3d artist and animator. You want cool thing? I make you cool thing.

Comment History  (0 - 30 of 141)
grinnock
grinnock @ 590

Hilarious.

Good karma+2 votes
grinnock
grinnock @ Environmental modeling completed!

Awesome to see more progress!

Good karma+1 vote
grinnock
grinnock @ EX41

None of this wankery. Anyone can extrapolate a tri-count if they really care.

Gorgeous work.

Good karma+1 vote
grinnock
grinnock @ EHSC Stage Final

Yay new concept art! That's really awesome looking.

Good karma+1 vote
grinnock
grinnock @ The engine I (am/would) develop my games on is

Unless you're trying to integrate new art assets, in which case Source is backwards and obstinate.

Good karma+8 votes
grinnock
grinnock @ Oliver The Duck! W.I.P

The feet or too small, and duck wings don't really attach to the rest of the body like that.

Good karma+1 vote
grinnock
grinnock @ Maya

Shame you're wrong, then. It shines in the animation department, but as a modeling tool it's really no better than max/blender/etc.

Good karma0 votes
grinnock
grinnock @ Anlger

zomg broken! Patch angler spam!

I kid. That's a pretty good, the only major weakness is that the texture is pretty boring. Nice sculpt though.

Good karma+1 vote
grinnock
grinnock @ Building Textured WIP

Not a garage. That's a storefront. You're right though, not knowing that it looks really out of scale. I need to add a shop sign of some kind to attend to that.

The scale shouldn't be hard to fix. I built this thing to be modular. Hmmm... Might have to extend it out more. Maybe another floor or two.

Good karma+2 votes
grinnock
grinnock @ Building Textured WIP

I'm planning on replacing a lot of those windows with more detailed cracked/stained glass, so I haven't touched the spec on them yet. I'm holding off any more work on it till I've done a few grime passes. The shader I'm using for screens is limited to SI, so you're not getting the effect a production render is going to show.

Good karma+2 votes
grinnock
grinnock @ Building Textured WIP

Thanks!

Good karma+1 vote
grinnock
grinnock @ Building Textured WIP

Fixed it. Print screen screw-up. I've got a heap of textures I've collected over the years, I don't know the origin of that particular texture. Probably Cgtextures.com

Good karma+1 vote
grinnock
grinnock @ Walls

Teamwork! Yeah!

Good karma+2 votes
grinnock
grinnock @ Walls

May I suggest a real-time shader like Xoliul's viewport shader?

Laurenscorijn.com

It's far better than the standard dx shader. It should allow you to more quickly set up and view your maps.

Good karma+2 votes
grinnock
grinnock @ Walls

Ah, I see then! You really do want to make one for showing off in your portfolio or whatever. It comes off as really flat right now. Heck, you might as well make a basic normal map as well, bring it to a current gen level of polish.

Good karma+2 votes
grinnock
grinnock @ Walls

Needs specular map.

Good karma+2 votes
grinnock
grinnock @ WIP Glock 19 High Poly

From what I can see you really just need shadows, brighter lights, and some specularity.

Good karma+1 vote
grinnock
grinnock @ Browning M1919A4 w\ Tripod

Google: "3ds max modeling tutorials." There are heaps out there, covering almost anything you'd want to model. You just have to look them up.

Good karma+1 vote
grinnock
grinnock @ Pillar Prop for Aug

If it's done it's done, I just think it needs a little more detailing to make the asset really look good. It's still an excellent piece.

Good karma+2 votes
grinnock
grinnock @ WIP Glock 19 High Poly

It's not a bad piece of software.

Awesome detailing on this man! I'm very impressed!

Good karma+1 vote
grinnock
grinnock @ Sonic Disruptor

I heart clunky scifi shooters.

Good karma+2 votes
grinnock
grinnock @ Browning M1919A4 w\ Tripod

Solid machinegun! I dig it. I want to see the other side with the handle!

Just a few critiques: You're missing the support strut on the back of the gun, bracing it against the tripod. Also, your lighting scheme needs more rays, that should clear up your artifacting. Doesn't really matter for the game, but if you want to show it off as a portfolio piece it'd look much better.

Basically awesome nonetheless!

Good karma+2 votes
grinnock
grinnock @ VITRIOL 3D

Sounds like you answered your own question. Blender is good.

Good karma+2 votes
grinnock
grinnock @ Pillar Prop for Aug

Nice model, but the texture needs more work. You've got the basic marble, which is alright, maybe a little too rough for so fine a column, but you might add some weathering as well, spattered mud/dust or moss or something. Make it look less pristine.

Good karma+2 votes
grinnock
grinnock @ Building WIP 1

How can I NOT?

Good karma+2 votes
grinnock
grinnock @ Pistol

Those are unwrapping techniques. Not sure the naming convention on your modeling tool of choice, but it's stuff you need to know to get better.

Good karma+1 vote
grinnock
grinnock @ Pistol

Not bad for a first try. You really need to separate the sections of your uv unwrap so you don't get stretched sides. That would fix all the non-side views.

More importantly, you need to bevel! Round those edges!

Good karma+1 vote
grinnock
grinnock @ Mac-10

I completely understand! That can be as much a difficult step as anything else.

Good karma+3 votes
grinnock
grinnock @ Creating an EAW/FOC collision mesh

Except when they're cylinders.

Good karma+7 votes
grinnock
grinnock @ Mac-10

Looks solid enough. I'd love to see a wireframe!

Good karma+4 votes
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