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Everything posted by VECTOR
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From the album: 2022
redshift + sketch and toon -
Just back from holiday yesterday, still hanging a little but back to the grind, did some topo adjustments this morning.
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I follow this guy, he’s got some impressive stuff for sure
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can we sds if the pre smoothed mesh is 99 or less ?
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I actually downloaded a star destroyer made by the guy from some website a while ago, i think if you search online you should be able to find the model somewhere. From what I can remember it was all very basic geometry, nothing built with sub d etc just lots of basic greebles, because the thing is so insanely large zoomed out you would never need an ultra close up shots so you could afford to model simply because of the sheer scale of the thing. An art book would be pretty cool, even if it never sold a single copy just having it in physical form would be cool !
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Thank you! That is quite some praise indeed!😄 it was fun in some parts but the bit that really took it out of me was the wing sections. There is just so much detail and little bits and bobs there that it just becomes incredibly tedious quite quickly. Thankfully you essentially only need to model half a ship and can mirror over the other side saving lots of time. I didn’t have any existing greebles at the time so I had to make everything from scratch which is what took the majority of the time, as well as my persistence to model everything with quads, as cleanly as possible and use subdivision. If you don’t care about topology you could bash this together quite quickly. I also decided to model the wing panels ( the black ultra dense parts ) with geometry, because I’m that anal 😬😂 where in reality you could quite easily do that via texturing. It would also depend on how close to the camera and stuff the ship would be. if there’s no ultra close up, you could cobble together a lot of the greebles with basic primitives. Keeping them in “Islands” is a good way to approach it. Apart from a couple of areas where the geometry is physically attached everything else was in islands just sat on the surface. I only combined sections later on after modelling because the object count was running into the hundreds. so I combined them into several areas like “inner wing details” , “outer wing details” etc If I were to build a scaled back version I wouldn’t use sub d ( this thing was 11 million polys when subdivided! ) I’d use standard primitives for the most part, for cut in panels like on the wing arms and centre sphere section that has that segmented look and the black panels on the wings I’d use textures/displacement. Reusing greebles where possible would also speed up the process. @dastwas working on a little plug-in a few years ago that would be great for this kind of project. Where you could drop a greeble/object/whatever from a custom library into the scene either directly onto a selected area, attaching it to the mesh or have it placed onto the surface instead. Combine that with a good texture job and I think you’re most of the way there. The majority of those details and greebles are so small in scale compared to the rest of the ship unless you’re looking at it super close they don’t really need to be anything more than basic cubes, cylinders, torus etc
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Ugh never again ! This bloody thing took a month, on and off a few hours here and there before work and single handedly changed my out look on life XD. it’s based on a Tie Interceptor, most of the greebles are my custom design an interceptor 2.0 if you will and was over all a massive pain in the rear end 😄 it was more a test of modelling prowess for me anyway 🙂
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😬😬😬😬
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Haven't had much time to work on this as i'm currently on holiday in New York, had a bit of time to work on the face this morning and the eyes 😄
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It doesn’t look good most likely because the rotational segment count on your cylinders is to high, look at @Cerberaexample then look at yours. If you lower the segment count to 8 then you’ll be able to sew them together seamlessly
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Same issue for me still have the red banners
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Alright guys, here’s my take on a couple of iconic characters that I made recently. It’s always a challenge trying to translate 2d to 3d, Critiques welcome 😄
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I did modify them a bit from that version, I also tweaked the brow height as well but I would need to give it that pinch at the edge there to properly match it. Tbh initially it was just lazy modelling on my part because from the angle that I’ll most probably render it from the eyes would be front facing, mostly so that angular shape wouldn’t be visible from the front. I was planning to smash 2 characters out before I go on holiday on Saturday morning 😄 but it’s better to do it properly than sub par. Yea I’d need to bring the front lid forward a bit so that it lines up with the bridge from the face to eye brow, in combination with adding that angular corner bit there aswell.
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Can’t believe I’m reading such filth ! Allow triangles ? Where’s Cerbera and what have you done with her Nice! Be interesting to see what people come up with
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Ooh money ? What sort of figures we talking? Throw some numbers at me 😉😂 99 polys but an n-gon ain’t one ? Any extra points for quad based purity of the mesh ? 😄
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Ha! yes it's on the list. I did notice although I'm not sure I like the angled eye over a smooth curve but it's worth adding in to bring it closer to the reference. Here is a side by side comparison with some of the suggested adjustments as well as some from my own observations, mainly around the nostrils and how low they hang in comparison to where the mouth ends, is now much closer to the reference as well as nostril shape, jaw shape, face length, sharpness of the top lip where it sinks into the bottom lip, as well as adding a slight kick to the bit of his face just past his nose before it angles down to the mouth and some other stuff I probably forgot about XD Oh yes also changed where the tail extends out from 😉
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No worries I encourage it. I'm not above constructive criticism, as artists we're always looking to improve. Part of that is looking at your own work with scrutiny and identifying areas it could be better. Now for the angle I think the one you proposed would be too steep. it's a tricky one because from certain angles it looks steeper than it is, it maybe that his head is rotated downwards slightly giving it the illusion that the mouth/nostrils are lower than they are. if you look at it from a side angle it's not as steep. made some adjustments just now to the length of the head and noticed some things on the reference that I've adjusted on mine , like the high of the chin compared to the jaw and the nostril height (which still needs adjustment) relative to the height of the eyes. I usually 'eye' ball the reference rather than having it as a back plate to see how well I can translate what I'm seeing and I was pleasantly surprised, there are a few things off here and there but relatively speaking it's not terrible XD
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Ha yes, technically speaking on a real horse the tail emerges from the top which would be the very base of the back as it transitions into the arse but for some reason they felt it necessary to have it emerge from his bum hole instead 😂although it may just be the angle
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@Icecavemanexcuse my crude drawing my fat thumbs are impossible to draw with on a phone screen. Yes I could redirect the polys something like this so the topology flows round following the curvature of the neck and chest areas 😄
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Ha thanks man been a lot of fun !
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Thanks man, I think you maybe right, he does have quite a short face compared to an actual horse but even so I think I could do with extending it a little more.