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© 2024 Daz Productions Inc. All Rights Reserved.
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bonus ;) where does the image start and the geometry begin? well the second one reveals that.
Great thread, love the work in here.
prototype
Any chance you could do a different view of it User.Operator, I can see its a great model but would really like to see more of it.
Not sure why I made a bullet, not really into guns and stuff.
............,,....
Brilliant - Thank you :)
What do you use to render with User.Operator ? The results look similar to LuxRender
I quite like DAZ Studio's new render engine - IRAY, still trying to figure out how to set the materials etc. But it is fairly fast, this took 14 mins (small test render).
Prototipo per triciclo da corsa.
Bye
P.S.
For "WDJ" : thanks for help on holes
No problem at all M_M, glad you found it useful. NIce care model & Render :)
Bicirazzo.
WIP
Bye
WIP
Bye
Looks good. One thing though, it would not be a nice ride because the front propeller is pointing at the riders feet would it be an idea to have is swivel to give it lift.
WDJ hello.
You are right. I also noticed that the air flow invests the driver. I'll try to improve or find other solutions. Thanks again for your comments.
P.S.
Oggi (21 agosto 2015) ho aggiunto le due immagini.
Bye
mig WIP
That looks better M_M :)
Nice one Mach25
Grazie WDJ
Anche io dico nice one Mach25
Remus 02, Mars overland vehicle. Modeled and uv mapped in Hex.Only one crash as I accedently had points selected and tried to chamfer
Really great model - and scene - there DzFire :)
Chamfering points is actually a clever method of making fancy holes without Boolean in both Hex and Blender!
Very nice indeed DzFire.
Went back to page 1 and scrolled through all the images posted, spotted some old friends I have not seen for a while - especially BigT, anyone know if he's okay ?
Eh someone changed my user name, whats up with that?
Seems to be very few, if any of the old school still around. Last I heard of BigT and Redsquare, they were ill. Hope they are OK.
I am now pretty much using Blender exclusively.
When the new forum system came on line some user names defaulted to being taken from the email address. This was in order to make forum user names unique, as we were getting a lot of repeat names, which the previous system allowed.
You can change your user name here https://www.daz3d.com/customer/account/edit/
Having modeled some truly awful teeth over the years, I wanted to finally make something that would hold up well in extreme close-ups, so I spent a couple of days studying online tutorials on the subject, then came up with this.
Beats the horrible approach I'd been using to date, which wouldn't create anything remotely resembling a natural gumline. I'm not even going to bother posting pics of my earlier efforts for comparison purposes, because they're quite simply embarrassing.
My main concern at the moment involves the polycount. These alone weigh in at 7456 polygons in their current state; once I've crafted the upper set, the teeth and gums will top out at approximately 15000 polys. I have no idea whether that's a reasonable number these days.
Opinions?
Those are beautifully detailed - I'd love to see a close-up of the mesh (tutorial?) - great work - congratulations. Unless you need them for gaming, what is 15K polys in the great scheme of things:)
Alternatives - retopo and use a normal map generated from the high poly version on the low poly one.
Thanks. The tutorials seem to have more-or-less disappeared off the 'Net in the years since I last viewed them, though this guy follows the same approach. The basic technique involves extruding the teeth from the gums and then sculpting the results through subdivision modeling.
Yes, that's the standard method. Just took a look at the V4 18K lod version - her lower jaw and teeth are 1.3K polys - 2 levels of smoothing take it up to 20K!
If you take a look at that you may get soem ideas on how to reduce the poly count :)
Bye :)
Piccolo gioco.
Ciao
That is great M_M, it looks like part of a steam punk torture device.