Posted: Fri Feb 27, 2009 6:43 am Post subject:
Aro Makes a Models!?
Subject description: Harharharhar.
So recently I've been playing about with some 3D programs with some tips from Droke and some from Icy, here is the result:
This will obviously never make it into any of my projects.
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Fri Feb 27, 2009 8:27 pm Post subject:
Use more textures (there is some tool in Cinema4D to paint texture, don't know about 3dsMax, in this case this would be the best solution for me) and you can turn this into some terrain object.
Or: Add few bushes and rocks, then you can use it as terrain object. _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
This is no real attempt, It was just me playing around in C4D, it will never be put into any game ever. But thanks anyway, I'll note some of the things you said for future reference. QUICK_EDIT
Still learning, what I'm mainly looking for here is tips on how I can improve from other people rather than "That looks good!" or "That looks crap!". Droke has been helping me out a lot, but I'd like more opinions and tips etc. Anyone out there still use C4D aside from Droke and I by the way?
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Tue Mar 03, 2009 1:18 am Post subject:
well, i'm not sure what opinions to give, as I don't work with C4D. the shape is pretty simple. try working with more complex shapes. different textures/materials. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
if you really want to make it that big ingame, it's way too undetailed and also the proportions don't fit.
The repetitive texture used on the roof and the walls is also a bit boring. (use for the walls a different texture)
However you should render it in a 2x1 foundation or even 1x1. In this size it could actually look quite good again, since too much detail can also be a problem on small things. _________________ SHP Artist of Twisted Insurrection: Nod buildings
if you really want to make it that big ingame, it's way too undetailed and also the proportions don't fit.
The repetitive texture used on the roof and the walls is also a bit boring. (use for the walls a different texture)
However you should render it in a 2x1 foundation or even 1x1. In this size it could actually look quite good again, since too much detail can also be a problem on small things.
Thanks.
- It will never go in-game into anything, I don't know why I actually render it in In-game perspective.
- When I shrink it down to in-game size it does lose quality, I'll have to get into the habit of checking the in-game size detail.
- I'm still learning things about textures and how I can avoid repetition. QUICK_EDIT
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Tue Mar 03, 2009 5:46 pm Post subject:
Add some details like eaves, small chimney, lightning rod, TV antenna and so. Maybe you should have one texture on walls and other on the roof (maybe just different colour, modified RGB ratios, etc.)
also I would change the bottom parts of the walls, add some dirt on texture, some concrete bits, concrete sheet or blocks around
I do in C4D (my 2nd voxel and some later voxels were made in C4D) - I usually end with high-poly model...
like this one (voxel is scrapped (being replaced with something more earthbound) and will be free, but not the model, model not):
hannibalicon.jpg
Description:
it's few years old, but I haven't still learned how to animate this or how to work with normal maps... xD
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_________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
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