Hilarious.
Awesome to see more progress!
None of this wankery. Anyone can extrapolate a tri-count if they really care.
Gorgeous work.
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.
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!
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.
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!
grinnock
Christopher joined
3d artist and animator. You want cool thing? I make you cool thing.