggestions would be much appreciated.
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For an in-situ prop this is way too high poly, but as a portfolio piece, whatever. Just try to keep the detail consistent, for example in your curve segments - the corner of the controller itself is lacking geometry compared to the buttons and stick. It's the silhouette of the controller that is most important here, so devote a few more tris to it.
If this is an in-situ prop the normal map could handle the majority of the detail. If so, I'd suggest using an alpha plane + normal map for the cable (with geometry for the connector).
floating geometry is usually fine at any 90 degree intersection, so use it wherever you can if it cuts tri count and doesn't compromise quality. I'm looking at the back of the controller where the cable connects - you could lose all those tris if the connection was floating 
Portfolio - critiques welcome 
Junior artist at Bohemia Interactive Simulations (UK)
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, triangle,
357 Posts,
Join Date Jan 2011,
Location Guildford, UK
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My texture for the Minecraft dragon!
I spent way too much time on this, lol.

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, triangle,
340 Posts,
Join Date Nov 2004,
Location Kuala Lumpur
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There are dragons in minecraft now?! And WOW that is an awesome texture you came up with DemonPrincess. Your low poly work is inspiring 
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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First shot at Vertex blending, not exactly what I imagined, but I learned a lot. Now where to go from here.
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, vertex,
37 Posts,
Join Date Jan 2010,
Location Pittsburgh
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Quote:
Originally Posted by Nebz

First shot at Vertex blending, not exactly what I imagined, but I learned a lot. Now where to go from here.
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well you could make the vertex paint effected by your heightmap or mask, so it fills in the cracks first.
which would give you more realistic in interesting patterns, and get rid of the graident fade
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, card carrying polycounter,
2,233 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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Sick dragon, DP!
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, veteran polycounter,
3,303 Posts,
Join Date Oct 2004,
Location Denver, CO
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seven// haha.. really diging ur mutant ^.^
lots of great work from begging of 2012 years here
I made a model for 3d printing figure.

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, spline,
217 Posts,
Join Date Mar 2007,
Location Korea
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Quote:
Originally Posted by darbeenbo
Been working on a leather bench for a scene of mine. Gonna call this hi-poly finished! HAPPY NEW YEAAAR!!!

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Did you sub-d model this in something like 3ds max or maybe sculpt it with zbrush?
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, dedicated polycounter,
1,443 Posts,
Join Date May 2011,
Location Minnesota, USA
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Quote:
Originally Posted by Computron
Did you sub-d model this in something like 3ds max or maybe sculpt it with zbrush?
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Looks like it was modeled in max and the wrinkles were added in a sculpting app, I could be wrong, but that's how most artists like to approach something like that.
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, polycounter, lvl. 13,
7,050 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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@ Jessica & cholden: thanks muchly!
Quote:
Originally Posted by Jessica Dinh
There are dragons in minecraft now?!
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Yep! The latest version of Minecraft has the dragon in it. It has its own realm, and it's the "endboss" if you will.
They also announced they will add common dragons, which will be red. I don't know how long it will take before that's finished, though.
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, triangle,
340 Posts,
Join Date Nov 2004,
Location Kuala Lumpur
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Quote:
well you could make the vertex paint effected by your heightmap or mask, so it fills in the cracks first.
which would give you more realistic in interesting patterns, and get rid of the graident fade
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I did, but I believe either the cracks are too small to be used properly, or I did something else wrong. Here are the maps for the bricks.

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, vertex,
37 Posts,
Join Date Jan 2010,
Location Pittsburgh
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HAPPYNEWYEAREVERYONE!!!!
Quote:
Originally Posted by papagersi
seven// haha.. really diging ur mutant ^.^
lots of great work from begging of 2012 years here
I made a model for 3d printing figure.

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AWESOME!! I freaking love that sculpt.
Quote:
Originally Posted by Emil Mujanovic
WAYWO 2011 Thread Here - Moved to the Archives section
Here are some random sculpts I'm working on to kick off the new year.
Alien type dude.
Giant head man.
(Uncle) Fester Addams.

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Great work Emil. Glad to see some new stuff from you man. 
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, polycounter,
837 Posts,
Join Date Feb 2008,
|
awesome dragon skin DemonPrincess ! yeahhhh about those red dragons... if they are anything like their "npcs" than.... i wouldnt mind them just skipping them... oh by the way your guestbook on your website is being spammed. something about gonorrhea -__-
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, spline,
243 Posts,
Join Date Mar 2010,
Location Richmond
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benji: thanks a lot for the help. I did a bunch of poly reducing in favor of baking parts on instead of having geo. I know I could take the reduction a bit further, but hopefully this will end up being a happy medium in terms of detail.
Total tri count without the cord is 1,834
I'm gonna make cards to replace the cable tomorrow. Not sure how many cards I should use. If I reduced the cable to a 2 card X shape, that would give me about 425 tris for the cord, making the total polycount right around 2250.
Is this a more realistic density for a closely viewed in-game asset?
BTW, you mentioned that I needed more edge loops for the corners of the body. Actually, the corner circled in red is suppose to have a sharp transition, while the one in blue should be smoother. Should I still add more edge loops to the smooth corner?
Thanks again.

Online Portfolio: www.b-boyd.com
Modeling and texture artist currently available for work.
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, null,
11 Posts,
Join Date Sep 2011,
Location Hawaii
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delete the middle 3 loops from the connector/plug. Make the wire 3 or 4 sided and remove some segments. Use a geosphere for the joystick. Add a couple more sides to the blue corner and the joystick-platform.
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,247 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
|
Quote:
Originally Posted by BetelGeist
awesome dragon skin DemonPrincess ! yeahhhh about those red dragons... if they are anything like their "npcs" than.... i wouldnt mind them just skipping them... oh by the way your guestbook on your website is being spammed. something about gonorrhea -__-
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Thanks!
As for the NPCs, they might turn out not so bad afterall... Mojang just hired a new person to work on the NPC AI.
Oh yeah, and I deleted the offending entries in my guestbook. 
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, triangle,
340 Posts,
Join Date Nov 2004,
Location Kuala Lumpur
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Quote:
Originally Posted by Computron
Did you sub-d model this in something like 3ds max or maybe sculpt it with zbrush?
|
I started off sub-d to get some basic forms in there like the indents of the buttons that I touched up in zbrush. Just seemed a lot easier to do that way, even if the mesh itself wasn't very zbrush friendly. Take this cushion for example, I extruded all the faces with "keep faces together" unchecked, then slightly rotated all the faces to get a little fold when it sub-divided.
Also props to Raul and his pimp thread as a good reference on workflow.
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, triangle,
432 Posts,
Join Date Jun 2010,
Location Burlington, Vermont
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woohoo, more texture progress. Sitting at 1,134 tris for all of it.

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, polycounter,
1,274 Posts,
Join Date Jun 2009,
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