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VoX
4th January 2009, 02:13 PM
Title says it all really, show off some of the stuff you've done in 3D modelling Apps.

This is a model of one of my schools IT Buildings that me and DP were going to use for a PR map, but it kinda never happened. Started off as a box standard primitive.

Insides (No comps due to lag that could have happened if it were in-game)
http://img56.imageshack.us/img56/7326/insideva4.jpg

The Vents and Windows on the roof.
http://img185.imageshack.us/img185/7739/ventsandwindowsam1.jpg

Isphera
4th January 2009, 02:16 PM
Aww, you had my hopes up for a sec. Seriously though, good work.

Ihazard
4th January 2009, 02:25 PM
My first ever model I did a while back:

http://img171.imageshack.us/img171/362/coltuvedem5.png

VoX
4th January 2009, 02:31 PM
Lol, a TVR morphed into a gun :p.

Ihazard
4th January 2009, 02:37 PM
>.<, the UV's are terrible on that I just did it Auto unwrap-uvw with stitching, re-arranging, planaring or using texporter

D_K_Head
4th January 2009, 02:46 PM
...I use Second Life for my 3d modeling... heh. Seems a lot easier, to be entirely honest.

Calneon
4th January 2009, 03:19 PM
Here's a nice model (http://fc87.deviantart.com/fs29/f/2008/068/2/5/254406986f785515.jpg) I found.

Vicious Horizon
4th January 2009, 04:01 PM
I'll hazard a guess that that is a rickroll Phantom, and for that reason alone, I'm going to click on it.

=) You stole my idea phan XD

ez64
4th January 2009, 04:54 PM
Here are some screen shots of the model for my first project, Ive done some things a lot better than this now but this is what I was up to a year ago without any multi sub obj textures.

http://img26.picoodle.com/img/img26/3/1/4/f_Castle1m_7fb553b.jpg


http://img37.picoodle.com/img/img37/3/1/4/f_Castle2m_a259180.jpg

http://img34.picoodle.com/img/img34/3/1/4/f_Chandm_fa459a0.jpg

http://img32.picoodle.com/img/img32/3/1/4/f_ChessSetm_fbd42e2.jpg

Oh the fountain looked far better with the animation.

http://img33.picoodle.com/img/img33/3/1/4/f_Fountainm_3f979f1.jpg

http://img26.picoodle.com/img/img26/3/1/4/f_Stairsm_594b4fa.jpg

http://img34.picoodle.com/img/img34/3/1/4/f_GreatHallm_84be86f.jpg

http://img33.picoodle.com/img/img33/3/1/4/f_Tablem_87ec278.jpg

Some of my work with torsion as well (mainly coding not modelling as the buildings are included with the engine.)

http://img37.picoodle.com/img/img37/3/1/4/f_blockscreenm_da3da87.jpg

http://img26.picoodle.com/img/img26/3/1/4/f_blockscreenm_3921f04.jpg

Ihazard
4th January 2009, 04:56 PM
nice models, did you use a skylight for you render or not?

ez64
4th January 2009, 05:01 PM
nice models, did you use a skylight for you render or not?

I just used quick render as the lighting was not set on those models with the ambient light at max.

Ihazard
4th January 2009, 05:13 PM
ok, I just use a bright grey with the reflective on 30 with falloff and raytrace with a skylight above it, and a few environement settings as well

ez64
4th January 2009, 05:17 PM
Ya Ill show my lightining texure models when I go back to uni on the 12th.

Calneon
19th January 2009, 10:04 PM
I spent about 5 hours today doing this, takes a very long time to get everything right :). It's made in Blender, It's the unfinished turret of a Tiger I tank, hope to finish it and texture it some time.

http://img155.imageshack.us/img155/126/tigerirenderrt2.jpg

Chalex4
19th January 2009, 10:28 PM
Looks great Phantom, did you use a tutorial or do it freestyle?

Calneon
19th January 2009, 10:49 PM
Freestyle. I started out doing tutorials for a few hours yesturday but got bored and decided to jump straight in.

Calneon
19th January 2009, 11:49 PM
Heres another one where i put in some better lighting, ambient occlusion, and a light box. Came out really nice, though it took about 30 minutes to render (I put like everything on max, way way overkill xD).

http://img207.imageshack.us/img207/600/tigerirender2hv1.jpg

Target
20th January 2009, 03:23 AM
these models are really well done guys, think i wuld take my laptop too long to render them tho ]...

VoX
20th January 2009, 07:11 PM
Phantom - Smoothing groups/mesh-smooth are your friends, smooths the polys but doesn't add more.

Looks great though, will need to get going on a sort of hallway I'm working on for some album artwork.

Calneon
20th January 2009, 09:04 PM
It's slightly different in Blender, but yeah i've smoothed them now.

VoX
21st January 2009, 06:36 PM
When you get to a decent stage, can you export it as an OBJ file and I'll attempt to texture it in Photoshop CS4.

Calneon
5th January 2010, 06:45 PM
For my coursework

http://img709.imageshack.us/img709/6905/tigerback.jpg

http://img709.imageshack.us/img709/6362/tigerfront.jpg

Chalex4
5th January 2010, 07:24 PM
That's pretty cool Phantom, how long did it take and what did you make it in?

Calneon
5th January 2010, 08:22 PM
About 10 hours in 3D Studio Max. Still learning, lost count of how many times I redid the tracks and they're still not perfect (ideally want to line them up with the cogs).

VoX
5th January 2010, 08:43 PM
Looks pretty sweet :D

Calneon
5th January 2010, 11:32 PM
It took me about 4 hours to do these details.

http://img704.imageshack.us/img704/1820/tigerdetails.jpg

Isphera
6th January 2010, 01:55 AM
The only reason I'm not necrobashing your ass back to 56k is because that is some kickass modelling right there. Superb job.

Vicious Horizon
6th January 2010, 10:34 AM
Nice - I think we have a upcoming modeller amidst us.

D_K_Head
6th January 2010, 11:35 AM
That's really not too bad... DP should really stick that in one of his maps

Calneon
6th January 2010, 12:02 PM
That's really not too bad... DP should really stick that in one of his maps
It has way too many polygons to use in a game lol.

VoX
6th January 2010, 05:38 PM
Even at it's current state, that's pushing it for the poly count for most engines. Although high poly models are teh sex, that tank looks like an awesome WIP, can't wait to see it finished :D.

Phantom, you going to need to do optimisation for the project or you getting away without doing it?

Calneon
6th January 2010, 06:16 PM
Nah, they just need to know you have a basic knowledge at this stage. I'll probably optimise it when i have time anyway and maybe try to texture it.

EDIT: Did the turret today, and re-did the wheels as well as the grate on the back (it's nice and wavy now). All I need to do now is add the details like hull mounted MG, shovel, cabin door, search lights, smoke launchers etc.

http://imgur.com/uBX9n.jpg

http://imgur.com/1WL1u.jpg

VoX
6th January 2010, 06:41 PM
Ooooh, very shiney :D

Nice work indeed.

Calneon
6th January 2010, 07:17 PM
Wireframe

http://imgur.com/d8qoL.jpg

VoX
6th January 2010, 08:54 PM
Clusterfuck of Tri's on the front wheel! lol.

Other than that looks good to my extremely limited experience eye lol.

Calneon
7th January 2010, 07:15 PM
This is the final version for now, got other stuff to work on. I might start it again after my exams.

http://imgur.com/0R9qd.jpg

VoX
7th January 2010, 07:59 PM
Nice.


You've got very good rendering technique as well, shows off all the detail of the model without it looking bad :).

Calneon
15th January 2010, 07:43 PM
This is what I handed in (along with a 2500 word report).

http://www.youtube.com/watch?v=Ps-uUEm3YsU

WARNING: HUGE IMAGES.

http://i.imgur.com/NQ2Kg.jpg

http://i.imgur.com/wbmhO.jpg

http://i.imgur.com/8nwUl.jpg

http://i.imgur.com/ts6rE.jpg

http://i.imgur.com/urnmG.jpg

http://i.imgur.com/kzOKQ.jpg

VoX
15th January 2010, 08:40 PM
VERY nice. Animation is pretty awesome as well, +1!

Colonel Mitch
15th January 2010, 09:22 PM
Why's nothign blowing up :(

VoX
30th July 2010, 12:28 AM
So I've decided to give texturing a go, never really got into it when I first tried as I raged quite a bit, but now have someone to help me and point me in the right direction.

So following on from the glock tutorial (I used the supplied .max file, bugger finishing my one haha) I gave it a shot; (Only part of the clip done so far)


http://imgur.com/Q96QJ.jpg

http://imgur.com/l9fjB.jpg



Following a tutorial one step at a time, first it's the rest of this, then an AK, after that I'm going to make headway on unwrapping the texture (Teething problems again, checkerboard patters not showing) and then go for a few without tutorials hopefully.

Calneon
30th July 2010, 12:56 AM
Veeery nice, did you make the whole texture because it looks awesome. Not sure what the hole things are though.

VoX
30th July 2010, 01:01 AM
I did indeed, thanks :). The tutorial said the hole things are to do with how many bullets are in the clip, there should be about 4 more but cba re-sizing and sorting them all out, may do it when it comes to fine tuning.


Hopefully when it's all done and given bump + specular maps it should looks pretty good :).

VoX
30th July 2010, 02:09 PM
Moving along and doing the topslide;


http://imgur.com/39nWN.jpg

http://imgur.com/Sw0Bn.jpg

http://imgur.com/nKpqE.jpg



And the current Texmap;

http://imgur.com/1dPlS.jpg

VoX
30th July 2010, 10:39 PM
Body plastic kinda done, still only a few bits left;


http://imgur.com/0Z0En.jpg

http://imgur.com/BR405.jpg

VoX
31st July 2010, 11:38 PM
Judging by no replies I'll assume noone cares but for the sake of it, here it is finished.



http://imgur.com/cvhdt.jpg

http://imgur.com/SPooZ.jpg

http://imgur.com/58p8R.jpg


And the texmap;


http://imgur.com/Yvqg1.jpg



Yeah, few things are off but I'll come back to it possibly when I've learnt a lot more.

Vicious Horizon
1st August 2010, 11:14 AM
Nice, it's lookin' good

Chalex4
2nd August 2010, 01:02 PM
Sorry for not replying, I have been following your progress. It looks like you've done a very nice job there.

Seeing as I have absolutely no idea how you do something like this, do you make everything in photoshop then just apply it to each of the flat surfaces?

VoX
2nd August 2010, 06:48 PM
Hehe, thanks :).


You give the model an UnwrapUVW modifier where you place each of the faces into the TexMap and get a simple outline as to where each of the elements are, the point of this is to get it all in as close as possible with as little wasted space possible (Otherwise you're increasing overall filesize, whilst one file isn't to much of a diff, it all adds up) (I'll upload a blank one when I have a bit more time, although not done by me, I still need to fully learn how to do all that so I just used the one supplied with the model and to keep things easy when referencing what was what with the video.)


From there you open that "template" as it were, in Photoshop, lay down your base textures for each of the materials used (Plastic and metal in the glocks case, I fail at plastic though =/) and mask them around where they should be. From there, add the relevant details (I used dodge + burn to place light etc and 1px brushes with scattering for scratches and damage).


Do all that, save as a .jpeg and apply to the model as a diffuse map, then get the texture and set alphas on parts that should be shiny, save as a .tga file so that the alpha channels can be read, and apply that as a specular map. That's all I've learnt so far, after I've done the next tutorial (AK) I'll look into normal maps, which I think add depth but not 100%.