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Author   Topic : "The 3d thread"
Gotnospoons
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PostPosted: Wed Jun 03, 2009 5:47 pm     Reply with quote
Thanks for joining us Labby, Cool Chopper can't wait to see you texture it.


I should have the textured version of my bi-plane hopefully tomorrow evening.
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Matthew Is Godzilla
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PostPosted: Thu Jun 04, 2009 7:32 am     Reply with quote
labby, wuw you got more weapons? Blender is powerful for sure.
Is the update better? I might wait a while, the update on Gimp screwed with my system.
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labby
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PostPosted: Thu Jun 04, 2009 8:52 am     Reply with quote
Yeah, the new version has some extremely useful features, especially texture nodes.

I don't see how upgrading something like this could damage any other applications on the workstation, but guess everything's possible Shocked
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Gotnospoons
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PostPosted: Fri Jun 05, 2009 6:57 pm     Reply with quote
A Bi-Plane


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udal
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PostPosted: Sat Jun 06, 2009 9:59 am     Reply with quote
Hi guys, I've been admiring the work you're all doing. I've got absolutely no experience with 3d modelling and was wondering what you guys would recommend apps-wise. Bearing in mind I'd eventually like to be able to build 3d models for game assets such as you're doing, Gotnospoons. I have the trial of Zbrush and been trying it out but is it really right for a beginner? Should I just stick with it and try to learn it?
Cheers!
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Gotnospoons
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PostPosted: Sat Jun 06, 2009 1:00 pm     Reply with quote
Glad to see you want to hit the 3d world.

I would stay away from Zbrush to start with, the interface and controls are simply horrid.

3dsmax is a great starting program because there is so much information and resources available. You can find answers to all of your question on the net.

next would be Maya, maya is amazing for UV's and NURBS modeling. More for organic modeling.

Zbrush is the icing on the cake for Normal mapping and high poly modeling. In the end the model will end back in 3dsmax or Maya to optimize back to a usable poly count.

Blender is great as well because it is all free and open source.

Goodluck!
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xbrianx
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PostPosted: Fri Jun 12, 2009 6:01 am     Reply with quote
I guess this could go in this thread, since it is 3D afterall. Very Happy

I'm building a map in the UT3 Editor, inspired by UT2k4's Roughinery. I am really interested in level designing(although being a concept artist is my dream job) and since I'm going to college in a few months for Game Development, I figured I'd give it a try! I plan on painting all my own stone, snow, and lava textures. Lighting is only temporary. The final image, according to the picture in my head and my quick paint over, will be very contrasty with a desaturated sky and stone texture and bright red lava in the bottom depression surrounding the shield belt.


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acapulco
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PostPosted: Fri Jun 12, 2009 8:49 am     Reply with quote
I always hate blocking out in ued3. Doing all my rough in 3d S max and import the whole map as one mesh and test then.
Just another way, yours completely NOT wrong!

I want to go the same way you want to go, but without a Game Development school, because I think it gives you nothing. I'm going to attend a normal art school to get my bachelor.

I made a whole map for unreal 3 few months ago. Made everything myself, so textures, models and stuff. Used 3d max 08 and zBrush.
http://gearsforums.epicgames.com/showthread.php?t=675621&highlight=autumn
This is the link.

What I see at your map now... its really open. You can see every player nearly every time. That is not good. No place to hide, no place to go to. Hide and seek is what makes it more interesting. Search for hourences website, he has got some really great tutorials up!

my 2 cents!
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xbrianx
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PostPosted: Fri Jun 12, 2009 5:59 pm     Reply with quote
acapulco wrote:
I always hate blocking out in ued3. Doing all my rough in 3d S max and import the whole map as one mesh and test then.
Just another way, yours completely NOT wrong!

I want to go the same way you want to go, but without a Game Development school, because I think it gives you nothing. I'm going to attend a normal art school to get my bachelor.

I made a whole map for unreal 3 few months ago. Made everything myself, so textures, models and stuff. Used 3d max 08 and zBrush.
http://gearsforums.epicgames.com/showthread.php?t=675621&highlight=autumn
This is the link.

What I see at your map now... its really open. You can see every player nearly every time. That is not good. No place to hide, no place to go to. Hide and seek is what makes it more interesting. Search for hourences website, he has got some really great tutorials up!

my 2 cents!


Well, it's designed for 1v1s, similar to Roughinery's play style and geometry. I'm not building it either. From the highest point of the map, on the lower right, you can barely see to the opposite corner. The tall pillar and the raised area in the middle walkway blocks most of the line of sight. I'm thinking about making it into 4-room atrium map
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Gotnospoons
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PostPosted: Thu Jun 18, 2009 6:42 pm     Reply with quote
ooops forgot to post here, Keeping the thread alive! ;P

*sry for the edit, realized I posted the wrong one...*


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Tzan
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PostPosted: Sun Aug 09, 2009 12:04 pm     Reply with quote
Just did this over the weekend for work.

9 hours in SketchUp
I suppose it would have been faster but I havent touched SketchUp in 2 years.

The barn / garage on the right is a new addition design.


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Kaput
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PostPosted: Wed Nov 04, 2009 2:44 pm     Reply with quote
Here's some old stuffs...






currently working on this,

[/img]
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Chruser
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PostPosted: Sun Dec 27, 2009 1:19 pm     Reply with quote

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the-John-Doe
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Location: Germany, sachsony, LE

PostPosted: Sat Mar 06, 2010 5:25 am     Reply with quote
Chruser;heh, like the metalguy in the shower.

Kaput; damn those are convincing worx on skin and rendering, don't like the design on the 'spikeheaded one' especially like these horns are growing outta his face .. but the detailmodelling and txtures seems believable 2 me

Tzan; really nice looking sketchedup buildings..

got some old stuff and practice ta share..


some old practice .. unfinished .. and yeah I could've give'em some Eyes at least :/


a damn old one .. as u can see on the modelling .. but I think I can still show his head. Did this for closeup scenes for a gamedemo.


this is also a practice using a character that kinda popped up in ma head
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deatthelm
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PostPosted: Sat Mar 06, 2010 1:53 pm     Reply with quote





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deatthelm
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PostPosted: Sat Mar 13, 2010 1:09 pm     Reply with quote
W.I.P MECH

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deatthelm
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PostPosted: Wed Mar 17, 2010 11:42 am     Reply with quote
Bunch of Quick Low poly models for my games
texture for the weapons are 128 but the mg gun is 256




Might as well throw this one in there

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deatthelm
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PostPosted: Fri Mar 19, 2010 4:06 pm     Reply with quote
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Anthony
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PostPosted: Sun Apr 11, 2010 8:24 am     Reply with quote
couple little sculpts I'm working on in my free time. Legs, hank, & feet still pretty wonky, but we're getting there. Great work everybody!


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Quintus Dias
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PostPosted: Sat Sep 11, 2010 6:53 am     Reply with quote
Gotnospoons, You still around? Smile

Anthony, hey, I remember you from the old days, looks cool. Smile


I kept diving into 3d, still have a lot to learn.
Feels weird to be back in Sijun.
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Quintus Dias
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PostPosted: Wed Sep 15, 2010 2:15 am     Reply with quote
A concept we are working with over at cgsociety, time limit is 5 hours. I'm 2 hours into the progress at the moment.

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Tomasis
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PostPosted: Wed Sep 15, 2010 2:26 am     Reply with quote
matthew, very nice! you are becoming 3d expert Very Happy

sumaleth, i think it is good time to make the thread to sticky, eh?
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Sumaleth
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PostPosted: Wed Sep 15, 2010 6:39 am     Reply with quote
It's only two pages. Too early. Smile
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Quintus Dias
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PostPosted: Wed Sep 15, 2010 10:20 am     Reply with quote
Tomasis wrote:
matthew, very nice! you are becoming 3d expert Very Happy

sumaleth, i think it is good time to make the thread to sticky, eh?



Thank you Tomasis. Very Happy
A long learning curve with 3d, I still feel like a newbie eventhough you get a little bit more comfortable with the tools, some parts are difficult to solve. I think it might be that detail feels scary lol.


I kept working on it, still got 20 minutes but I better call it finished for this time. Good practise for sure, concept modeling.





Concept from "Mike Doscher"
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Quintus Dias
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PostPosted: Thu Sep 16, 2010 11:47 am     Reply with quote
Had to try T_Englands concept (I hope it is ok T_England?), had some trouble solving steering and such..hence why I couldn't keep the front wheels tighter together.
Freestyled some parts and simplified, still took too long though.
Ah well no time pressure really but I gotta keep trying for the quickest method, the same when you paint I guess....
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Tomasis
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PostPosted: Fri Sep 17, 2010 2:59 am     Reply with quote
holy shit Shocked
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durgldeep
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PostPosted: Fri Sep 17, 2010 3:26 am     Reply with quote
Tomasis wrote:
holy shit Shocked


Seriously! Very Happy

Original is here:
http://forums.sijun.com/viewtopic.php?t=29807&postdays=0&postorder=asc&start=36807
(for those who don't watch the speedie thread - if there's *anyone* who doesn't, hehe).

Also glad to see the notes on 3D, Quintus Dias ("long learning curve").
Wondered if I should go that route... don't think I'd last if the curve drags on and on. Smile
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the-John-Doe
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PostPosted: Fri Sep 17, 2010 8:49 am     Reply with quote
hm yeah looks really good and need to say, quite good work modelling from that rough concept.

Quintus Dias; also like this spaceship! But I wonder why is it that lowpoly - will u add details per Normaltxtures or sumthing like that?

my 3Dmodel try on those Firetoads, I showed awhile ago..
put into a quick'n'dirty Environment with suome rough txturing..

-its Fanart to Rackham's 'At-43' -



and the pure model

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T_England
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PostPosted: Fri Sep 17, 2010 5:03 pm     Reply with quote
Shocked Woah Holy shit i did not see this! Godzilla I'm honoured, what a lovely compliment! And i think you've done a fine job there the form is really nicely modelled, your wires are nice and clean for a first pass and i approve of your changes. In my opinion the mark of a good 3D artist is to take a rough sketch, flesh out aspects and refine the design as you go, this is really great work. And thank you for taking the time to do it Smile Fantastic.

You have this ability to apply yourself to an area and excel in it. Its really impressive!
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Quintus Dias
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PostPosted: Sat Sep 18, 2010 5:35 am     Reply with quote
oh my oh my you guys are very kind. Embarassed
Thank you. Smile

Tomasis, thank you. Smile


durgldeep, just dive deep into it, but seriously though there's a real long learning curve. lol. Smile


the-John-Doe, Wuw that's real good, real good texturing too. Smile
I'm still pretty bad with texturing.
The low poly part is because the time limit and I sure as hell didn't make the
real finish lol (5 hours), but those concepts are really good for practise. Are you over at Cgsociety?
Hmm I recognize your nickname...


T_England, I really appreciate your encouraging words, thank you again. Smile
Btw I did another one here, closer to your concept as we talked about... Without
mudguards, I am not entirely sure if the concept was with mudguards though? do you
english mothertongue call it mudguards? lol
is it fender? hmm haha.


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