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878819 Posts in 32939 Topics- by 24348 Members - Latest Member: PenicillinGamez

May 22, 2013, 05:36:39 PM
TIGSource ForumsDeveloperCreativeArt3D thread
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Inanimate
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« Reply #15 on: February 25, 2009, 04:03:40 PM »

 Epileptic
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Ivan
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alright, let's see what we can see

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« Reply #16 on: February 25, 2009, 04:05:15 PM »

some old blender stuff

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« Reply #17 on: February 25, 2009, 04:14:54 PM »

nice render toastie Smiley

pen that thing scary me  Concerned
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« Reply #18 on: February 25, 2009, 07:41:51 PM »

Reminds me of the Parasyte graphic novel.
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Synnah
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« Reply #19 on: February 26, 2009, 09:39:02 AM »

Looks a bit like Rubber Johnny, Pen! Only less human-like.

Also, fantastic low-poly work, Anna Kiss
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« Reply #20 on: February 26, 2009, 02:52:50 PM »

Awesome!  I'm loving this thread.  Kiss
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Core Xii
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« Reply #21 on: February 26, 2009, 03:39:32 PM »


The lighting is all wrong... you probably used a point light, when you should've used a spherical volume light.
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Hideous
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« Reply #22 on: February 27, 2009, 01:24:22 PM »


The lighting is all wrong... you probably used a point light, when you should've used a spherical volume light.

I used a "PointLight3D". Haven't ever used Papervision3D before.
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« Reply #23 on: March 05, 2009, 04:03:14 AM »


I'd color it, but I'm still trying to get better at shading so I can work faster.  I'll color when I've got more of them done.  This is for a fantasy/sci-fi Tactical RPG.  I've got like 30 or so to make.  I can do the models at a decent rate, but texturing takes me forever.  This one took three days...  about half a day for the model and a couple days worth of fighting with the texture...
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« Reply #24 on: March 05, 2009, 04:46:59 AM »

That's fantastic!
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« Reply #25 on: March 06, 2009, 07:44:56 AM »

Indeed! That's exactly what I would love to learn! Modeling and texturing like this in Blender...

Great stuff, Squiggly_P. And the shading already looks pretty good IMHO. But I'm just a noob regarding 3D modeling  Sad
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« Reply #26 on: March 14, 2009, 09:58:05 AM »

My first character model Shrug
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« Reply #27 on: March 22, 2009, 04:46:29 AM »

My first model, a Gloster Meteor made in Wings3d, for the cockpit competition.

The placeholder I was using before was seven white cubes stuck together. A was aiming for something similarly lo-fi, but this has come out more complicated than I expected.

Edit: Yikes, I just exported this and loaded it, and it came out all smoothed. Is there anyway to get wings to export things directly as flat-shaded?
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Jared C
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« Reply #28 on: March 22, 2009, 08:02:12 AM »

My first character model Shrug

Nice!  I really like some of your modeling, but in honesty I'm not a huge fan of your style.  Your heads and eyes are what always get to me.  It's not like they're bad, I just don't really like the consistent "peanut" shape.  I think if you added a little more variety to your heads (square chins, less rounded shape) then your design would be much more effective.  The eyes have the same problem.  The three white circles in all of your work just doesn't allow for as much variety and texture.  The eyelids are also a problem for me.  It just seems too cartoony imo.  If that's what you're going for, that's fine, but I just think they could use improvement.  Maybe if you got rid of the eyelids and just added eyebrows it would be less overwhelming and allow for more flexibility and expression.

Sorry if I'm discouraging you.  Again, I really like the rest of the model.
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Ivan
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alright, let's see what we can see

Valaam0
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« Reply #29 on: March 22, 2009, 08:06:56 AM »

My first model, a Gloster Meteor made in Wings3d, for the cockpit competition.

The placeholder I was using before was seven white cubes stuck together. A was aiming for something similarly lo-fi, but this has come out more complicated than I expected.

Edit: Yikes, I just exported this and loaded it, and it came out all smoothed. Is there anyway to get wings to export things directly as flat-shaded?

Hey, that's a pretty awesome model!

"Flatshadedness" is not a property of a model usually, unless each polygon has its own set of vertices. I don't know how you're exporting it or what you're exporting it into, but generally, to get the flat-shaded look, you need to use the face normals when you render. If you use the vertex normals, unless the faces are all separated, it will always look smooth.

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