Are you a 3D artist, are you looking for some talent or just want to collaborate or know who your fellow ModDB artists are.

Doesn't matter what application you use or how you do it... if you're a modeller, animator, skinner or looking at getting started with 3D...
Then this is the group for you.

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Blog RSS Feed Report abuse Latest News: Newsletter #1

3 comments by TKAzA on Jan 12th, 2008 digg this super bookmark


ModDB's modellers have quickly established themselves as the largest non engine specific development group, setting the base for what could end up being one of the largest mod related modelling hubs for modelling information and support.

We welcome to the group newcomers and old timers alike and are proud to have some industry talent among us.
Plans are in place to expand the group and get the community involved in small competitions and have community vs community competitions up and running shortly.

In each newsletter we also plan to have a showcase of some great community workings, including 2D and 3D work.
It would be great to get some original high quality work in these showcases if you would like to show ModDB and others what you can do, please email a 1024x768 render to aza_bak@hotmail.com please ensure your email is on the image so others can contact you.

Todays Example showcase we have M@ty's amazing CX4 Storm
 

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A shout out also goes to the good folks at Noesis Interactive who have uploaded a swag of XSI Mod tool tutorials for all the avid source developers out there.
Check them out here.

So that’s about it for newsletter one, thanks to all that have registered and are taking part in the group so far, your helping make a better stronger group and supporting your fellow modeller.

Keep it real 3D

Aaron ”TKAzA” Out

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Group Leaders
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United Kingdom Bunnyjen

Online 3 hours ago Group Manager Joined Nov 22, 2007
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Australia TKAzA

Online 1 day ago Group Director Joined Nov 21, 2007
Comments  (50 - 60 of 165)
M@ty
M@ty Mar 29 2008, 5:48am says:

CX4 got a makeover!!:
Img156.imageshack.us

Didn't want to add it again to images =].

+3 votes     reply to comment
GiantOtaku
GiantOtaku Mar 28 2008, 11:05am says: Online

hey been apart of this group for a whiles but just uploaded some of my work. Hope yall like it.

+2 votes     reply to comment
M@ty
M@ty Mar 24 2008, 5:05am says:

4 more weeks left of uni, then I have 5 months free time! Next model its probably going to be that Kriss low-recoil SMG (got a few bits to finish on the CX4 first actually). Going to be a good month or two before I update, but heopfully the next model will be up asap!

+2 votes     reply to comment
kinesis916
kinesis916 Mar 24 2008, 1:18pm replied:

Ahh indeed the bliss of only a few weeks uni left. After the nice easter break of course. The summer should be a great time to experiment. I might make a dinosaur. Or some weapon. Or another space ship. Or more grass. Or... you the my drift.

+2 votes     reply to comment
mikejkelley
mikejkelley Mar 22 2008, 4:37am says:

Normal map ques. Can anyone plz tell me...

What's the deal w/ smoothing groups in a hi-poly char? I know it's supposed to be all one smooth group when generating the normal map, but can I specify smoothing groups on the low poly?

+1 vote     reply to comment
solvalou
solvalou Mar 23 2008, 8:10pm replied:

The smoothing on the low poly is usually just one group since it is the normal map that does the "smoothing".

If you generated a normal map from a mesh(low poly) with 1 smoothing group, then put smoothing groups afterwards on the mesh, then put in the normal map, you will get smoothing/normal map errors/seams.

+2 votes     reply to comment
mikejkelley
mikejkelley Mar 24 2008, 6:21am replied:

Thnx for the reply, I'm not sure I understand though. What do you mean by "seams"? Wouldn't that be just like hard edges (the desired effect)?

I read that trying to create a normal map from a mesh with multiple smoothing groups is "bad". Is that the case? How bad? Like crossing the streams in Ghostbusters bad?

If you can't use multiple SGs to generate the normal map and you can't use multi SGs on the low poly, that would make SGs a thing of the past altogether. Say it ain't so!

+1 vote     reply to comment
solvalou
solvalou Mar 24 2008, 9:24pm replied:

You can use smoothing groups on the high poly, subdivision/chamfer edges is better though.

When you use smoothing groups on the low poly to generate your normal maps, it doesn't catch the info between the smoothing groups. Lets say you have a nice cube with rounded edges. Your low poly is a 6 poly cube that has different smoothing groups so it looks faceted. What happens is when you generate the normal map is that it wont catch the smooth rounded edge of the high poly because the normals of the low poly are only facing 90 degrees from each other. The smooth rounded edges are between those 90 degrees. If the low poly cube had a single smoothing group, the normals would be covering the entire area so it would catch all the details.

+2 votes     reply to comment
mikejkelley
mikejkelley Mar 25 2008, 6:30am replied:

Ok, thnx, I'm gonna try SGs on the high poly.

+1 vote     reply to comment
mikejkelley
mikejkelley Mar 16 2008, 9:07am replied:

Was about to ask the same thing. Are you busy cause of DWar? Picked up a Korean 3d CG mag the other day, was surprised to see a full back-cover ad for DWar!

+1 vote     reply to comment
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