What stitching? My model doesn't have stitching.
What stitching? My model doesn't have stitching.
While the render's good, the model itself is lacking as you haven't really followed the actual shoe very well. It looks as though your shoe is made of pieces of leather, whereas the actual one has padding, resulting in far less flat geometry.
It looks like that because it doesn't have the stitching yet which is what gives it that bulgey padded look.
Yeah, and that's because without the stitching it isn't compressing it which is why it has that depth. If you just lay a blanket on a bed it will look flat, if you tie a rope around the bed it'll squeeze it and give it that lumpyish depth you're talking about. Same with the stitching.
So you intend on actually adding the stitching as geometry, not just in the texture?
No i'm going to use maps not modeling, either will do it in mudbox or handmake them in photoshop like i prefer with nonorganic objects. It will have the same effect either way.
Also i'm basing the shoe off the one i have in my hand rather than the stock photos. I'm just using the stock photos to put into 3dsmax as easier to use references than holding up a shoe infront of the screen :P . The shoe, like most clothing items, doesn't look quite the same in person. It's alot more matte and has less depth in the grain and is more flat as well. The pictures on the online store are highly touched up and probably have a bunch of 'makeup' on the shoes (kinda like when they put glue in milk and cereal shots and stuff)
Edited:
Oh the straps. They do flare out. I suppose my lighting setup made them look straight but they do flare out. I think I might flare them out a little bit more though. I'm not very good at making light setups. It seems I also blew out the laces and toe texture with the lighting too.
I also mixed in a large-scale noise map to give a subtle lumpyness to the leather. I think it improves it significantly. Catches the light more and looks more soft and less like plastic.
I am impressed at how pretty and realistic my suede is though.
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I'm not a fan of this style in reality but damn those are pretty.
i am so bored right now
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So, today I wanted to learn how to use "for" loops and this is what i ended up with.
It's a script that generates minecraftish terrain from boxes using an image that's been
also generated inside unity using a perlin function. You can change the chunk dimensions
as you wish and modify a few parameters that's used inside the perlin map generation.
Oh and I also learned how to make editor scrips, so you can see that custom "Tools" tab, it contains
a few buttons that lets you generate the chunk inside the editor and save it as a prefab.
Using a bit different setting here.
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imo the suede looks more rendered.
Teach me master (I've been trying to do the same thing for weeks, my main problem is optimization because I can't figure out how to join meshes so it's making a draw call for every single face)
You just need to have dynamic and static batching enabled. Batchable objects must have the same geometry and material and also quite a low vertex count.
I had thousands of drawcalls when I just changed instance color, but then i just made materials with different colors and used them instead and now I have about 80 drawcalls.
Wait, why would you actually use Radeon? CUDA is widely accepted for rendering programs, OpenCL less so...
https://dl.dropbox.com/u/3975474/unitytest3.JPG
Woops, did I just build a house?
Also it seems the thumb tags are not working so imma just link it.
Dynamic shadows sure adds a lot of drawcalls...
Anyone know a easy way to animate a car? Like a plugin or something?
ok so I just modeled out a space ship not if I want to put in a game what do I do?
export or compile it depending on what game u want to put it in
still WIP the subdivide and smoothing I prob won't keep.
If you're putting it in a game engine, then yeah, no subdividing. What game engine do you want to export to?
I'm going to try unity
Unity's a great program that's getting better and better, also floating islands done in a game I'm working on in unity
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Oh Unity is easy-peasy. If I remember correctly, can't you just save the .blend file and it'll take it? If not, just export an OBJ.
I'm not too sure about .blend files, but it auto converts 3ds max files to .fbx
a quick render, added some detail. however I am having issues with it not letting me add loop cuts to certain part of the ship, I tried subdividing some of the faces but I can't do that either.
Are you using Blender? If so, just press K.
I made the shoelaces look folded over where they go through the holes and did some tweaking to materials.
I wanted to go in mudbox and do the stitching and bulging but mudbox only works with amd and nvidia gpu sadly :( I was assuming it would work with mine since it worked with the integrated AMD on my last computer. Oh well..
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If you're using max, then craft director or mad car.
Splines :)
Path constrain.
Hey guys, I am new to the world of 3D modelling and I would love some help. No beginners guide i went through really explained this sort of thing, so please excuse me if it is bleedingly obvious or simple.
I want to kind of thicken that area out, so it is not just as thin as paper. In blender (which I used for a tiny bit earlier) I would just use the solidify modifier but I can find no such thing in 3DSMAX2011. If I am being to vague, please say so. Sorry if there is a very simple way around this, I am new.
If you just want to make it hollow, try the shell modifier.
And if you want to connect those inset bits to the rest of the cylinder, try extrude and weld tools.
I tryed to one up a guy who posted on Gamebanana for what ever reason.
and mine
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A jigglebone chain would be nice.
Perfect, thanks!
Would love to but not only am I completely shit at jigglebones but I also think that would push the poly count (unless I did it with planes) way over the edge.
You could do it with either 30 polygons with plans or 200 polygons with cubey chain links.
I'm just posting here to say that all the things you guys make are awesome.