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878063 Posts in 32904 Topics- by 24326 Members - Latest Member: GeneralSparkzz

May 21, 2013, 04:54:05 AM
TIGSource ForumsDeveloperCreativeArtWorkshopAsepl's workshop of improvement
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nahkranoth
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« Reply #45 on: June 22, 2012, 08:06:26 AM »

thats a big improvement of skills. The proportions are pretty good. The axe is nice too.
Keep this up and change your boredome in enthousiasm.
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Asepl
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« Reply #46 on: June 23, 2012, 01:25:00 PM »

thats a big improvement of skills. The proportions are pretty good. The axe is nice too.
Keep this up and change your boredome in enthousiasm.

Thank you Smiley

It's more like... I know I HAVE to make a model, so that I get better. But it's so hard to motivate, you think like... Oh noo.. Too lazy... And when you actually start making it, it's awesome, and it's really fun.
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Asepl
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« Reply #47 on: June 30, 2012, 01:10:05 PM »

Been practising UV mapping. Made an Iphone 4G  Ninja







And here's the uv map, if you don't believe me  Cheesy



It's around 740 verticies.

Feel free to comment  Gentleman
« Last Edit: July 02, 2012, 05:56:42 AM by Asepl » Logged
Halcyon
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« Reply #48 on: June 30, 2012, 07:03:38 PM »

thats a big improvement of skills. The proportions are pretty good. The axe is nice too.
Keep this up and change your boredome in enthousiasm.

Thank you Smiley

It's more like... I know I HAVE to make a model, so that I get better. But it's so hard to motivate, you think like... Oh noo.. Too lazy... And when you actually start making it, it's awesome, and it's really fun.

This is exactly the case with myself.

Been practising UV mapping. Made an Iphone 4G  Ninja







And here's the uv map, if you don't believe me  Cheesy



It's around 740 verticies.

Feel free to comment  Gentleman

Good work, though is there any reason you didn't set your model's shading to smooth? Also there are some unnecessary edge loops on the model and the geometry is a little messy. I would have personally not added all the edge loops for the side buttons and would rather have them as separate from the actual phone which would cut the poly count significantly with no perceivable side effects.

Keep on practicing, you will and are improving but you need to focus on your forms without wasting so many polys. Do you use many tutorials? There are so many good resources out there for modeling that can help you improve. Personally my problem is that I spend probably 80% of my time finding and reading/watching tutorials with obviously not enough time actually spent modeling myself; whereas you may be the opposite and need to spend a little more time learning from someone rather then going all out without enough of an idea of what you are doing.
« Last Edit: June 30, 2012, 07:08:39 PM by Halcyon » Logged
Asepl
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« Reply #49 on: July 02, 2012, 05:42:55 AM »

Yup. 740 verticies were too much, that's because I've lost alot on the back of the phone. There was nothing modeled, but just flatness, covered with edge loops.

Here we go, absolutely new, fresh from anvil, Mine Lantern  WTF





High poly version






Low poly version

The original is of course the low poly version, which is around 1043 verticies.
High poly is about 4000 verticies.

hmm. Anything else? No. I guess. Enjoy  Beer!
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Asepl
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« Reply #50 on: July 03, 2012, 01:09:18 AM »

Me likes tomahawk  Ninja







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Asepl
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« Reply #51 on: July 06, 2012, 09:23:28 AM »

Alright, since I've fixed this problem with help of some mighty people, I want to share with you, what the answer is!

If your uv map messes like this:




The most common fix is: "CTRL + A    -->  Clear Rotation & Scale"

And you're most likely done Smiley
« Last Edit: July 06, 2012, 12:51:28 PM by Asepl » Logged
Asepl
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« Reply #52 on: July 11, 2012, 01:36:18 PM »

Good news everybody, I'm converting to 3ds max 2013.

Been tired of blender already, and I heard all the superbs about max so...
I've already noticed alot of great functions the "better" program has, such as "bridge", "bevel", "inset". They all were for example in wings 3d, but blender has a lack in this.

Additionally, the renderer, animator and rigger seem way better, so I am really positive about this Smiley
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Halcyon
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« Reply #53 on: July 13, 2012, 03:32:24 AM »

All those great functions are available in Blender with the new BMesh system. The other 'improved' features are debatable. But by all means try other programs, and if it works better for you then great!
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Asepl
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« Reply #54 on: July 13, 2012, 03:48:58 AM »

You know, I'm also doing it because of the "fame" 3ds max has in comparison to other programs.

If someone would ask me "Hey, nice models! What do you use?" and I'd answer "Blender Smiley". He'd most likely be like "0_0 Omg lol, fail".

Another great reason is, that I'm selling my models, or at least trying to ( you can't see all of them here  Huh?). This gives me a great motivation, but the website I put them on has some kind of rating system. To get rated, you HAVE to send them a .max or .ma or .c4d file. Otherwise it won't work. I tried to convert .blend to .max, but didn't work.

So yeah Smiley
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Asepl
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« Reply #55 on: August 28, 2012, 05:28:08 AM »

Could anyone tell me how the hell is this possible to make textures like this one?

Can't really find any answer on the internet  Mock Anger
And I do know it requires shitloads of practise and skill, but still.
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nahkranoth
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« Reply #56 on: August 28, 2012, 02:00:24 PM »

I don't think there is any magic involved. It's the thing you allready use: uv map.
It's just more advanced. But i see a lot of things allready happening in your work.
The text on the miners lamp. What makes it look advanced is that it's way more parts all textured with attention.

The other thing that makes a very big difference is the lighting and the reflection of the texture. You should check out lighting tutorials (not only for 3D, but also movie). If i look at the axe for instance; wood will allmost never shine like this. It looks like metal with wood texture painted on it. I know there are ways to adjust the reflection and a lot of other properties connected to the texture appearance(don't know how in Blender).

tutorials:
http://www.blender.org/education-help/tutorials/light/
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Asepl
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« Reply #57 on: August 30, 2012, 12:25:42 AM »

Sorry mister, but I have switched to 3ds max 2012  Gentleman

Quote
Good news everybody, I'm converting to 3ds max 2013.

Been tired of blender already, and I heard all the superbs about max so...
I've already noticed alot of great functions the "better" program has, such as "bridge", "bevel", "inset". They all were for example in wings 3d, but blender has a lack in this.

In about 2-3 days I will have finished female model. Not sure if I will already have textures by then, but there will be hair and materials for sure.


I sadly think I haven't got any texturing skill  Tongue
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nahkranoth
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« Reply #58 on: August 30, 2012, 01:27:10 PM »

Sorry mister, but I have switched to 3ds max 2012  Gentleman

Quote
Good news everybody, I'm converting to 3ds max 2013.

Been tired of blender already, and I heard all the superbs about max so...
I've already noticed alot of great functions the "better" program has, such as "bridge", "bevel", "inset". They all were for example in wings 3d, but blender has a lack in this.

In about 2-3 days I will have finished female model. Not sure if I will already have textures by then, but there will be hair and materials for sure.


I sadly think I haven't got any texturing skill  Tongue

my excuses, but still i think it should work about the same in 3d max.
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Joshua
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« Reply #59 on: August 30, 2012, 03:23:50 PM »

Why is your geometry so faceted?
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