Recently I've been taking a class on 3ds max and I'm interested in it enough that I'll probably make something in it probably once every week or something. I thought maybe it'd also be a chance to contribute to TBA in a way that won't look really horrible and a good way to keep this stuff in mind.
SO THEN. Here's a helmet that I made with a 3ds max tutorial using symmetry, splines, and some free-form methods(the spikes along the center).
The horns were supposed to be long and wavy, but I instead tried making it like ant pincers which ultimately made it look like some kind of reindeer helmet I think.
(https://thebackalleys.com/forum/proxy.php?request=http%3A%2F%2Fwww.thebackalleys.com%2Fdump%2Ffiles%2F1752%2F230lC8_Whoa%2520I%2520did%2520it.JPG&hash=e4a1071239b5c5b0a79d52598b740950b8b32806)
The above picture was after I finished the horn and used a symmetry modifier to make the other one. Then I used NURMS to smooth the entire thing.
(https://thebackalleys.com/forum/proxy.php?request=http%3A%2F%2Fwww.thebackalleys.com%2Fdump%2Ffiles%2F1752%2F622Zq2_NURMS.JPG&hash=ceb6ae7071f07ca81e835840eb5e3827ec3f4fd2)
And then I rendered it.
(https://thebackalleys.com/forum/proxy.php?request=http%3A%2F%2Fwww.thebackalleys.com%2Fdump%2Ffiles%2F1752%2F950D0x_Render.jpg&hash=df52d6f9ac96a396cdd902e8861fff9a7d3bae27)
I think I'll mess around with textures on this model to get used to texturing things again.
I should probably also try to make the cap shorter, for now it looks way to deep to fit on a head nicely.
[Spoiler] Unless it's a different head in which case I guess I just invented the worst french tickler ever.
[Spoiler] I also wrote a thing but it's not that good so I didn't display it up-front.
Here it is: https://docs.google.com/document/d/1ERS6W0bjFW51ikA4g1_nR6P-L2IntJjrRj2udCtyyq4/edit?usp=sharing (https://docs.google.com/document/d/1ERS6W0bjFW51ikA4g1_nR6P-L2IntJjrRj2udCtyyq4/edit?usp=sharing)
Because ODT files are silly, I instead put it on google docs.
[/spoiler]
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pretty solid for a first model assuming it is. my only suggestion is that you utilize hard and soft edges, for example along the ridged rims i'd make sure those don't get smoothed out.
Today I continued on a basic space-ship design I had stuck in my head for a unity game I'm making (slowly).
I redid the wings and added a cockpit thing.
(https://thebackalleys.com/forum/proxy.php?request=http%3A%2F%2Fwww.thebackalleys.com%2Fdump%2Ffiles%2F1752%2F257Rx1_Spachip.JPG&hash=541fa3e1c6396035a57b47290a5c4feb1801a9ed)
Then I redid polys that were more than 5 sides to avoid rendering problems with textures.
(https://thebackalleys.com/forum/proxy.php?request=http%3A%2F%2Fwww.thebackalleys.com%2Fdump%2Ffiles%2F1752%2F724kD_2014-3-17.JPG&hash=709e05c112d982fe82ebda68b828242438355d91)
Nothing special yet, but it's shaping up and I hope I can make it look great.
I made a game.
https://dl.dropboxusercontent.com/u/17416332/Spaceadv_Build%280.01%29/Spaceadv_Build%280.01%29.html
PS it's boring but I eventually want to replace all the models unity supplied with my own, such as the spaceship I modeled.
Not bad. You should try making a vertical/horizontal shooter next. Multi-D shooters are a can of worms.
Also still waiting on an update to your story.
Quote from: Bamyasi on March 28, 2014 09:24 AM
Multi-D shooters are a can of worms.
I first noticed that when fumbling around with a spaceship that would accelerate infinitely in ways I didn't want it to because I wasn't used to the direction of the velocity. I believe setting up some visual indicators such as thrusters firing (and maybe an optional holographic arrow pointing towards the velocity vector) would let controls make sense after a bit of getting used to.
Quote
Also still waiting on an update to your story.
(https://thebackalleys.com/forum/proxy.php?request=http%3A%2F%2Fwww.thebackalleys.com%2Fdump%2Ffiles%2F1752%2F9601qM_R8x43Pe.gif&hash=c45e7fba8e401d21b62cf95f0d4f5c703d546b9b)
Cute .gif.
Oh you got to it first. Thinking back it looked a little too much "ohmygodyounoticedit" instead of "oh, right I should probably remember to keep writing" so I was going to edit it out but now we're here.
After finally remembering my story exists, I've written more of it. It's probably not very exciting or anything but it's nice to write for myself once in awhile.
Here's a link for you guys that's easier to find: https://docs.google.com/document/d/1ERS6W0bjFW51ikA4g1_nR6P-L2IntJjrRj2udCtyyq4/edit?usp=sharing
I haven't been very productive recently due to being on a well deserved spring break. However I wrote a bit more of the story and worked on a class project, still not much work done on the spaceship model or game though as I'm still trying to learn more about UV mapping and unity.
Since the room I'm working on looks really amateurish, I'll put it in a link instead of embedding it:
https://www.dropbox.com/s/sffki2j0c3h5vem/Room.JPG (https://www.dropbox.com/s/sffki2j0c3h5vem/Room.JPG) (Yeah the lamp shade HAD to be pink, for some reason it's a must on this assignment)
And for the story, I just managed a page or two more and the link in the last post should still lead to it.
Finish your story and don't come back until it's done, motherfucker.
Oh. I didn't realize you were that interested I guess, but I suppose I've been annoying with small updates.
I've been focusing mainly on modeling and school work so bleh. :I
You have an interesting concept (somewhat related to the cyberpunk conversation we had last week) and I'd like to see where you go with it. Also it's just not always a great idea to showcase written work before it's finished.
Quote from: Bamyasi on April 7, 2014 09:59 AM
Also it's just not always a great idea to showcase written work before it's finished.