Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411588 Posts in 69386 Topics- by 58445 Members - Latest Member: Mansreign

May 06, 2024, 08:32:29 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArtWorkshopAsepl's workshop of improvement
Pages: 1 [2] 3 4
Print
Author Topic: Asepl's workshop of improvement  (Read 13211 times)
Asepl
Level 0
***


Muff muff


View Profile
« Reply #20 on: October 13, 2011, 07:39:29 AM »

I can always delete them, and i probably won't use it.
Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #21 on: November 17, 2011, 11:36:07 AM »

Uhh. Okay. So I am pretty much back (for a while, or maybe longer) to modelling... I had 1 month break, and that's because I was just too lazy. So, now I am thinking of making a 3d scene for school project. I started to create a dragon, but it exceeds my skills greatly (which you can see on the pictures). Just tell me is it worth continuing, because i plan on putting textures after that, and to try animating it a bit. Also, give me advice on which model is better. Smoothed or flat?





And smoothed version.



Logged
nahkranoth
Level 2
**


View Profile
« Reply #22 on: November 17, 2011, 01:28:24 PM »

It depends on what you want
I think smooth is better if you want a realistic dragon

Look at reference material:


Or try something more simple


(reference pictures are not done by me (although i have moddeled a cartoon dragon, -once))
Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #23 on: November 17, 2011, 02:06:51 PM »

I want a dragon that is pretty possible to exist. As it is based on a legend, the dragon shouldn't look like some chinese ones. And I am not so experienced to make models like 1st one.
Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #24 on: November 19, 2011, 02:09:49 PM »

Alright, this one was intended to be a tryout, but it ended up in using it as original. So here goes the "awesomeness" Tongue


Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #25 on: November 20, 2011, 02:07:32 PM »

Realized my previous dragon sucked badly. So here, I present you my 4 hours of work ^_^









Althought, I am not sure how to fix the stomach when smoothed.
And the model is 1600 poly. Half of it are the fangs.
Logged
nahkranoth
Level 2
**


View Profile
« Reply #26 on: November 20, 2011, 03:21:10 PM »

this looks a lot better!
Good work, good progress
Logged
kamac
Level 10
*****


Notoriously edits his posts


View Profile
« Reply #27 on: November 21, 2011, 09:16:42 AM »

It's cool  Smiley Time to make some houses/texture for the dragon.  Smiley
Logged

Asepl
Level 0
***


Muff muff


View Profile
« Reply #28 on: November 21, 2011, 01:52:58 PM »

I made basic textures for the dragon, and few corrections to the guy.
The guy is 435 verticies now.









Logged
dustin
Level 6
*


View Profile
« Reply #29 on: November 21, 2011, 02:33:27 PM »

wow the second dragon is so much better then the first!
Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #30 on: November 22, 2011, 02:09:21 PM »

Yay, got ahold with bones Smiley Also, I made a basic shield, sword and a "farmer" texture for my guy model. I do know, that they should have some armour, but they are peasants Smiley
Here's a scene I made for You.










Yes. This grass sucks. And I forgot to scale the dragoon, and lighting... there's no lighting in there.
Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #31 on: November 24, 2011, 12:48:22 PM »

Yikes. Made a house and a "soldier". However, the soldier sucks Wink
Sadly, I am not working too much on this project (I should, as 8th of December is deadline ._.). Here is a funky village I made (what a waste of time, around 1,5 hour for nothing, and in this time I could make another character...)











Enjoy, and comment  Well, hello there!

EDIT
Actually fixed the whole renders... The lighting was suckish.
« Last Edit: November 24, 2011, 01:12:15 PM by Asepl » Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #32 on: November 24, 2011, 02:54:39 PM »

I thought the character grey mesh was meh but seeing now the whole put together is really cool! It's a neat stylization. Of course it's perfectible but, hey!
I really love the style as shown, the lighting emphasis the toy like quality imo, which work great with the abstraction. I guess this is not in game engine right? I would love to play a game with those graphics and color. It remind me I'm trying too much with my own exploration of 3D !_! simplicity is key
Logged

nahkranoth
Level 2
**


View Profile
« Reply #33 on: November 24, 2011, 04:01:10 PM »

I thought the character grey mesh was meh but seeing now the whole put together is really cool! It's a neat stylization. Of course it's perfectible but, hey!
I really love the style as shown, the lighting emphasis the toy like quality imo, which work great with the abstraction. I guess this is not in game engine right? I would love to play a game with those graphics and color. It remind me I'm trying too much with my own exploration of 3D !_! simplicity is key

I totally agree, this is better then you think! But try to realize what is so good about it.
Logged
kamac
Level 10
*****


Notoriously edits his posts


View Profile
« Reply #34 on: November 25, 2011, 05:34:01 AM »

Quote
I guess this is not in game engine right?

I'm his brother, and we thought of it. Maybe we will make a game out of it later on. Currently it's all only his models 0% of my scripting. We'll see how will it look in C++...
Logged

Asepl
Level 0
***


Muff muff


View Profile
« Reply #35 on: December 06, 2011, 02:23:46 PM »

As you may have noticed, I told you the deadline is at 8th of December. It's true. We actually planned on finishing it earlier, but well... Not everything goes as you please.
BUT we've finished the project!  Crazy Yes, it's not hi-fi super generous etc. but it's ours. Also, looking on others' projects for the year, only ours is interesting.
Here goes the link:


Yes. It lacks good lightening, but complain to kamac about it.

Credits:
Programming stuff - Kamac
Models, (semi) textures, animations - Asepl

Feedback  Tired please...
Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #36 on: January 12, 2012, 07:10:35 AM »

Damn ... I need alot of help with UV texturing... Sad Here's a model I made with meta balls.



And now I've got SO MANY problems to texture the face... It's nearly impossible. I guess the main point is, that it's nearly a ball... And I have no damn idea, how to make a good face texture, fitting my model.
Here's a texture I made using a program.



But it looks horrible when I paste it on the head.
If anybody has any good tutorials, or tips, or whatever, I beg you people... Help  WTF
Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #37 on: January 15, 2012, 08:25:53 AM »

I see nobody is interested in this thread... Sniff.
If anyone experienced would be so nice to help me out with blender, please, inform me, and tell me what messanger do you prefer. I would mainly use some tips with armatures and uv mapping, since I am occuring several problems  Lips Sealed
Logged
nahkranoth
Level 2
**


View Profile
« Reply #38 on: January 15, 2012, 03:30:03 PM »

A bit of googling gave me this:
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics

The technique is call UV mapping, it's so that Blender knows where to put the texture.
I suggest a bit more google-power on your next problem.
I have almost never solved a problem on my own, research is key.
Logged
Asepl
Level 0
***


Muff muff


View Profile
« Reply #39 on: January 16, 2012, 12:16:10 AM »

I actually knew most of this, but still thanks Tongue
Whatever, I guess I will just keep on trying. The best tip I've learned recently from the tutorials, is that I fit the UV map to the texture, not in the other way.
Logged
Pages: 1 [2] 3 4
Print
Jump to:  

Theme orange-lt created by panic