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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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Rykuth
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« Reply #1860 on: October 07, 2012, 05:52:40 AM »

Overall I like the 2012 one better, but some things about the way it's textured strike me as odd.  In the 2010 version the texture for the windows and windshield are the most detailed and high-contrast area, drawing the eye there. This is a good thing in my opinion because it makes the eye focus on the main body of the car, where it should be. In the 2012 version my eye is drawn to the wheels and thus away from the rest of the car. I think you should add the highlights/reflections back to the window textures and maybe remove the tread from the tires.
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mono
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« Reply #1861 on: October 07, 2012, 05:56:07 AM »

2010 is simpler and that is why I like that one more. Also it's not as high contrast.
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Delko
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« Reply #1862 on: October 07, 2012, 04:28:18 PM »

I forgot to mention the windows were going to get a cube map type thing.

I kinda like the 2010 one actually. Still, both are very cool. What program did you use?
I use 3Ds Max and Wings3D for the modeling, MS paint for the textures.
« Last Edit: October 07, 2012, 04:33:31 PM by Delko » Logged

moi
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« Reply #1863 on: October 07, 2012, 08:07:08 PM »

2010 looks really better,2012 has a strange shape and there is sthg wrong with the color sequence on the side
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subsystems   subsystems   subsystems
DustyDrake
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« Reply #1864 on: October 07, 2012, 09:29:32 PM »

MS paint for the textures.
I love you.
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rivon
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« Reply #1865 on: October 08, 2012, 07:53:12 AM »

2012 definitely looks better. 2010 overall just seems less detailed, especially in the front part of the car.
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Aubergine
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« Reply #1866 on: October 11, 2012, 04:49:15 AM »

@SolarLune: thanks, but this house is a finished "project", I like making simple shapes and objects with rich colour textures mapped...mostly because I'm a noob at modelling Smiley

@kamac I am planning to make a game..in a far far future that is...I still have some modelling to do and animation!

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cld
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« Reply #1867 on: October 12, 2012, 11:22:47 AM »

I forgot to mention the windows were going to get a cube map type thing.


 Shocked *drool*

(Just out of curiosity, what's the poly count on that?)
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I make games sometimes. I also help run this Buffalo group thing and tweet a lot.
simonheartscake
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« Reply #1868 on: October 13, 2012, 05:36:49 AM »






No idea how to make gifs, sorry!

The main enemy of the game ive been working on for what seems like forever. Its my first game so its taking a while Tongue
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Delko
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« Reply #1869 on: October 15, 2012, 02:23:38 PM »

(Just out of curiosity, what's the poly count on that?)
1082 tris with the wheels, 656 without.
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Aubergine
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« Reply #1870 on: October 18, 2012, 10:55:58 AM »

A random shelf-kinda object I made in 3D Max
Would it be appropriate for like a simple game? don't know, but I'll keep improving Smiley



bigger size: http://fallenmystic.deviantart.com/#/d5i9usm
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Azure Lazuline
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« Reply #1871 on: October 18, 2012, 12:33:25 PM »

Nice style, very cute and clean.
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SolarLune
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« Reply #1872 on: October 18, 2012, 01:02:55 PM »

Yeah, good style, it's really slick. I only don't like the texture of the outer sides of the shelf - it seems like wooden shingles or something.
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DustyDrake
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« Reply #1873 on: October 18, 2012, 11:46:42 PM »

Hm, I might actually like a desk like that assuming I have floor power sockets.
Otherwise it might be awkward...
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Aubergine
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« Reply #1874 on: October 19, 2012, 04:48:40 AM »

Tnanks Azure, I'm still trying to nail down the details.

@SolarLune: yeah they look really flattened, but I just wanted to try myself in painting wood texture (maybe it would look good on a cottage or smth)

@DustyDrake: hehe it might not be so practical when it comes to domestic usage Smiley

 
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Quarry
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« Reply #1875 on: October 23, 2012, 01:08:41 AM »



Hardcoding is hardcore
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DanFessler
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« Reply #1876 on: October 23, 2012, 10:49:09 AM »

Happy to finally join this thread with a ZBrush monster I made:

IMAGE

 Smiley

Super sweet sculpt man.  I don't think there's much more learning to be had - sub-objects, asymmetry, good brush work.  It's all just a matter of subdividing and doing the fine details from there.

EDIT:  You got me in the sculpting mood and I had a half hour to spare after work...
« Last Edit: October 23, 2012, 07:39:15 PM by DanFessler » Logged

mauz
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« Reply #1877 on: October 24, 2012, 12:26:03 AM »

Need to clean up the mesh, but as a first reference rough for real-time animation in game I'm quite satisfied. Smiley

(on the left is the way it will look like in game.



p.s. sorry for poor englitalian.
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Azure Lazuline
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« Reply #1878 on: October 25, 2012, 12:22:33 AM »

Glad to see people trying out different art styles for 3d-rendered games!

Anyway, since I'm posting here, might as well show a random thing that I did to fill up a page in my instruction booklet. I already had the character and room done for other purposes, so it only took 30 minutes or so to set everything up. I could probably fix some things like her arms, though - it's so hard to pose a character with short arms for something like this! Since she's small in the game, I didn't bother fixing minor rigging issues like that...

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beestings
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« Reply #1879 on: October 28, 2012, 12:31:58 PM »

you guys are all so talented. Which I could make a 3d game, also wish a had a computer fast enough to handle programs like that. (4 year old toshiba... hopefully getting a new laptop for xmas)
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