3d modelling

.

The dino model looks nice, though the texture looks too washed out, not enough contrast, compared to the reference image, probably because of the lighting?

1 Like

Yup, the physical sun is too bright by default, and I don’t yet know how to do the UV texturing properly, it’s still on my to-learn list. :smile:

Thanks though :wink:

You’re doing well so far :slight_smile:

What comes to mind:
1.The Uzi is too shiny for me. Was the reference taken with a bright flash? Or is it a special ā€œSilver Editionā€ for sale to rich crime lords? :wink:
2.What’s the polygon count on the various things, both totals and individual objects for the skateboard ramps scene?
3.The dinosaur…thing is the most awesome character modelling on this page.
4.Texturing that last scene could probably make it a sellable product.

Lookin’ good! Do you use projection painting for the textures?

One small thing though, I’d personally like to see a bit more in the way of ā€˜plumbing’. You know, stuff like wireframes, poly and vertex counts, texture sizes, what maps you used and so on. Also rendering it within Unity would give a better impression of what it’ll look like in-game. Although what I see here is good, it’s only half the picture. This sorta stuff is particularly important on the character models, as these will need to animate correctly. For example, good edge loops make it a lot easier at the rigging/weight painting stage.

I think they are all quite good, certainly not perfect and people are always going to find flaws, but you’re doing quite well.

For a ā€œnoviceā€ these are excellent models I think. You should definitely keep at it. For constructive criticism i would say the uzi has too much chrome. I think I’ve become allergic to chrome visually.

Thanks for the comments guys :slight_smile:

I don’t think these models could be used in a game, I haven’t really been trying to make them low poly or anything because I still need to learn how to control the polygon count well. I’m only making these models for a simple mental ray render so I could later on use the renders for a portfolio which I would bring to uni interviews. Ofc. I’m still learning and trying to do better everytime, so I think it will all come with time. I’ve only made like… what, 5 models or something :smile:

Anyways, thanks for constructive criticism. I’ll keep you updated here with new models that make :wink:

If you look at the portfolio for any industry 3d artist they’ll show the wireframe, diffuse/normal/specular texture for each model.

Simple fact that the Uzi could still have sub-d’s turned on and be unsuitable for an in-game model.
If you made that with a budget of 100, 250, 1000, 2500 tris, you’d really learn the lesson of where to prioritise your poly count and the importance of normal/texture maps.

If you are working with concept artwork, style guides, etc. it’s important to get them close to the original. The artist doing them might be on quadruple your salary and a whole team of artists are replicating that style/look. If that art work has been signed off there is no way that each member in the team can be allowed to reimagine it. Multiple sources of reference helps.

Dino would pretty good now to take into Zbrush to add wrinkles, bumps, muscle/tendons and a paint job. (If its not too high poly)

It’s nice to see some aspiring modellers here. there has been a lot of garbage lately! :slight_smile:

Thanks a bunch for the advice!

While I’m not completely sure, I think portfolios for industry and university interviews are bit different. I mean for the industry, you’d obviously want to squeeze the best so you would get employed, but I don’t think university would require that. Ofc. the better the work is, the better it is for you, but I don’t think that it’s 100% required for the portfolio work to be like extremely good for you to be accepted in university. I think they just want to roughly see what level you are on, what you can do etc. :slight_smile:

I imagine you’re right, but you can’t go wrong with a bit of overkill on these things. If they look at a theoretical 2 million poly model they might think it was good, but if they see how you can make something almost identical with only 1.5k polys they’ll really be impressed. The 2 million poly one is, after all fundamentally useless even if it is pretty to look at. Of course if you were doing a course in computer animation I wouldn’t bother saying any of this as you can take almost as long as you like rendering each frame, but you did mention it was game design specifically and this is likely to be the kind of stuff they’re looking for there. Because you’ve started out using high poly modelling I would recommend you get to grips with baked normal mapping those high poly models onto low poly equivalents next. Normal maps are badass.

Looks like you’re starting off very well.

You’re obviously getting pretty comfortable with the modeling tools. In time, you’ll learn to optimize. But for a novice that is not worrying about poly count, you’re doing a great job.

Thanks :slight_smile:
What makes me sad is that I’ve been learning and using Maya all this time, and the course I’m quite sure I’ll be taking uses 3DS Max :frowning:
ehh… Will have to learn max, I guess lol.

It depends what sort of Uni course you’re doing.
Some are focused on Games or Modelling/Animation or Effects (some Uni’s have already a long history in those areas.)

If you’re going the traditional artist route, you can’t go wrong with Art Foundation course, Fine Art BA (with focus on organic modelling with Mudbox/Zbrush + Maya). Opens the door for doing Games and Film CGI.

Lol, you’ve only made like 5 models, it’s not like you’ve been using it 20 years!! :wink:

Edit: Keep up the good work!

Well, my course involves probably all areas of games dev from programming to modelling and animating:
http://www.anglia.ac.uk/ruskin/en/home/prospectus/ugft/gg64.html#course-tabs-detail

Yeh, but I’m fully familiar with the interface and most functions already, so it makes everything much easier lol
:wink:

It’s a very Coder focus course, but that’s what you’d expect from a BSc.
The technical limitations of models in a 3d engine rather than Art (what they look like) would be more important in that case.

Looks fun lol

Need wireframes

I think your doing amazing for 5 months Ive been at Maya for Nearing a year and ive only made one form of Character (G.i.r) now i just do objects and areas i got lost in rendering and Art half way through learning lol

Quick tip: use this for Better rendering, i use to use the Physical Sun/Sky for easy lighting but it was annoying tweaking and Re-rendering it was putting massive stress on my cpu. This Mel script(s) Will set up a Little studio for you to render with just tweak the Plane and light settings to your liking http://www.fxfx.org/index.php/2010/03/12/ready-to-use-studio-light-setup-fxfx-maya-real-studio-ver-1-0/

Hey dude can you post a wireframe shot of your skatepark?

Skating scene wireframe:
http://img411.imageshack.us/img411/2460/skatingpark.png
http://img222.imageshack.us/img222/9510/skatingscene2.png

While I don’t know much about appropriate polygon counts for scenes, I’m quite sure this is too high and it’s only that high because I’ve added many extra edge loops on every model to sharpen the edges for a subdivision (I like to smooth/ subdivide the meshes for a nicer render lol. But as I said earlier I have only been modeling for the sake of learning and for a render to put in portfolio.

Attached the Skating park scene file. If you want, you can use it for what ever you wish :wink:

(P.S. nice portfolio, how long have you been working on that Subway scene for so far?)

Thanks a bunch for that script, and good luck with your modelling :wink:

It’s quite interesting though when I think back lol. I’ve stepped into the world of programming on June 2009 (anything before this date was wasting time playing games :smile:) knowing nothing about it, like half a year later I stepped into the world of 3D modelling/ animation etc. again knowing nothing about any of that and little later into the world of Unity, then web development and so on. So it’s been roughly 1 year and a half with many breaks and I know c#, java, unityscript, php, 3d modelling, animating, digital drawing (…) quite well. Feels like as if I’ve been doing it for ages, I wonder what it feels like for people who have been doing any of that for 4-10 years…

.<

447543–15559–$skatingscene.zip (174 KB)