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Everything posted by VECTOR
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Modelled and uv'd these buds and case some time ago for a beats advertisement, initially i was provided with exported CAD data which unfortunately served as little more than a guide when remodelling, due to being too dense and too poorly topologised, was a tricky one for sure, mainly due to how particular beats are with representation of their product, little room for error here, even down to bevel diameter. Over all happy with the results. all other aspects created by Steve Choo/my active driveway. Steve did an amazing job putting this together all props to him for the finished product. link to his page below. ( will update this with some wireframes when i get the chance ! ) V https://www.myactivedriveway.com/#/apple-beats/-solo-buds/ beats_solo_buds (1080p).mp4
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Maxon raising prices next month - *Capsules* are now more expensive...
VECTOR replied to Jeff H1's topic in Discussions
I’ve been using Maya indie for a while now, as well as C4D and honestly at just over 300 a year it’s extremely affordable, although modelling and character animation aren’t necessarily C4Ds target audience here, for the people like me that do use it for the majority of those purposes it’s certainly becoming less palatable as times goes on.- 72 replies
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Appreciate the feedback mash, i actually intentionally wanted to move away from a realistic eye shape as i wanted it to be a bit more cartoonish, she also has a rather pronounced bone structure in some images so i really wanted to accentuate that here. So time for a little update, haven't touched this for a while and had a bit of time today so decided to make some more adjustments and do a very quick test paint to see how things were looking, included is the previous iteration
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i got a quick an easy approach for this, i'll do a rough example and write up brb EDIT - just noticed there appears to be another ring running horizontally ( i presume this is the view from underneath ) to add this you would just repeat the process already outlined below. Okay so here's a quick approach. Not sure on the particular shape of these, so i presume its something along the lines of this. 1) grab a standard sphere, give it 12 segments and make it editable, remove the top centre faces, and adjust the topology of the sphere at the bottom with something like the example below to avoid a nasty pole, shading errors etc 2) Next put the sphere under a subdivision object set to one and make it editable. Add an edge loop either side of the centre line on X/Z as shown below. 3) Select the opening edge, as well as your centre lines on the mesh and do an edge to spline command ( you may wish to subdivide it further for a smoother curve ) put this to one side we'll use it later. Go back to your mesh, with your centre loops selected and scale them as shown below. 4) final stage is to sweep our spline and place it inside our mesh under a subdivision object and adjust accordingly.
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Absolutely ! I'm also chucking in this from the last time i modelled a rat, old members will remember this from back in the day. thought this was good back then XD
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Phew! so , went through quite a lot of iterations and modelling adjustments on this one, but we got there in the end. Did a couple different renders as i couldn't decide which i liked more 😄
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Maxon raising prices next month - *Capsules* are now more expensive...
VECTOR replied to Jeff H1's topic in Discussions
Damn. I really struggle to wrap my noggin around this. I’ve been dabbling with maya for some time, maya indie is literally just over 300 a year, it’s ridiculously cheap. I really love C4D but every year it gets harder to justify some of their choices.- 72 replies
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Indeed, Precision is the word that comes to mind with tasks like these, something not easily achieved without considerable effort, even with Cad data which lets be honest, most of the time is utterly unusable
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i'd argue 4 hours is rather conservative for something like this, while it looks simple enough from the offset, once you get into the nitty gritty there's quite a few areas of this, mainly areas like where the camera housing attaches to the side of the case that would take quite a bit of forward planning, especially considering all the edge loops would likely run off to the circular cut outs for the lenses, as well as the sides where the edges are sharp but the inset sections that ramp down are soft.
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Ha, one does not make mistakes 😉 as these will Probably be on the small side ill likely print them solid, as I know even with drain holes it can be a pain to fully cure these if they’re hollow. Excited to get started 😀
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For all you experienced printer enthusiasts out there, any tips for getting flawless prints out the box ? Elegoo sent me a Mars 5 ultra along with a wash and cure station to test out. Looking to turn some of my characters into toys 🤟
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quite a tricky face to get down and she really does have quite a wide jaw from the front , with a rather peculiar neck that’s extremely wide at the base, the head is also tilted down a decent amount so that may be contributing to the effect
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Little update. So made some tweaks to the chin, jawline as suggest by @3D-Pangel as well as tweaking the nose and lips shape, feeling i'm getting loser to dialing this one in, may need to elongate the face a little more still, will continue to iterate, V
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LOOL that actually got me. I should try that definitely!
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I’ve got a few different ones, it is how you say difficult to match her because she looks very different in each photo, I’ve been using versions of her when she’s shaved her head from that movie. Behind her cheeks is just her jaw, which is quite pronounced. In the pics you posted it looks fairly soft, I extenuated that cut in as in some pics she has quite the chiseled face appearance, even things like her eye shape are tricky to replicate in 3d. Due to exaggerating the size, the more “ realistic “ eye shape more matching hers didn’t work and looked off. I think with better hand painted materials and lighting it would sell it more.
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This is a character that's been frustrating me for a while. Anya Taylor Joy, has one of those types of faces that are incredibly difficult to nail precisely whilst adding in stylised elements. Alas i've come back to this model in an attempt to plug a way at it more. made some progress but still not happy. thought i'd share it anyway. Obligatory wire frame for @3D-Pangel @Cerbera