Jump to content

VECTOR

Premium Member
  • Posts

    3,040
  • Joined

  • Last visited

  • Days Won

    102

Everything posted by VECTOR

  1. looking better but I'm really not keen on the duvet, it just doesn't look right at the bottom, especially that bottom right corner i would work some nice creases Into it and work on the shaoe in general
  2. Yea me too! i was a bit hesitant about playing around with the design but it's been probably the most enjoyable part
  3. little bit of wing progress, and some close ups of the redesigned cannons
  4. :D im using a mixture of resources, one being another artist tie interceptor renders, his being as close to the movie version that i've seen and the other is an extremely bad low poly free model that i downloaded that's pretty much entirely different to the movie version and low in detail. but quite helpful for over all proportions. So using those as loose reference while redesigning some elements and completely changing others which has been the most challenging part, how do you change design elements of an already ultra cool looking ship, as for the finished model, @everfresh will be doing the texturing and a little turntable/animation, other than that i'm debating whether to release it as a free model or not. i'm doing this mostly evenings when the kids are in bed and the misses is watching her crappy soaps on the tv ;) funnily enough this is the first bit of recreational modelling i've done for about a month, i found myself getting addicted to gta 5 online again, after my last big commercial job, which i ended up doing all the modelling for i kinda felt burned out a bit so took a break. usually i'd avoid modelling this sort of thing like the plague, rather sticking to the cartoon style characters as i tend to get bored quite easily otherwise, and i find hard surface stuff quite boring in comparison but i was determined to put my patience to the test and try and finish this one, i've just started the wings and the sheer amount of detail and little bits and bobs on there is making me regret it already :D
  5. whats the render times on these?
  6. pretty much done with the body section now, although i might come back to it at the end to add some more detail, next up are the wings and arm struts rendered out some quick 3k images so you can get a close up of the details, click full size then click to zoom to see it full scale :D
  7. Electrical panel conduit thingy, no idea what i does but it had fun designing it :D
  8. Come to the darkside of the force ;) you know they have cooler stuff :D
  9. Ah yes Happy new year to everyone, Especially @Cerbera and @Rectro for all their knowledge, and cerbera for all his jedi problem solving skills :D
  10. Update : starting to design and add panels and details
  11. VECTOR

    Female Cyborg

    also i might add to be super picky, the very centre circle section, (first pic) i'd swap that up for a proper quad patch rather than that pole there :D
  12. Thanks for the feed back guys!, Bob i'm gonna give that a little watch now :D
  13. :D haha yea gotta love a bit of starwars! although the new stuff not so much
  14. Yo guy wats up a bit of hard surface practice this time, the Tie Interceptor from Star Wars, i'll be doing my own version so it won't be 100 percent accurate to the movie version but should be pretty fun here's a little progress so far.
  15. it's not sub d thats making the mesh like that it's the topology and the way you constructed it making it bad, see cerberas example, it subdivides perfectly, also my man everfresh's spline version for how it should be done properly using that method
  16. i reckon i could do it in 3 ;)
  17. Not disagreeing with you're points either, as they are valid in a sense that caping a cylinder with an n-gon isn't going to break anything, just that i wouldn't do it ;) , just looking back at some of my older work, i thought that was good at the time, i bow my head in shame at the state of it, in comparison to what im able to do now, i think we can agree that the best way to approach a model, is one in which will be the easiest for you to work with, and get completed with the least amount of hiccups along the way, i remember being dubious of sud b modelling to begin with now it's the only way i model :D
  18. Well i think it demonstrates more a lack of knowledge/technique/skill, this is clearly shown by the way he's constructed the model in the first place and by principle i mean by way of doing it properly, as everfresh pointed out fastest way is better, as long as it doesn't compromise quality, and if this was a commercial piece and under deadlines then fair enough, make it with drawn splines and extrudes, as it would be faster, if it's seen from a distance, yea even better i wouldn't even bother bevelling the edges, you could make an argument for that in a commercial environment, or it was a quick concept model to realise an idea have ngons and triangles all day long, as that is not the final model, and a fully quad based higher poly model will be created later on based on the original concept. But when you're trying to make a profit from a model, that's in competition from other models that are either equal or of better quality, which he specifically stated as wanting the model to attain a level of detail surpassing the other models on the website then you're not gonna have the flexibility to achieve that with just extruded splines, i agree trying to make it quads afterwards is not the way to go, if that's the aim do that from the beginning, but using boole's the results are inconsistent and create equally horrendous topology. As cerbera pointed out many websites ngons are a strict no, as in they will not accept the model if it contains them, triangles not so much. really it all comes to down to personal preference, i've seen litterature sold and bought and distributed in the thousands by places like cgsociety that contain absolutely horrendous examples of topology, modelling and just over all laziness that would make Cerbera wet his big girl knickers! and that is from some renowned industry artists and these are being sold for like 60 -170 dollars and are currently sold out images below are from these books http://www.ballisticpublishing.com/books/dartiste/character_modeling/ http://www.ballisticpublishing.com/books/essence/face/ https://gyazo.com/7b5b8ff8c311e0333a7488f49159e250 https://gyazo.com/d5e74c449eef1422fbb28e614edfa60e Now although I've been assured theres is good content in these book's (i don't own them personally) the fact they contain stuff like that is unforgivable imo. So it would seem a lot of people would agree with you that 100 percent quads are not necessary, nor is getting rid off all the ngons or triangles, but personally to me and Cerbera atleast, just because you don't need to do something to get the job done, doesn't necessarily mean you shouldn't and personally i'd rather be called out for being a quad Wh0re and overly obsessive with meshes, than put my name to anything resembling the examples i posted here.
  19. Out of curiosity is there a reason why you feel like you need to keep it productural ? also being honest the topology is getting pretty bad here, it's all well and good to have no n gons or triangles but not if this mesh is the result, not to be discouraging but i feel this maybe a little out of your modelling range skill wise, atleast for the moment, of course this is only my opinion.
  20. Yea that's totally fine, and a good way to approach the model, but more geometry or dense corners like that doesn't necessarily translate to better detail, also you have to keep in mind that when you upload your model to turbo squid etc, people are going to be comparing your model to others, and the first thing i do if i ever go on a site like that is look at the wireframes, not saying this has to be 100 percent perfectly equally spaced out and sided 4 sided polygons, i'm just pointing out that if you want it to sell, it's a good idea to keep it clean and neat as possible.
  21. I appreciate what you're trying to do here, and i'm interested to see how it turns out, but personally, i think you're wasting a lot of time approaching this the wrong way, and then trying to clean up afterwards, for something that's not going to be seen close up,you don't need half the the geometry you have there especially, for the arched/corner sections
  22. Modelling principle for one, second, he mentioned about possibly selling it in the future, so if he wants any hope of any one buying it, it's best not to spend a bunch of time making a model riddled with triangles and ngons, and intersecting geometry like this https://gyazo.com/7f67c4c6c525785d4eb4d71326298598
  23. hmmm Id rather they just added a loop selection option to the existing ffd deformer , to make it easier to select points
×
×
  • Create New...