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Modeling thread

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

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User avatar WhirlWindWabbit
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Subject: Re: Modeling thread

Post Posted: 01 Sep 2010, 23:41

VERY nice!

Could you please recommend any good photoshop/texture creation tutorials to get started?
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Subject: Re: Modeling thread

Post Posted: 02 Sep 2010, 02:25

If anyone can animate and get this coded into Unreal, that would be sick.

Anyway, low-poly with custom UV and skin applied, based on the disc weapon from the game Tron 2.0. I even have (the ability to make) an overlay skin for it, too. Anyway, fun-ass weapon and you can also slap people with it if you're ballsy enough to get that close.



Also, because of my LOL horrid skinning skills, the bottom looks awful. Oh well.
Image
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User avatar Legendslayer222
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Subject: Re: Modeling thread

Post Posted: 02 Sep 2010, 19:38

Kaka wrote:Image


Wow, I have to say I admire the amazing stick people. :tup:
Oh, and of course the big metal thing!

There are some really nice/realistic models in this thread! :D

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Subject: Re: Modeling thread

Post Posted: 04 Sep 2010, 18:22

i love ferrets! i wish i had one.
Image
ferrets are funny. this one is particularly funny - i realized it had 1234 triangles only after i took a screenshot for you guys!
[spoiler]and, his name is Cylinder01 lol[/spoiler]
Image
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar WhirlWindWabbit
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Subject: Re: Modeling thread

Post Posted: 04 Sep 2010, 20:04

Hehe, very, very cute indeed :D Would love to see a render with textures and fur and everything :tup: I think it would be awesome :D Organic modeling is the next thing to do on my list, but I need more experience first. Quite a bit actually.

Some things from me again:

A motorcycle-ish kind of gear:

Image

Just playing around withs splines.

And a badass rocket launcher, but it's not finished yet. The barrel needs more work:

Image

My PC is killing me with this poly count though :B
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User avatar WhirlWindWabbit
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Subject: Re: Modeling thread

Post Posted: 05 Sep 2010, 12:11

Image

Yay finished \o/ I so completely suck with rendering you can't really see all the details :P 1,5M tris though.

Now I need to take my PC out for the dinner I promised it, since I was able to finish this without my PC strangling me in my sleep :D
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Z-enzyme
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Subject: Re: Modeling thread

Post Posted: 09 Sep 2010, 23:14

If you remember the sea scene I've been working one some time ago, it evolved... Now I had enough ram and ghz to render it xD

Image

Still, that's a test render, not a full quality. It never will be done, always something to be corrected, redone. Lol.

User avatar WhirlWindWabbit
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Subject: Re: Modeling thread

Post Posted: 10 Sep 2010, 10:34

Wow... I really wouldn't guess it's a CG render :o Speaking of which, can you please recommend some good beginner's tutorials for rendering? I know absolutely nothing about that yet =/ But the picture already looks near perfect to me :tup:
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Z-enzyme
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Subject: Re: Modeling thread

Post Posted: 10 Sep 2010, 13:51

Well, to tell the truth, the image you see above is very, very, very easy to achieve. I just used a proper software. Only thing I did was setting the lighting, then atmosphere, creating sea mesh and material, and then rendering, which took me 30 minutes on my new PC.
WOW for 8 cores!!!

As for rendering. Wabbit. Saying 'render' you mean what exactly?

Lighting?
Exposure?
Camera?
Scene set?

There's a LOT of this stuff, and first I would do if I were you is just browsing your software's HELP. 3D Studio has a really nice tutorial for beginners. As for rendering I tend to use Mental Ray, as it is quite fast and most of volumetric effects support it's pipeline. Like FumeFX, tho it has a shadowing issues on 64 bit version of Mental Ray.
What's FumeFX? Here:
http://www.youtube.com/watch?v=1_VskpGqIEw

But, if you don't like Mental Ray you can use VRay, or Brazil, or Final Render Stage - 0. You choose.

Edit:
Here are some.

http://cg-india.com/tutorials/3dsmax_adv.html

http://www.3d-tutorial.com/tutorials.php?cat=8

and more you can google.

User avatar WhirlWindWabbit
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Subject: Re: Modeling thread

Post Posted: 10 Sep 2010, 14:57

Thank you :tup:
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Z-enzyme
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Subject: Re: Modeling thread

Post Posted: 10 Sep 2010, 18:51

It's a bit of an offtop as models are not mine (PlanetStorm conversion for UT3) and it's just a rendering showoff, but what the hell I care.

Anyways, an old dig out.

Image

User avatar WhirlWindWabbit
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Subject: Re: Modeling thread

Post Posted: 11 Sep 2010, 22:52

OK, I've been playing around with clay rendering in max a bit. You can see on the image below that on the far right of the dome, top and bottom of it, there are some sharp jagged grey shadows, sort of semi-transparent. Any ideas why this happens? I used mrSkyPortal for the light.

Image
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Z-enzyme
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Subject: Re: Modeling thread

Post Posted: 12 Sep 2010, 02:19

What rendering engine are you using? Mental Ray or Default Scanline?
As for default scanline and Skylight, well, they are inaccurate. If you are using Mental Ray and Final Gather... well, I have no idea. You need to tell me something more, I have insufficient information on that topic to solve any problem of yours. Details.

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Subject: Re: Modeling thread

Post Posted: 12 Sep 2010, 14:02

I used mental ray, I maxed out basically all the settings. Antialising, Final Gather, shadow precission etc. Like I said, I used MentalRaySkyPortal for the light.
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Z-enzyme
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Subject: Re: Modeling thread

Post Posted: 12 Sep 2010, 18:29

I'm having trouble setting mrSkyPortal to work. No light is produced. I never used that one, so... You need to give me some time to understand the system. lol.

Ok, I got it. Why are you using the mrSkyPortal? To what I see it's hellishly inaccurate and memory consuming.
And, in the mrSkyPortal, how many shadow samples did you set?
Yea, I guess that's the problem. In mrSkyPortal set chadow samples to 256 or 1024. If your PC can handle XD

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