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/3/ - 3DCG


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401084 No.401084[DELETED]  [Reply] [Original]

Someone give me a modeling challenge. I'm bored.

>> No.401087

>>401084

see the noob thread under this thread?

remodel the castle, let the walls look damaged, add some nice canons, and a giant attacking it.

> pwn a noob
> use blender

>> No.401091

>>401084
this guitar.

>> No.401093
File: 49 KB, 480x237, DX10_DFS.jpg [View same] [iqdb] [saucenao] [google]
401093

>>401091
forgot pic.

>> No.401104

>>401087
I don' t see it. Maybe it's not there anymore. I also don't use Blender. I tried to, but it didn't work out.

>>401093
Can you give me a higher res image? Otherwise, I'll get right to work on it.

>> No.401109
File: 62 KB, 1250x450, 1388181204809.jpg [View same] [iqdb] [saucenao] [google]
401109

>>401104
>higher res image
best thing i could find.

>> No.401120

>>401109
I guess that works. Gimme a day and I'll have it done.

>> No.401144
File: 70 KB, 954x543, Guitar wip.png [View same] [iqdb] [saucenao] [google]
401144

Alright, how's this looking so far? About half an hour of work.

>> No.401214

>>401144
body needs to be at least 30% thicker. fret board sits about 20% higher off the body. and don't forget the tapering on the bottom corner.

>> No.401220

>>401144
not too shabby.

>> No.401222
File: 85 KB, 952x544, Guitar wip 2.png [View same] [iqdb] [saucenao] [google]
401222

>>401214
>>401220
Thanks for the feedback. I'll get to work on those. Here's what I got done in the next half hour or so. Something came up and I had to spend some time with family.

I'm gonna work on the...whatever the top part's called next.

>> No.401235
File: 51 KB, 954x543, STuck.png [View same] [iqdb] [saucenao] [google]
401235

Alright, I'm officially stuck. Don't know how to make the top part. I've tried drawing it out and attaching it, which led to fucked up geometry and/or normals, and I tried extruding it like I would with a character, which led to fucked up geometry/normals.

I'm gonna keep at it, I guess.

>> No.401237

Nevermind, I got it.

>> No.401248

>>401237
gratz

>> No.401302

>>401235
not bad.

the top part is called the headstock.

>> No.401303

Model a cock

>> No.401328
File: 56 KB, 953x542, unwrapping time.png [View same] [iqdb] [saucenao] [google]
401328

>>401302
Thanks. I've gotten another small amount done, and finished the headstock.

It's unwrapping time.

>>401303
Give me two matching reference pictures, and I will.

>> No.401352

Make sure you get the nut of the guitar correctly (the three locks between the headstock and the "neck" of the guitar)

>> No.401356

>>401352
Yep, just realized that. working on it now.

>> No.401375
File: 219 KB, 953x544, coming along.png [View same] [iqdb] [saucenao] [google]
401375

It's coming along

>> No.401382
File: 104 KB, 640x480, Rendered Guitar.jpg [View same] [iqdb] [saucenao] [google]
401382

...meh. done.

Who's next?

>> No.401389
File: 247 KB, 1224x1318, Untitled.jpg [View same] [iqdb] [saucenao] [google]
401389

Erm looks shit mate, how about you model all the detail properly in high poly then bake it to low poly like they do in games? Or just model it in high poly like they do in film? Or stylize it so that it could fit into a low poly game?

Get good cupcake then say "meh done"
Lol'd that you don't even have ao's normals's or a decent specular not even muh 1997 basic black and white bump map. 2/10

>> No.401390

>>401389
I know it's shit, but I've been at this for a couple months, and for only two hours a day in those two months.

What's an ao'd normal, and why's a specular map needed?

>> No.401392
File: 144 KB, 682x1023, OPiWantToEatYourGuitar.jpg [View same] [iqdb] [saucenao] [google]
401392

>>401382
Looks like a red lollipop.
I want to eat it.

Captcha: meat ...

>> No.401393

>>401392
wow

>> No.401394

>>401390
Look up high poly modelling tutorial process. Not him but he's right, it looks like SHIT.

>> No.401397

>>401389
Here

Ehhh I really should do another tutorial thread, last time I did one it was pretty useful but that was a few years ago techniques have changed and developed. Thing is there never is a moderator on this board and the spam "protection" kills trying to post links because it's hard to tell what is setting it off so that really puts me off ever doing it.

Plus there is nothing ever to gain by helping people and I have better ways of spending my time.

That being said.

http://wiki.polycount.com/SubdivisionSurfaceModeling
^ Look though these tutorials to understand what sub-d modelling is and how it works.

http://wiki.polycount.com/
^Probably worth looking though just so you can understand how "complex" modelling can get.

http://www.digitaltutors.com/11/training.php?cid=39&pid=233
^ im sure you can google a torrent for this should help with the basics.

Next time ask for crit instead of saying meh

>> No.401444

>>401397
Thanks for these, they've already helped. I'll redo the guitar, then. It didn't take long, anyways.

>> No.401555
File: 1.02 MB, 1600x1600, 17.jpg [View same] [iqdb] [saucenao] [google]
401555

here's the guitar I have been working on

>> No.401556
File: 22 KB, 255x279, 1359564845.jpg [View same] [iqdb] [saucenao] [google]
401556

>>401555
The strings are shit.

>> No.401559

>>401556
heh, well...
You have a good eye, the strings are the last thing I added, and it is still a WIP, they are all the same thickness right now, need to be tweaked

>> No.401567

>>401555
Is it modeled after a real guitar? The proportions seem strange somehow. Maybe it's the big tiger logo thing taking up like half of the entire body.

>> No.401570
File: 338 KB, 1378x2203, 11 Tiger_Guitar.jpg [View same] [iqdb] [saucenao] [google]
401570

>>401567
Yes, it is Jerry Garcia's "Tiger" Guitar, the proportions are pretty dead on

>> No.401573

>>401570
No... The proportions are pretty far off actually. Knobs are definitely way too big, and the thickness of the body is ridiculously thick. This is an electric guitar, not an acoustic guitar. Most of the pieces you have on there are too big or bulky. I think you need to look at more electric guitar reference that has more angles so you can understand how thin most of these parts are in general...

>> No.401578
File: 2.00 MB, 1400x1300, tiger_brawer.jpg [View same] [iqdb] [saucenao] [google]
401578

>>401573

>> No.401580
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401580

>>401578

>> No.401581
File: 290 KB, 566x427, Untitled-2.jpg [View same] [iqdb] [saucenao] [google]
401581

>>401580
The knobs are correct, but I think you are right about the body thickness

>> No.401582
File: 1.07 MB, 1600x1600, 18.jpg [View same] [iqdb] [saucenao] [google]
401582

>>401581

>> No.401583

>>401570
what a tacky guitar

>> No.401585

>>401581
Nah, those 3 knobs are clearly a touch bigger than they should be. You must have scaled them to the image a bit improperly. Scale their radius in a touch. The bridge are is also far too thick and rounded.

>> No.401588

>>401583

Agreed.

>> No.401631

Subdivision modeling is just throwing on a turbosmooth, right?

>> No.401767
File: 193 KB, 362x975, Sanji_Pirate_Warriors.png [View same] [iqdb] [saucenao] [google]
401767

model sanji

>> No.401784

>>401631
Subdivision modeling is starting in NURMS and ending in NURMS.
Starting with poly and throwing on turbosmooth is just high poly modeling.

>> No.401823

>>401784
That's not subdivision modeling, you dunce. NURBS* are their own kind of modeling. Sub-division modeling is modeling while subdivisions are in-effect.

>> No.401830

>modeling while subdivisions are in effect
So basically you repeated my post.

>> No.401834

>>401830
Nurbs aren't the same thing, you dumbass. Subdivision modeling is using regular polygons, while having a "turbosmooth" on, although I'm not sure how the fuck you do it in Max, in Maya you just hit "3" to put the mesh into smooth mode for sub-division modeling, and can easily toggle back to unsmoothed by hitting "1".

Again, NURBS are a whole different fucking thing. NURBS are curved surfaces created by interpolating between curves, not polygons. That is not what subdivision modeling is. You must be some pleeb who saw NURBS once and how they were smooth and was like, DAT MUS BE SUBDUHVISHUNS

>> No.402810

>>401834
NURMS and NURBS are two different things.

>> No.402813

>>401834
Meant to reply to the guy who thought NURBS were NURMS