It's got this awesome look that's... awesome.
That car looks great. Your low-poly work and texture quality is excellent. I suggest doing a dirty version as well, or additional colours. It could sell on Turbosquid.
how does one make a GIF like that?
Low poly geometry and high res texture, HNNG.
looks low res to me.
Can you guys recommend some simple tutorials for rendering models to look attractive for presentation purposes? Doesn't have to be anything fancy, just something that's a step up from viewport screenshots.
So despite having been modeling for almost a year, this is the first model I've compiled for Source
Quinnjdq had to yell at me and do the UV himself and I rushed the texture.
Trying some stuff out :p Now I should really start filling up the remaining uwv space with stuff..
Cinema 4d + Minecraft (itself) + Mineways + Photoshop + After Effects =
I've been lurking this thread quite a while now and I have to say, that the stuff you guys make is pretty awesome. So, I finally decided to post something too.
My first proper model (by that, I mean my first model that I've properly UV'd and textured) I made after watching a video tutorial about subdivision modeling. Right now I'm working on my second model; a sniper rifle.
Metal could have a bit more shiney shiney, but other then that it's looking hot :3
Could anyone recommend a site with loads of reference pictures of firearms. I had one with huge amounts of images, but it has disappeared.
Also, I'm currently designing a sword. Going to paint it "realistically" and model it and finally put in Skyrim. This is some early line art what do you guys think? Very WIP.
I want this to be a full project, from concept sketches to an ingame finished item.
Thanks for the feedback, guys!
Not exactly the prettiest thing, but the normal map makes up for it.
How do I use that circle spline to make a nice circle on my model?
Hopefully that sentence is not very confusing.
I tried my hand at Sculptris.
What I'm working on :)
(WIP -HLMV screenshot)
Started this vehicle last night for the mod I'm working on. It's almost done, I just need to finish the texture, add more details to it, then I think it's complete.
Somewhat high poly (2004 verts)
Low poly (970 verts)
And yes, I'm aware of the lack of a handle.
don't measure in vertices, it's a bad way to go, plus both of those would have increasing vert counts when put in engine so it's smarter just to measure in tris or quads (if it's all quads)
Work in progress Thomson Gun. Any glaring topology issues anyone sees before I continue?
For the stock, you should manipulate the edge loops on all axes so they're no vertical. Also, with the thompson, the stock isn't like that. It curves up to meet the body; where it makes contact with the metal is flat.
I'm pretty happy with this.
I made a shit-ton of mistakes like not running Blender's automized "Reduce Stretching" function (it's horribly stretched around the lips and nose), modelling the eyes wide open instead of half way, etc etc. I may come back and redo this later but for now I'm good with it being horribad.
Just got a scarification :3