1. Post #2361
    TonyP's Avatar
    May 2012
    1,481 Posts
    What stitching? My model doesn't have stitching.
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  2. Post #2362
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,584 Posts
    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.
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  3. Post #2363
    TonyP's Avatar
    May 2012
    1,481 Posts
    It looks like that because it doesn't have the stitching yet which is what gives it that bulgey padded look.
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  4. Post #2364
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,584 Posts
    No it's not. You can clearly see the curvature of the strap in the real one:



    Which is completely absent in yours:

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  5. Post #2365
    TonyP's Avatar
    May 2012
    1,481 Posts
    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.
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  6. Post #2366
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,584 Posts
    So you intend on actually adding the stitching as geometry, not just in the texture?
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  7. Post #2367
    TonyP's Avatar
    May 2012
    1,481 Posts
    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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  8. Post #2368
    Gold Member
    dookster's Avatar
    January 2008
    4,639 Posts
    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.
    I'm not a fan of this style in reality but damn those are pretty.
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  9. Post #2369
    Eeshton's Avatar
    October 2010
    9,930 Posts


    i am so bored right now
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  10. Post #2370
    TonyP's Avatar
    May 2012
    1,481 Posts


    ?
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  11. Post #2371
    woolio1's Avatar
    November 2009
    4,795 Posts

    ?
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  12. Post #2372
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,102 Posts


    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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  13. Post #2373
    Gold Member
    DOG-GY's Avatar
    June 2009
    12,239 Posts
    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.

    imo the suede looks more rendered.
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  14. Post #2374
    DeanWinchester's Avatar
    May 2010
    3,552 Posts


    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.
    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)
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  15. Post #2375
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,102 Posts
    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.
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  16. Post #2376
    woolio1's Avatar
    November 2009
    4,795 Posts
    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...
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  17. Post #2377
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,102 Posts
    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...
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  18. Post #2378
    Gold Member
    Dippeggs's Avatar
    August 2006
    2,106 Posts
    Anyone know a easy way to animate a car? Like a plugin or something?
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  19. Post #2379
    Gold Member
    nemmises5's Avatar
    May 2010
    1,769 Posts
    ok so I just modeled out a space ship not if I want to put in a game what do I do?
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  20. Post #2380
    Gold Member
    Juniez's Avatar
    May 2007
    5,235 Posts
    export or compile it depending on what game u want to put it in
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  21. Post #2381
    Gold Member
    nemmises5's Avatar
    May 2010
    1,769 Posts


    still WIP the subdivide and smoothing I prob won't keep.
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  22. Post #2382
    Dr. Evilcop's Avatar
    May 2011
    2,287 Posts


    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?
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  23. Post #2383
    Gold Member
    nemmises5's Avatar
    May 2010
    1,769 Posts
    I'm going to try unity
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  24. Post #2384
    Red Member
    mr apple's Avatar
    March 2009
    7,679 Posts
    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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  25. Post #2385
    Dr. Evilcop's Avatar
    May 2011
    2,287 Posts
    I'm going to try unity
    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.
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  26. Post #2386
    Red Member
    mr apple's Avatar
    March 2009
    7,679 Posts
    Oh Unity is easy-peasy. If I remember correctly, can't you jsut 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
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  27. Post #2387
    Gold Member
    nemmises5's Avatar
    May 2010
    1,769 Posts
    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.
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  28. Post #2388
    Dr. Evilcop's Avatar
    May 2011
    2,287 Posts
    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.
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  29. Post #2389
    TonyP's Avatar
    May 2012
    1,481 Posts
    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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  30. Post #2390
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,102 Posts
    Anyone know a easy way to animate a car? Like a plugin or something?
    If you're using max, then craft director or mad car.
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  31. Post #2391
    Gold Member
    Domino's Avatar
    August 2006
    1,299 Posts
    Anyone know a easy way to animate a car? Like a plugin or something?
    Splines :)
    Path constrain.
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  32. Post #2392
    Dr. Evilcop's Avatar
    May 2011
    2,287 Posts


    I'm so bored.
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  33. Post #2393
    MaroonMak's Avatar
    October 2011
    444 Posts
    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.
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  34. Post #2394
    Modelrator
    PLing's Avatar
    February 2005
    4,021 Posts
    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.
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  35. Post #2395
    Tophat Enthusiast
    Quinnjdq's Avatar
    July 2011
    3,557 Posts
    I tryed to one up a guy who posted on Gamebanana for what ever reason.

    and mine
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  36. Post #2396
    TonyP's Avatar
    May 2012
    1,481 Posts
    A jigglebone chain would be nice.
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  37. Post #2397
    MaroonMak's Avatar
    October 2011
    444 Posts
    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.
    Perfect, thanks!
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  38. Post #2398
    Tophat Enthusiast
    Quinnjdq's Avatar
    July 2011
    3,557 Posts
    A jigglebone chain would be nice.
    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.
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  39. Post #2399
    TonyP's Avatar
    May 2012
    1,481 Posts
    You could do it with either 30 polygons with plans or 200 polygons with cubey chain links.
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  40. Post #2400
    Mr Kirill's Avatar
    January 2008
    324 Posts
    I'm just posting here to say that all the things you guys make are awesome.
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