I really need to get substance painter in the next couple of days, and they only have sign ups on the 1st, and the 15th.
Hey guys, I'm learning to model and i need to practice, but nothing comes to mind...
would you guys help me?
Let's make it into a game.
you give me some ideas and i will do it and post it here.
but remenber i'm just starting, so nothing too complicated.
Let the games begin...
If character design, model humans.
If objects, model vehicles and guns.
If you're not committed to finishing vehicles and guns then just model power tools or something.
To get good at creature design/sculpting you need to study anatomy
what can you study to get good at modeling mechanical, scifi, robotics modeling?
To make believable machines study engineering in the sense that you start to understand the elementary physics and have an armchair understanding about why real-world artifacts are designed the way they are.
If there is a though process behind the way you construct nonsensical mechanical devices that will help lend some degree of plausibility to it which in turn will make the design more believable.
pic related is an unfinished Space escape Pod, for a game.
>>Please no hate, only critique and suggestions
>>feel free to contribute with other 3d Models , if you like
I'm looking for help with 3d models and animations .
I'm new with 3D modeling , and I still dont know many things about it. The biggest question that keep bugging me , is it worth it to Rig models , or it's better to animate with your model bones . I'm asking this , because I'm working alone with games graphics , like the model in the file , and I try to save as much time as possible on my projects.
Also , I wanted to know what is the best number of poligons for a hero of the game and simpe units, also , how much poligons are too much for a single map (I'm creating maps in my modeling program).
Sorry if these questions sound stupid , but if you would anwser them , it would really help me out with my work.
Most games have rigged models as it's easier to animate with a rig and non destructive.
Polygon counts depends on the type of game. Uncharted 4 characters have upwards of 100k but an RTS might have just 5k.
Get xnalara and download some models from different types of games to get the best idea.
Best to get into the habit of rigging controls and animating those rather than directly animating the joints. It's a little lazy doing it the latter way and on the plus side you get some practice rigging.
As for the poly count I second the comment above me. Definitely depends on the context: what engine, what genre of game, are the backgrounds 3d or mapped images, is the character a classic biped or something else. Last month I did some freelance character for a mobile game built in Unity and the guy asked me to keep the tris below 3k. There were a lot of props and the backgrounds were pretty dense.
decent execution, horrible design. honestly not one single bit of that design is appealing. Is it supposed to be like a Halo grunt? What are the too-large pipes on it's back? Why is the helmet the size of it's torso? It'stop heavy yet it has tiny skinny legs.
>honestly not one single bit of that design is appealing
My main inspiration for this was a lot of more bulbous suits, instead of the blockbuster, Hollywood-esque iron man or call of duty type
I'm deliberately going against the norm.
To go against expectations for emphatic response (two eyes, recognizable face features, two arms and typical familiarity) I made it faceless, asymmetrical with the one big arm, and two tentacles.
See pic for my inspirations.
It's a suit for scientists mining and extracting resources on asteroids, or other low gravity environments.
>What are the too-large pipes on it's back?
Tentacles for either grabbing difficult or dangerous stuff, or maneuvering in space along a space station while doing a spacewalk, repairing the station etc.
Just presenting it in substance designer for now. It still has to be rigged, then the final result will be rendered in v-ray.
So right now I'm working on breaking apart the bones for a character I'm CATRigging. The one thing giving me pause is these lil ribbons here. The design calls for the tools on the end to be weighted so they jingle around on the ropes during animation, and I can imagine key framing that would be insane.
So... I'm about to make the right thigh bone and wondering how I handle these. Should I include them in the right thigh bone, or make them their own limb? Make each quad in the rope its own bone? I ask because currently they are completely unaccounted for in my CATRig, which is just a basic spine and pelvis routine.
Since this is for use in a game, it might be worth mentioning the game is being made in Unity.
Any and all help would be appreciated forever.
A turn around so it's easier to understand what you're looking at.
This'll be no help to you, but having come from stop motion animation and being part of the "do it the hard way" school of thinking I feel you should take complete creative control over your danglies and keyframe them. Maybe someone will come up with a clever answer after I post.
Honest question, why everybody here hates Blender? pic related a render made with blender
>doesn't have the same amount of support as the industry standard stuff
This is basically the only reason why. It can do almost everything the other programs do but when something craps out late at night or you run into a problem, autodesk is just a phone call away 24/7. This is a big dealbreaker for any company.
Look at Avid and 99.9% of the editing world. Not too many films/shows get made in Final Cut or Premiere. that's why it's such a big deal when they are.
tips for human head modeling, vids, techniques, images
i always have trouble with the nose, eyes and the forehead. never really got how to do the ala of the nose properly. eyes and forehead I think I need more practice with and make sure my topology isn't incorrect. forehead in particular i often get a horrible blocky line down the middle that can't be smoothed out properly.
Reference, reference, reference.
Also search for basic drawing tutorials, they teach you some usefull guides.
(A face should allways be arround 5 eyes long, and the distance between two eyes, one eye. The lips should be as long as the distance between the two irises.)
can someone dump some good human head reference images in this thread? I don't mean tutorials like the sticky has, but rather photographs of people like pic related.
Sup /3/ I need your help:
I'm need to do the fur part for a character cape/poncho thingy, but cant figure it out how to distribute the planes for the fur projection.
I know there is a way for doing it on 3DS Max, cant remember how.
I'm stuck with scater that wont do for me, its all messie, wat I need is that it follows the normals of it.
TY for your time
thats how the scater looks, the black object is the one to distribute along its cape
Its getting close too the 4th 'o' July.
I think a firework thread here would make good.
Post firework based stuff here.
Maybe even memes.
I dont know,I be here posting pictures of some firework stuff and you guys can talk about it.
What to model ?
>>pic related, I think its missing something
Updated version. The mountains in the right back are placeholders.
I was wondering if someone could orient me on how to finish this surface
Im using Rhino5
the problem is, i can't use curve network because the peace divides in 3
if using patch it just wont respect the curves how i would like
if using curve network on each of the 3 parts i am left with a ''triangle'' where they join, and then again patch just goes all crazy
anyway, thank you
I am making a forest like this in Blender (I have the trees yet) so I need ideas of how to make the floor
dont understand what u want man. u want it to look realistic? then yeah like that guy said u need displacement maps and badass pc. cos putting a texture on a plane with some leaves is gonna look like ur in world of warcraft