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The 3D Thread


suzakuseven

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Ready for a laugh!? Just spent ages trying to UV map this which clearly I am garbage at! :)

67180206eg9.jpg

Not sure whether to stick with it and try make it look decent or just forget about UV mapping it as no-one else is for the test and it looks kinda creepy anyway!

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its not all that bad dude. I think its the reptilian staring eyes that creep it up the most. Iris needs to be smaller I think. Its all baby steps with 3d stuff.. The rate at which you can increase your knowledge and ability if you keep at it is astonishing. Id say its way better than the shit I churned out when I started but THAT was so bad I destroyed it all a long time ago and consequently cant even remember how bad it was! :)

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Yeah I couldn't pinpoint what was wrong with the eyes exactly, but you're right, iris is a bit big and I think to be honest the whole eye socket may just be slightly too large in general. But I think I'll just quickly change the size of the eyeball itself and leave it at that. :wub:

I already feel myself getting much better and more confident with this as I go and I'm enjoying it too which is half the battle!

Wish more people were posting a constant stream of work here though, would be interesting to see.

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Work in progress for the body. I struggled to connect the arm to the body. Took me ages to sort it all into quads and attach them together properly using merge tool to merge all the points together but worked in the end so hope I can do the same with the hands, leg and feet eventually too quite easily! Also need to attach the head, it's just sitting there for effect right now.

Enjoying this though more than I thought, didn't really think I could be arsed with character modelling before! :)

bodyet1.jpg

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Yeah I'm really enjoying this now. Seeing it all come together is a great feeling. Won't be animating this though, just a modelling assessment. But might tinker about with it and do something myself for fun.

Got it all the basic shape modelled and connected up together now. Going to start adding detail for the muscles now which could take ages I reckon but we'll see how it goes.

bodyconnectedfa2.jpg

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Cool, keep at it. It is surprisingly satisfying as you go on... and then the first time you animate something and see a leg bending or anything similar it's just as exciting if not more so! :)

Yeah, I remember my first deformer rig. I think everyone does; that moment when everything's finally sorted and you have a character onscreen you can play with is great.

Also, I think everyone has fond memories of their first "proper" level for a game. My first level that I'd regard as finished was that DM-Maw one I made for UT3 last February. First, the feeling of getting to actually play in it, with bots who followed all the waypoints and stuff I'd set up was brilliant, but then after posting it online, it was amazing to see it pop up all over the place on custom map servers, polish map review websites, all over.

Here's an idea: http://www.google.com/search?ie=UTF-8&...;q=%22dm-maw%22

It just popped up on loads of sites that host Unreal maps. The community reacted lukewarmly to it overall, but because it was fully finished and working, people did play it (most maps in UT3 never reach a completed enough stage to really use on a server).

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That's class Asura, maybe I should look into level editors etc since it's environments I really wanna get into anyway!

Here's the addition of muscles to the top half of the body. Looking quite tasty now I think. :)

bodymusclesagm8.jpg

I'm spending so much time on this, really have to get it finished tonight and move onto the next model for assignment. Gotta add some shorts to this guy first and finish off muscles on the legs. And possibly add shoes or trainers as the feet are shit! :D

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89234557pr2.jpg

24602319il0.jpg

Finished model. Adjusted the abs a bit and then the legs to make them more muscular. Added a kilt so the dude isn't naked and also done some UV mapping on the eyes using an eye texture I done in Photoshop. Might add some proper skin texture if time permits.

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I'm posting this in the Lost and Forsaken thread, but I thought I may as well post this too:

fountainpreview2jw7.jpg

Probably needs one more night's modelling work for the basic shape, then a night to smash it up before moving onto unwrapping and texturing.

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That street scene looks pretty nifty Napoleon! :ph34r:

Eventually moved onto the second part of the assignment where we were to model an abstract piece of glass art. Started by modelling the wooden base and couldn't think of anything glass and abstracty to model and was mucking about with a rubix cube at the time and just thought it would be cool to do something like that. 4 hours later and it's all done! With some mental refraction going on to boot, that was part of the assignment, to show refraction through the glass.

48744631aa2.jpg

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Quite quiet this thread now!

Here's some shots of my final 4 pieces for this semester. All done a week ahead of schedule!

montagecopyeh5.jpg

Really happy with them all and expecting an A for the class, will be gutted and quite angry if I don't considering the level of work everyone else is producing. :P

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6 months later I've sat down and given the starchaser ship another go, looking good so far, hopefully going to get it textured and rendered properly this week. The modelling looks a bit cleaner this time round. I've not found just chilling out for the afternoon with some old music and modelling stuff so much fun in ages, doing stuff at work is so dull compared to this

starchaser1.jpg

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Really nice, they look like a sort of puzzle game when they are all together like that.

Thanks, In the game they're plotted around a huge cartoon globe, the game looks really nice, but gameplays all about stats and stuff so I don't find it that much fun to play. But it was fun to make the 80+ cities

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  • 4 weeks later...
Just threw this together tonight with two seperate bits of portfolio work.

msdeskjv6.jpg

The model is pretty good, but you could get a lot more drama out of that picture with better lighting (more contrast and shadowy parts instead of the floodlight that's on it now).

Also, the diagonal stripes/lines could be improved. I take it is a Photoshop filter? If so, for fun try this:

- Select quickmask mode (press q)

- Use a radial opaque to transparant gradient , move it from the face of the robot outwards

- Select all (ctrl-a)

- Leave quickmask mode

- Now apply the filter

The effect will now leave the central focus of the pic (the face of your robot) alone while fading in slowly and put the background in a more blurry state. Or inverse the selection if this doesn't work.

Another tip would be to use shadowmapping on the object on top of your regular rendering for a better depth sensation.

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Anyway, I'm sure the technique won't be a problem, just trying to give a few ideas to make a decent portfolio a good or even great one :unsure:

I may actually be giving up with the portfolio altogether, at least from the perspective of looking for a job. I've spent years on it now, and am still getting turned down by everyone in the industry - partially due to my work not being good enough and partially to do with redundancies forcing large amounts of games dev staff onto the jobmarket, who all have experience at companies (of which I currently have none). I don't live in London and as a result I can't intern anywhere, and even the companies that said they'd consider it turned me down, as they said they'd need to obtain licenses for software for me to use, and they don't consider it worth the expenditure. Most of the refusals I've gotten back have been flat "no"'s.

Plus things are looking good at my current graphic design job; the job security is good and I enjoy what I do. It really pains me to give up, because working in the games industry has been a dream of mine (and doubtless many others here) since I was very young.

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For what it's worth, I really wanted to work in the gameindustry but got cured by working as an intern. What a shit job that was.

I like the gambling industry much better as a place to work. You still get to use nice tech, work in teams, be creative and work with graphics/animation/sound and stuff like that, while making 8 games a year instead of 1 game every 4 years.

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For what it's worth, I really wanted to work in the gameindustry but got cured by working as an intern. What a shit job that was.

I like the gambling industry much better as a place to work. You still get to use nice tech, work in teams, be creative and work with graphics/animation/sound and stuff like that, while making 8 games a year instead of 1 game every 4 years.

Yeah; the job I'm currently in does allow me to be very creative. It's already a job that most people these days would kill for.

There are two sides to it; one part of it is that I've always wanted to work in the games industry since I was a kid. The other part is that whilst I was at uni, I was studying a course that shared a lot of modules with people on the computer games courses. I had loads of friends, many of whom are on here, or if they aren't, they'd certainly be at home on here. Even working as a graphic designer, the only "gamer" I know who lives near me is Lorfarius. It does depress me a bit at times. I had thought that working in the games industry might get me over this, meaning I could get to know more people into the hobby as much as us lot are. I have plenty of mates, but due to circumstance; not people I have a great deal in common with.

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You can meet gamers anywhere.

I beg to differ, to be honest. That's part of the problem. I'm really happy SSFIITHDR has a good online mode, because I'm a huge fighting gamer and I don't know anyone that'd even touch Street Fighter.

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