3d artist and animator. You want cool thing? I make you cool thing.
Awesome to see more progress!
None of this wankery. Anyone can extrapolate a tri-count if they really care.
Yay new concept art! That's really awesome looking.
Unless you're trying to integrate new art assets, in which case Source is backwards and obstinate.
The feet or too small, and duck wings don't really attach to the rest of the body like that.
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.
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.
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.
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.
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
May I suggest a real-time shader like Xoliul's viewport shader?
It's far better than the standard dx shader. It should allow you to more quickly set up and view your maps.
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.
Needs specular map.
From what I can see you really just need shadows, brighter lights, and some specularity.
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.
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.
It's not a bad piece of software.
Awesome detailing on this man! I'm very impressed!
I heart clunky scifi shooters.
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!
Sounds like you answered your own question. Blender is good.
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.
How can I NOT?
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.
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!
I completely understand! That can be as much a difficult step as anything else.
Except when they're cylinders.
Looks solid enough. I'd love to see a wireframe!
That's well on it's way! Those doors on the side really make it a lot more interesting shape. It's coming along. If you still want to add more detail I'd put some panels or something there in the interior section, make it pop a little more from the main hull!
Nice. Did you model the ejection port on the other side?
No applause please, just throw money.
They ask because it's important to know if you're going to put it in a game engine. They ask because making a model look good with a smaller number of polys takes skill. They ask because large numbers are inherently exciting.
I can't really tell what this is, so I shall mock it. MOCK MOCK MOCK.
Looks like the normals on the nose needs some smoothing. Actually there are a couple of spots like that. Nice unwrap though, the texture looks great.
You could take out most of the chest and neck detail for the low-poly if you're going to sculpt it. It's not really adding to the profile.
It's a little better, still having trouble telling everything apart. Interesting choice to model! It'd be cool if you made the folded up version as well.
Dark render, I'd like to see it lightened up!
At least AR is still mostly DIY goofy tooling around in the world today. As awesome as the idea is I don't think I could stand that much visual clutter.
You're making a mistake then. You need to at least scuff it up. These things are picked up by either a mechanical arm or a man in a boiler suit, neither of whom treat it tenderly. I don't want more magical pristine objects, it's simply not realistic.
Textured train is teh sex.
Gorgeous photoreal model. It'll be a shame to lose all the detail in the low-poly.
Or even better, post the tri count.
Fun concepts, good sense of 3d space.
That'll look good when it's done, good stuff.
Do we really need 6 views of this? It's a nice model, but I'd keep the extra views to your personal profile.
This is a good start, if you can get your texture to the level of the revolver it will be close to perfect. The parts of the stock that are supposed to be brass(?) are pretty jagged next to the wood, fix that and it will be excellent.
That's a solid revolver. Good work! Is it penetrating the ground there at the handle? I assume not, but the way you've set up the render it leaves the question open.
I can see what you did with the windows now. Looks good! The green at the base and and above the trim, I'm not sure what it's supposed to be. It looks like pond scum. Maybe too saturated?
Nice piece, I suggest blowing out some of the windows. Don't know how you're running with texture space, but it'd break up the space a little more.
Shiny. You should upload some wireframes of your models too!
Baby needs a normal map! And your textures don't match going from one side to the next. The weathering is horizontal on one side and vertical on the next.
A classic pistol model. Looks good!
Thanks a lot!
It's a great start. You've got some funky normals there on the grip.
This is really just a framing comment. All your screenshots feel pretty square. If you changed up the angle and height of the shot, perhaps taking it from a corner, you'd have some much more dynamic shots to interest people. Don't get me wrong, I like what I see, I'm curious about the environment these are set in, but you could take it to the next level pretty easily.
Nice model, really well-textured. Kind of hard to tell the detail with a black background though. One suggestion, you got some spots where the grime looks like it's caked on an area that would otherwise rub on another, like the clip. Add some smudging or clean sections to show where the moving parts are and it would be even better.
Cool syringe, and it looks pretty low-poly. Nice.
I need smoothing groups!
Nasty tearing you're got going there on the clip. Looks like you have too many polys close together.
I'd as soon not waste an extra click having to go to the separate media pages. You're fouling up my ergonomics! I do like that you've divided mod groups from interest groups, that could allow for a lot of more focused features down the line.
Is this based on a real model of grenade? It looks a little cartoony, which is great if that's what you're going for, otherwise I'd suggest building a grenade based on a modern military model, that way you can pull some visual references and get something that looks close to real.
I was going to complain about how square the rear looked, but when I looked up a reference it turned out the thing really does have a flat butt. Nice model!
Lovely. Modeled with what?
That's a really intense blue on the deck, is that what it look like in reality? I'd change it to gunmetal like the towers, but other than that it looks good enough.