Tuesday 16 November 2010

My new logo

A great thanks to Nicholas A. Donaldson for designing my logo for me.

And now here it is for you all to admire.






















This will be on all of my following screenshots (as I can't be arsed to re-upload all the others)

Monday 15 November 2010

EOTech 557 Gunsight

This is a model of an EOTech 557 (I think) that I modeled a while back.

Here is the highpoly model.














 Note: the A.R.M.S attachment levers on the side

Here is the lowpolygon model with the normal map applied:


 











And here is a shot of the textured model. I put it in desert tan or flat dark earth, the Savatage (band logo) I put because they are actually one of my favorite bands.

Soldier in a boonie hat

Just a little thing I was drawing earlier today. I might try to model it if my current workload goes away, but I'm not being too hopeful.

























Personally, I really like the trousers, though the boonie hat needs a bit of work, as do his arms and shoulders. I should remember to always work from the bottom up. Also, I'm aware of the issues with proportions, but there is little I can do to rectify them at the current moment in time.

And here he is coloured in:

























And yes, I am aware that he has no hands....

Friday 12 November 2010

Ruined Buildings Tutrorial

This tutorial is geared towards people who are not total beginners to 3ds Max, but who just need an introduction to new techniques, and new ways of doing things. It takes for granted that you have at least a basic knowledge of polymodeling, and using 3ds Max.



1. Make a cuboid in the Perspective Viewport (L=100, W=50, H=10) This will be the base of your building. It can be any size, but lets use these. It must have 1,1,1 segments. Press F4 to turn on Edged Faces.



2a. Convert it to an Editable Poly object. Select this edge and ring it. Select Connect, with 2 loops and at a pinch of 92.



2b. Do the same thing to the perpendicular edge of the cuboid, only this time, use a pinch of 84. It should look like this:



3. Select the outer polygons


and extrude them. This will make your walls.



4. Fill your basic model with edge loops, both inside and out, using the Ring and Connect tools. I have added 7 edgeloops to each selected Ring



5 Go to your Left Viewport, and press "F3" to turn on the wireframe view. Make sure that the inside horizontal loops line up with the outside horizontal loops. IF they don't, line them up by selecting the vertices, and in the Edit Geometry tab in the sidebar, select "Z".



Do this so that the edge loops line up in your left viewport, and the model looks something like this:



6. From all your edgeloops, select the polygons where your door/window/hole-in-the-wall will be, (remember to do this on both sides), and bridge them, so that you get something like this:



Think of it as removing bricks, one at a time, to bring out the basic shape.

7. Now that we have our basic shape, its time to start detailing.

7a. First thing we have to do, is get rid of the 90 degree angles, for example in the door.



To do this, select and move edges and vertices. Apply this process to windows, wrecked walls etc.



Note: Everything MUST be in quads, no n-gons or triangles

7b. Now is the fun part... Select edges of your model and chamfer/extrude, and target weld the tailing triangles, like this


8. Keep doing this on individual edges/verts, you can even move entire polygons, to make it look something like this



This image is not from the model created for the tutorial.

Good Luck!

I hope this was helpful. Keep modeling!

Un_dead

Thursday 11 November 2010

The Low-poly Kalashnikov

After the arduous process of unwrapping the Kalashnikov (which I have to do again, because my unwrap sucks)  I got the cage done and baked out a test:













This shot was taken using Xolioul's DirectX shader. I flipped the green channel in Photoshop, and applied it.

Here is a shot without the normal map:

Monday 8 November 2010

Kalashnikov AK-74

The AK-74 is a 5.45mm assault rifle developed in the early 1970s in the Soviet Union. It was first introduced to the Soviet Military in 1974, and first saw action in the Afghan-Soviet War of 1979.

 I first started off with the high-poly model, which ended up totaling around 1.3 million polygons, with all the meshes set to 2 turbosmooth iterations.




















After finishing the high-poly model, I removed all the turbosmooth modifiers, and went through the model to remove supporting edge-loops, clean up the poly-flow, and to optimize.