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3 Dimensional Chat / Wolfs 3D Thread

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JLMoondog
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Posted: 19th Aug 2011 00:42 Edited at: 19th Aug 2011 00:47
Quote: "Does anyone else get a creepy vibe from this thread where everyone is arguing about something else than the topic?"


It would seem like there is.

Mike:
...and considering your crits consisted of vague one liners, his comment doesn't seem to pertain to you. Honestly it's hard to read your comments as you don't actually go into specifics but just site random tutorials on one style of texture creation. It's not actually helpful.

As to other comments on the model and poly usage that is a matter of artist interpretation while maintaining an overall quality and design standard throughout all the media in a project. This gun takes to that overall design of Shavra very well.

It would seem most of the people here are obsessed with current gen graphics and that anything they crit must adhere to that standard or be compared to such...which annoys me.

Anyway, the gun is a great example of low poly work, with a nice detailed texture. Good stuff.

mike5424
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Posted: 19th Aug 2011 02:50
Quote: "...and considering your crits consisted of vague one liners, his comment doesn't seem to pertain to you. Honestly it's hard to read your comments as you don't actually go into specifics but just site random tutorials on one style of texture creation. It's not actually helpful."

What would be the point in going into detail? If no ones going to spend time fixing it, why should I spend my time telling them what to fix?

---
Asteric
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Posted: 19th Aug 2011 03:14
Honestly, this should be black and white, everyone who posts work up should be ready to accept any crits, from anyone. Period. There is no such thing as a perfect artist, or perfect modeller, there is always some way you can improve.

And Henry, i really hope you weren't trying to have a dig at mike or camo, as they both stated valid points, valid crits, and the only way i think they were wrong was in their abruptness.

Back to the topic maybe?

Hassan
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Posted: 19th Aug 2011 03:21
is the gun handle too wide or it's supposed to look like that? (handle=the wood right? haha whatever - i don't live in America so i've never seen a gun in my life )

Wolf
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Posted: 19th Aug 2011 10:51 Edited at: 19th Aug 2011 11:10
Quote: "If no ones going to spend time fixing it, why should I spend my time telling them what to fix?
"


Why do you think that? I totally took your advice.

You where pointing out the entire noise issue on that model here

You where right so I took your advice producing the following two models: this and this.

Both of them dont use this excessive sharpening and all these scratches anymore.
Its true... I didn't bother with your comment on those computer thingies. These are simple models for FPSCreator scenes. I wrote a larger essay about what I'm thinking about it a few posts. No one seemed to read that.


So here it is again:

If I would use this texture on a door...would you say it doesnt look like metal and is overdone and unrealistically damaged? Could be, but its indeed an unedited photograph

You see, they match the scenes I use them in. And they seem dirty.

I'm a total beginner, I really think that its totally awesome that this red line matches on every side of the model.

pointing me to some professional work on polycount is like hitting some hobbypencil artist with the work of DaVinci. Or telling a filmstudent that his work isn't Citizen Kane.

Dont worry I know that texture and modelwise these are just a bunch of boxes and cylinders with some overdone cgtextures stuff... but I like them. We already proved that "hard to read" stuff.

The point I want to make is that my game should look like an amateur game. Like something I made with basic tools and sloppy planning. Especially like something I made. "hey look! it has all this dirt, too much sharpening and contrast...Wolf did that!"
Then there is this by the book, follow tutorials stuff that is, from an objective point of view, much higher in quality but yet lagging any soul. By looking on the average sceneasset in a typical UDK project can you tell who made it? By looking at the texture of a spaceship in scene 1002492 can you say "hey! Bobby made it! Look! It looks exactly like all the other stereotypical stuff...perfect but...completely soulless."
Dont get me wrong, I do want to get better in time, but I dont want to make my stuff end up looking exactly like all the other stuff on the polycount forums. Same workflow, same tools, same tutorials it origins from...same stuff. Of course, there are tons of talented artists there... but also a lot of people that do the same stuff.

Its like the first star wars movies with all these primitive special effects and the teddybears running around. And then later these mindnumbing boring CGI pieces of nothing that they call "prequels"...this is pretty much what my rant in d minor wants to point out.

Then again, you still didn't elaborate on that "gee good to know you respond to crits well" thing.



-Wolf

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Wolf
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Posted: 22nd Aug 2011 15:19 Edited at: 22nd Aug 2011 15:20
Since nobody gave a dang about what I have to say about that argument that was going on in my thread

I just wanted to announce that I agreed to work with TheK on his game canalyst and model a whole arsenal of russian weapons in derelict, rusty style.

(does this word derelict actually exist?)

This is going to be quiet a challenge for me
I'm also doing a kitchen knife for chargerbandit. This is going to be easy




-Wolf

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Pbcrazy
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Posted: 22nd Aug 2011 15:36
Sounds good to me mate (arguement included, I totally agree). Best of luck.

(And yup, derelict is a word. ;P)
Wolf
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Posted: 22nd Aug 2011 22:28
Yay! I knew it...my english is the good very!

Alright, here is some wierd,unprofessional wirframe. It forms a pretty iconic russian smg.



It has a cylinder with holes in it...thats newland for me



-Wolf

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darimc
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Posted: 23rd Aug 2011 00:00
I have to agree with having your own style. Not everything has to look AAA quality, and you are right, the typical next gen style gets board and repetitive in games. I like graphics that don't necessarily aim to be realistic, they interest me a lot more than something that tries too hard to be real life.

Gencheff
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Posted: 23rd Aug 2011 00:24
PPSh-41/ППШ-41 ?
I prefer it with a drum magazine to be honest,though the model is nice.

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
Wolf
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Posted: 23rd Aug 2011 01:55
@darimC Yes, me too

@Gencheff: Yeah! Its a lot more stylish and makes it different from most SMG's out there. However, this model is for an FPSC game and being able to shoot 50 to 60 rounds without pause or reloading just doesn't feel right in that engine it is also a game that takes place in small spaces and the drummagazine would give it a far too large tactical advantage for such a simple sub machine gun. So I went with the rodmagazine (what is the actual english term for a "stangenmagazin"?!)

So, yeah Glad you like it!



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Twitter:@Serygala
Pbcrazy
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Posted: 23rd Aug 2011 05:49
Quote: "So I went with the rodmagazine (what is the actual english term for a "stangenmagazin"?!)"


Usually either "stick magazine" or if it's curved, "banana clip".
Gencheff
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Posted: 23rd Aug 2011 12:42
@Wolf: The drum magazine has 71 .I understand your point.
Considering I'm in the same boat as you (regarding translation to English) I can't help you much,but I think it it's a curved box magazine(obvious isn't it?)

Keep up the good work.

Samotnijat vylk nasred gorata.
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Camouflage Studios
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Posted: 23rd Aug 2011 20:27
theres a difference between having a style and having something that looks plain mediocre. And henry, I'm not saying that I'm the best, not at all, but no matter what skill level anyone has the right to critique another artist if they have a thread open. Thats pretty much why you should open threads. Not to just get people riding you saying o this is so amazing. Here is a crit given to me by a member on polycount that I think explains it. I had the same issue but this crit pretty much made me change and inevitably improve.

"Well just because its realistic doesn't mean it can't have style. Take a look at any game out there, you'd be hard pressed to find an asset that is just "****** up". Come up with a back story, why are you assets so messed up? It looks like you took tons of brushes downloaded from the internet and placed them randomly all over a square mesh." - Mike Yevin

In your case, its a gun. Not sheet metal. but you get the point.

And yes, if you want to be good your models should be AAA quality. But there are so many different interpretations of AAA quality. Look at brink, thats not 100 percent realistic, it has a very exaggerated style. Look at the portfolio of jfletcher
http://artpanda.co.uk/ his stuff is totally triple A quality (which is why he works at splash damage, makers of brink) but he has an extremely apparent style. And it's a style that MAKES SENSE. He knows how to take his knowledge of how things wear and tear realistically and morph that into a certain look, while still making sense. Same goes for Bobo_the_Seal, lead character artist at vigil studios, the makers of darksiders. Another very styled triple A game. http://bobo-the-seal.cghub.com/

Hope you take this info to heart instead of just ignoring it. I know you all think I have no idea what the hell I'm talking about, but trust me for once. This I know a lot about

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Wolf
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Posted: 24th Aug 2011 01:38 Edited at: 24th Aug 2011 01:49
@Camo: I dont like how you simply ignore my say in this. Please respond.
Someone at Polycount pmed me...apparently he was mistaking my Screenshots being from a fallout 3 mod. So I think I'm save in the style department.

I also never attacked you or similar. I just told you that I would like to maintain a personal style with crips images and more noise than usually. Not to keep everything like my first attempts. A similar look worked in morrowind...similar coloring in the first chronicles of riddick game.

I also took yours and mikes advice and wrote a giant essay explaining myself a few posts back.

I take it as a compliment that you already post experienced and seasoned 3D Artists (professionals) as a good example instead of beginner tutorials ... but keep in mind that I just started modeling recently

If you guys really desire to have an argument in my thread that is not even remotely connected to my modelling progress anymore I would highly suggest to E-Mail each other.



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
http://serygalacaffeine.deviantart.com/
Twitter:@Serygala
Quik
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Posted: 24th Aug 2011 10:43
Agreed Wolf.

And that gun looks pretty nice, will be interesting to see how texturing turns out.

and for the record, I am a man.

Asteric
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Posted: 24th Aug 2011 18:05
On that note though Wolf, no matter how new you are to modelling, you should not disregard anything that you find "too advanced". While you are new to modelling, and you need to develop at your own pace, you should always take even the smallest critique to heart. It is nice to hear positive comments like "Looks great" but what is the point? If you truly want to improve the comments that you want so see are not the ones that just compliment you, but the ones that give valid points of improvement. True, you are being linked to commercial artists on polycount, but why should that matter? Learning from the best has always seemed the best way to learn for me.

However.I believe that Camo and Mike both need to stop being so "comparative" in their comments, this is TGC, full of people just starting 3D, so don't expect them to know, or follow professional standards, when you are starting out, you do not want to be shown professional work and have someone appear to put the point across that "it should be as good as this" When you are giving out you criticism, a balance of compliments and btesize, and easy improvements is what you should aim for, nobody wants to feel swamped with somewhat negative views that you do not approve of their work, because it does not compare to polycount, because lets face it, this is not what this forum is about. If you truly want to help people be the best, have a bit more empathy when you make a post.

Now that that's over, my only crit, or suggestion would be that you should always try and cut down polygons near the front, and add them to the back, as in an fps view, the ear of the guns is what you are going to see, and using up polygons in that area will help improve the look of your gun.

mike5424
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Posted: 24th Aug 2011 18:53
I guess I should apologize, Asteric's completely right. I'll try to give more detailed, smaller crits. I've spent alot of time on polycount and i've completely ignored the fact that you don't fully understand everything about styles and textures.

If you are aiming at something like fallout you just need more scratches, http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/ Near the beginning racer shows you how to make a great scratch brush if you can't find one, the tutorial's good aswell, but i'm linking to it for the brush (It works with most styles and is easy to edit). New model looks good, what gun is it specifically?

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Quik
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Posted: 24th Aug 2011 19:44
sorry to steal the thread for a second here: I am thinking of joining polycount, at my current level would that be a good idea? or would i be laughed at?
just posting here since the topic was on...

again, sorry for quick hijack

and for the record, I am a man.

mike5424
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Posted: 24th Aug 2011 20:02
Quote: "sorry to steal the thread for a second here: I am thinking of joining polycount, at my current level would that be a good idea? or would i be laughed at?"

It's always a good idea They won't laugh, only try to help you.

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Camouflage Studios
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Posted: 24th Aug 2011 21:13
yeah asteric's a genious.. I apologize, ill chill out from now on hehe and yeah quik its always a good idea and they won't laugh, it's a great place to be, and you'll learn an amazing amount by just looking through threads. I spend every day just browsing and find myself learning more and more.

So yeah wolf your turn

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Wolf
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Posted: 14th Sep 2011 03:35 Edited at: 14th Sep 2011 03:36
Quote: "So yeah wolf your turn
"


Here I am , sorry for the huge delay, but I didn't find the time to model the last couple of days. You can, however, see some of my older guns rigged to Hands and in the FPSC here (and on page 6)

The only thing I made in all that time is the attached rifle. It was ment to be for theK but I was unable to find detailed info of the scope so I made something up. I'm going to use it somewhere else.



-Wolf

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.

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kulet
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Posted: 14th Sep 2011 16:31
Wolf, Serrygala or whoever you are....

You know what? There is only one word that will describe all of your work..... And that is! EPIC

-rwsbgames

better than ever
OmegaWolf98
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Posted: 17th Sep 2011 08:31
I don't think I should be telling you what to do over the internet but I thought it would be pretty interesting to see a FAMAS or F2000.

But other than that. Great stuff so far, keep up the good work.

I take my tea seriously, oh and my story writing.
Wolf
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Posted: 17th Sep 2011 10:37
Quote: "Wolf, Serrygala or whoever you are...."


I'm Adrien, hi!

Quote: "You know what? There is only one word that will describe all of your work..... And that is! EPIC"


Thank you! Glad you concider it that good

Quote: "FAMAS or F2000"


As you can see, most of the weapons here are fictional. I have still 16 weaponmodels on my list to do for friends. If you need these models, hit me up again as soon as I have the other stuff off my back, I will be glad to help you out.

Quote: "But other than that. Great stuff so far, keep up the good work."


Thanks!! And I'll keep it up



-Wolf

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
OmegaWolf98
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Posted: 17th Sep 2011 11:11
Although I love Street Fighter (Besides the real life movie) thanks.

I take my tea seriously, oh and my story writing.
born for game
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Posted: 21st Sep 2011 11:27
You are so good at making texture. I hasn't seen such good models for a long time.


OmegaWolf98
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Posted: 27th Sep 2011 06:01
Hey Wolf, I'm not asking for this now but do you model humans? because I need some soldiers for my game but I'm not really worried about them now.

I take my tea seriously, oh and my story writing.
Wolf
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Posted: 9th Oct 2011 16:59
@OmegaWolf98: Ha! Well thanks for having faith in my abilities but I'm not yet able to make humans

*************************************



Oh yes! The final rifles I will ever make for that darn Testgame. Really! All I have left to do is texturing and rigging these things. And then I can take care of my bucketload of requests

As you can see, I make my guns with alternative versions You might now think that I have to unwrap each one of these individually, but I dont I have all parts in one model and can reassemble them later and export them.



Thanks for checking these out. See also my shavra thread for more pretty gun images



-Wolf

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
OmegaWolf98
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Posted: 10th Oct 2011 09:09
The guns are sweet.

I take my tea seriously, oh and my story writing.
Wolf
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Posted: 12th Oct 2011 19:39
Thanks Omega!

A lil repost from Ben's Scifi Gun Thread:



Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
OmegaWolf98
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Posted: 14th Oct 2011 08:23
Looks great.

I take my tea seriously, oh and my story writing.
Wolf
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Posted: 26th Oct 2011 18:06


A first draft The texture is just a prototype, a quick wrap, I'll do the final one this evening.

I received a samplemodel from Josh Mooney and dide a more or less exact copy of it for the hand, after that I checked on how errant did it with the joints and the wrist and made my version of the same procedure... the result: my own handmesh. One step closer to gunpacks.
Now: Animating

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
Wolf
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Posted: 14th Nov 2011 22:07
All my files are on my external HDD already as I'm getting new hardware so I figured why not to add a sword to this

Original photo

Shaders applied

Textured mesh




-Wolf

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
The Zoq2
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Posted: 16th Nov 2011 18:07
Those hands look amazing! And you have only been modelling for a few months, I would not be able to do that even though I have been modelling for 3-4 years!

Srry about my english im from sweeden
Wolf
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Posted: 25th Dec 2011 19:13
Quote: "I would not be able to do that even though I have been modelling for 3-4 years!
"


What software do you use then? Maybe it doesn't suit you. I, for one, can't get anything straight in blender.

As some of you might have red in one of my other threads: I toasted my mainboard...which means: No more computer until next year. However, I have Milkshape on my little netbook and it runs rather smooth on this little guy I made some models for fun while watching TV last week and I finally installed Paint.net to get some screenshots together. Expect nothing special















thanks for checking these out. Feel free to comment



-Wolf

The right man with the wrong engine can make all the difference, doctor freeman...
Wolf
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Posted: 25th Dec 2011 19:15 Edited at: 25th Dec 2011 20:09


The right man with the wrong engine can make all the difference, doctor freeman...
elbow
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Posted: 27th Dec 2011 06:42
Wow Wolf

I've been trying to model a building (a very rudimentary one), so I know how difficult it is for a beginner, but this is stunning. Well done.

Regards

Eugene
knm128
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Posted: 14th Apr 2012 06:02
Your an awesome modeler Wolf!


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