oh yes, now that's more like it
I'll tell you something, so far I didn't do really much but I can tell you that modelling isn't as hard as it looks, for example that teapot was literally drawing an hexagon, 'pulling out' upwards to make the shape and then modelling it, really there is no mystery in it
Posts: 2,914
Threads: 96
Joined: Dec 2009
12-02-2013, 12:56 PM
(This post was last modified: 12-02-2013, 01:09 PM by E-Man.)
This isn't much, but I created this near the end of 2010 before I got a better grasp on what 3-D modeling actually is.
There's a lot of mistakes in it to be honest because I never had any education in Maya prior to going to Full Sail.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart
it's ok to suck, sucking is not bad, just try and aim to always do your best!
Posts: 4,309
Threads: 34
Joined: Jul 2009
are the 'wrinkles' actual modelling, or applied textures?
Posts: 8,812
Threads: 131
Joined: May 2008
That's bump mapping.
Think of it as a texture that instead of showing colors, it shows highlights and shadows. Think aritifical detail.
It allows you to give off the impression of high polycount on a low poly model.
If you look at the image with the blue thing, look at the base and you'll see that it's actually just a simple box, but the bump mapping baked onto it allows it to appear as though it has more detail.
A bump map combined with a UV map can make a lowpoly model look highpoly, but if you get up close it's obviously just a visual trick. It's commonly used in games now though.
I am trying to make another 3D model of gilbert, less blocky this time.. I've been having a little trouble because his shape is really unusual. I didn't think that a walking bullet was so weird..
edit:
idk how to make hanging cloths (such as gilbert's jacket), anyone has any thoughts? Apparently it has something to do with P command (separate) but even then idk how to work out with it
progress:
Maybe try selecting some of the edges where you'd want the jacket to start hanging from and use the extrude tool.
Posts: 804
Threads: 20
Joined: Sep 2010
you could use flat planes and textures with transparency i think
I remember reading something about that on that really long polycount thread vipershark posted
not really sure what im talking about though
Posts: 2,414
Threads: 86
Joined: Sep 2008
Thought I'd try it out. I guess it helps that robo9 is basic shapes anyway
Posts: 2,563
Threads: 61
Joined: Nov 2013
12-18-2013, 03:26 PM
(This post was last modified: 12-18-2013, 03:26 PM by psychospacecow.)
A cart racer maybe?
I wanted to see what I'd make with only a sphere.
looks crazy!
but I kinda found a problem within my models... how am I going to calculate the textures so they don't look stretched from one face to another?
Posts: 8,812
Threads: 131
Joined: May 2008
12-19-2013, 08:07 AM
(This post was last modified: 12-19-2013, 08:44 AM by Vipershark.)
...that's something that I've not been able to figure out.
When I look at kenneth fejer's textures, it looks like he's somehow able to map certain parts of the texture to certain parts of the model but (in my limited experience with models) I don't think such a thing is actually possible????
edit- okay so it looks like it is. According to the Wikipedia article on UV maps, "UV coordinates are applied per face,[2] not per vertex. This means a shared vertex can have different UV coordinates in each of its triangles, so adjacent triangles can be cut apart and positioned on different areas of the texture map."
...In other words, you should theoretically be able to put the faces of your model wherever and then just paint in exactly what you want.
As for how you do this, I have no idea, ahahaha
Do you know about UV unwrapping?
http://wiki.blender.org/index.php/Doc:2....ut_Editing
I don't know if this will help, but...
Try this. I know you don't understand spoken english very well, but...
http://cgcookie.com/blender/2011/01/21/intro_uvmapping/
In addition, when I look at Kenneth Fejer's work, it seems to me like he purposely tries to make the majority of his models' angles only be 90 degrees or 45 degrees. That way he can have perfect pixel lines for all of his textures.
But looking at the video tutorial in the above link, that's not entirely necessary. You can select and split off faces however you and and then manually move, rotate, and scale them to whatever works best for you.
I did the unwrapping stuff but I found it so boring I halfassed everything
yes oh my god uv unwrapping is such a piece of shit
|