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# Statistics
Watchers: 3768; Pageviews: 239276
# Group admins
# About me
A Club for Artists who create 3D Models, and who create reference for other artists to use to create 3d models.
# Comments
Comments: 560
Tadmod In reply to ??? [2012-08-29 23:25:41 +0000 UTC]
Yeah, another deviant was kind enough to point this out. I realised I had actually submitted to the incorrect location. Thanks for the notice!
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Tadmod In reply to ??? [2012-08-29 10:51:56 +0000 UTC]
Hmm, thumbs don't work. Here's the link: [link]
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Athey In reply to V--R [2012-08-14 04:29:58 +0000 UTC]
Uhm, because it's really really simple. There's hardly anything to it. Walls, door frames, and the vaguest hint of a white to gray gradient for texture detail.
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V--R In reply to Athey [2012-08-14 05:32:24 +0000 UTC]
It's the very first WIP picture of course it's going to be simple at the start. And there is no gray that's the AO doing it's work. It's the White Ward. Everything is white.
And even if something is simple, not everything has to be overly complex.
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ChrisRedfield777 In reply to ??? [2012-08-13 21:21:24 +0000 UTC]
Hello
I was wondering if you could help me out with this. Im creating an environment in blender cycles based on this image [link]
So i had to create bunch of objects and when im switching to the RENDERED mode or even after pressing f12 im getting this error message [link]
I have Gainward 630 2 gb Video
Core 2 and 2 gb or RAM, if this will help. PLS help me out . . .
👍: 0 ⏩: 1
erkucrunk In reply to ChrisRedfield777 [2012-08-14 16:11:08 +0000 UTC]
Some others reported this "bug" here [link]
Try to update your graphics card diver. I think it happens when you have too many polys and a big image resolution. I had the same problem with this one [link] but couldn't fix it either. My workaround was that I rendered my image in two pieces saved each as openEXR MultiLayer and combined them in the compositor. It was a annoying.
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ChrisRedfield777 In reply to erkucrunk [2012-08-24 01:37:28 +0000 UTC]
It turned out that it had nothing to do with drivers and i was running the final one, the thing was that TDR time limit, which is 2 sec, was not enough for blender 2 render and i just disabled it, figuring out how to do that was quite a hell of a pain in the ass but now it works just fine!!! TNX 4 reply !!!
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erkucrunk In reply to ChrisRedfield777 [2012-08-24 10:19:36 +0000 UTC]
Messing around with registry keys is always a pain in the ass! Thanks for the reply too
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ChrisRedfield777 In reply to erkucrunk [2012-08-25 09:40:53 +0000 UTC]
yeaa now i've learned that on myself
BTW dig ur Coffee machine, makes me want to click Boil!
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Palantion In reply to ??? [2012-08-03 18:17:27 +0000 UTC]
Thank you for displaying my image .
Regards, Michael.
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VERTEX768MHz In reply to ??? [2012-07-14 13:32:44 +0000 UTC]
why simple cube character accepted ?
My character is 117% modeled by me
No Stock, No Architectural scene.
I textured and posed my character..
👍: 0 ⏩: 1
Yoelito In reply to ??? [2012-06-28 17:43:23 +0000 UTC]
Thanks 4 accepting me and my submissions!
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AmitchDesigns In reply to ??? [2012-06-26 22:38:45 +0000 UTC]
Just have one question,...why are you guys declining all of my hard work? ( [link] )
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eSculpt In reply to AmitchDesigns [2012-06-27 09:49:58 +0000 UTC]
hey there. I'm sorry that your deviations and hard work have been declined. The group prides itself in having very high standards regarding work accepted into the galleries. It can most certainly be frustrating having your hard work declined by seemingly unknown sources, but it can be difficult for the mods to explain why each time due to time contraints. BUT, I would be quite willing to give you critique regarding your work (if you want to PM me links), and maybe we can reach a point where your work will be accepted and adored by the group and the community. I hope you have a good day.
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Trickerman In reply to ??? [2012-06-18 22:43:28 +0000 UTC]
Thanks for accepting my submission!
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Athey In reply to V--R [2012-05-16 21:08:05 +0000 UTC]
From the FAQ:
Q. Why was my submission rejected?
A. The submission does not quite meet a our quality standards. If the model is very simple, then the render quality, textures and lighting are the deciding factor. Clay-Renders, and models with very simple/limited textures are only accepted if the model/geometry/sculpt itself is of an exceptional quality level.
Look at the content in the category you submitted to and ask yourself - does my piece have the same general level of quality and professional polish as these? If the answer is no, that is probably your answer as to why you were denied.
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V--R In reply to Athey [2012-05-17 00:13:13 +0000 UTC]
The model isn't simple. I think it does have the same general level of quality and professional polish as the others. You've accepted the earlier WIPs that were worse and I've improved some since then.
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Athey In reply to V--R [2012-05-17 01:43:57 +0000 UTC]
So you would argue that you're deviation - [link] - is on the same level of quality as the other submissions in the Character's category? The same level as [link] , [link] , and [link] ?
That's the point here.
And to be quite frank, the WIP versions of this that you submitted are still the lowest end of the WIP folder. The texture and render quality is just not up there for a finished piece.
Now, if you submitted this specific piece into the WIP category instead, if it were the only time you'd submitted it, then I'd let it into WIP, but as it is, you already had three other WIP versions of this model, already submitted to the group. They've been pruned to only a single one though - we try to avoid having multiple iterations of the same model, until one of the submissions is a WIP and the other is a finished and polished piece that's textured, posed and rigged and all that.
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V--R In reply to Athey [2012-05-17 01:50:51 +0000 UTC]
Could've sworn I submitted to "I WANT CRITIQUE"
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Endlessillusionx In reply to V--R [2012-05-17 09:14:56 +0000 UTC]
i forgot to say if you do follow that you have to set up lights to your liking .
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Endlessillusionx In reply to V--R [2012-05-17 14:22:32 +0000 UTC]
Looks good to me, are you happy with the results? i hope i help.
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Endlessillusionx In reply to V--R [2012-05-17 09:13:04 +0000 UTC]
Follow My steps to render your wip (if you want to )
[link]
" first to get "Lines" around something you go to render settings (In blender the camera Icon)
then go to Post Processing and Check the box that say Edge, you can play with the Threshold if you want but i normally leave it on ten (10).
As for the Material I use ( Diffuse: Toon, Intensity 0.600, Size 1.180( Specular: Toon,Intensity 0.100 ,smooth 0.500) (Shading: Emit 0.50). If that does not help see [link] and if that does not help i am sorry but i have failed.
"
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Athey In reply to V--R [2012-05-17 01:58:32 +0000 UTC]
I can't look that up - I have no idea what you submitted it to. You didn't specify. Doesn't change the fact that you'd already gotten 3 other deviations with this exact same model, already into the group. You hit the max. I cleaned out some of them though since there wasn't really any difference between them, so if you want this one in, you can re-submit it and try again.
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GemmaSuen In reply to ??? [2012-05-07 19:44:08 +0000 UTC]
Thank you for adding my work I will join!
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Kerian-halcyon In reply to ??? [2012-04-21 20:37:50 +0000 UTC]
I take it that my models weren't up to high standards?
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V--R In reply to ??? [2012-04-14 23:57:39 +0000 UTC]
Why were nearly all my submissions declined?
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Athey In reply to V--R [2012-04-15 00:39:33 +0000 UTC]
This group has a very high standard for acceptance.
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V--R In reply to Athey [2012-04-15 01:15:24 +0000 UTC]
Then I can't wait till my model is finished.
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Starvois1127 In reply to ??? [2012-04-14 22:18:42 +0000 UTC]
Hello All~~
As sort of an amateur i have to ask how do you create low poly fur?
it has been bugging me and i really do not like the textured fur look so can i plz get some suggestions?
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Athey In reply to Starvois1127 [2012-04-15 00:50:50 +0000 UTC]
I do know of one trick for real-time fur that doesn't involve any coding/special software, etc.
It was used in Conker reloaded -
[link]
[link]
Okay, so the way to do it is to have multiple layers of transparent polys with dots for each hair and each further layer outwards, the dots get smaller. (Yes, seriously)
It's very difficult and of course also really increases your poly count since you've got all these extra layers of polys.
If you're using 3dsmax, you can use the Push modifier on each layer of geo outwards and it'll just push them out on the normals (It works better than just trying to scale.)
So you dup the geo - push it out - dup the geo again - push it out. And each of those outer layers of geometry have alphas filled with dots.
It was a cheat to get 'fur' in real-time on very low powered systems that couldn't handle fur simulations.
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Starvois1127 In reply to Athey [2012-04-15 00:54:45 +0000 UTC]
Thank you~
Its not really a system problem more of the poly count anyway i think i figured out a possible way of doing so...
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soperman In reply to ??? [2012-04-14 08:35:16 +0000 UTC]
Hello all,
I hope this question is ok, and doesn't waste your time. I've been playing with photoshop and spending a lot of time trying to create realistic pictures from ps cs5. So i'm thinking, am i waisting time; why not 3d. Don't get me wrong; i'm having fun; it just seems more practical to draw 3d.
Any thoughts on switching to a 3d hobby: software/hardware, training/basics, artistic growth, practice, fun...
👍: 0 ⏩: 3
Athey In reply to soperman [2012-04-16 05:16:42 +0000 UTC]
Google Sketchup and Blender are both free 3D programs.
You can also get Maya and 3dsmax for free for 3 years with a student license. --> [link]
You can download autodesk Mudbox from there too. It's a 3d sculpting program - basically an alternative to Pixelogic's zbrush
Once you settle on a program, just search for tutorials for it. There's always loads of video tutorials on youtube. www.3dtotal.com has a good listing of tutorials on it, as does www.eat3d.com
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soperman In reply to Athey [2012-04-19 01:56:17 +0000 UTC]
Thanks for your help. I'm busy with 3d max.
👍: 0 ⏩: 0
Magmabolt In reply to soperman [2012-04-14 20:29:32 +0000 UTC]
I did the exact same thing in high school, my only advice is to not spend money on anything initially, blender is free n pretty strong and there are plenty of trial and student versions of 3ds max or maya, I'm a maya guy and I reccamend that, max can be a bit daunting when u first start out (in my opinion anyway)
as far as where to start, I started by "finding" a copy of videocopilot.net's bullet tutorial. Also youtube has a bunch of great beginner tutorials. Beyond that, my only advice is don't expect to have super realistic stuff too early, I've been modeling for about 4 years and still have a long ways to go XD. I highly advise going to polycount.com and look at some of the work on there, there is a ton of really great modelers on there as well as some good tips on their wiki. Best of luck
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soperman In reply to Magmabolt [2012-04-19 01:58:56 +0000 UTC]
Thanks for your help. I'm busy with 3d max. But may switch to Maya. You can paint in Maya right. I can paint 3d objects in Photoshop, but don't know how to get them back to 3ds max after; any thoughts?
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Magmabolt In reply to soperman [2012-04-19 11:30:01 +0000 UTC]
I've heard maya has something like that but honestly I barely paint models anymore since I bake occlusion maps down. But When I used to paint textures I just dropped the uvw's into photoshop and update the texture files n checked it in maya every so often. Photoshop is much more powerful with textures simply because it has all of the tools and layer options. As for viewing it in max, Im not totally sure, can probably find it somewhere online though. It would have to be editing a texture map file so you just need to find it and import it into max.
If you really want to paint on the model, I've heard mudbox has some really good painting tools that actively edit the uvw map, but I personally hate mudbox XD
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soperman In reply to Magmabolt [2012-04-20 01:05:36 +0000 UTC]
Thanks for the info. Yea that kind of makes sense, if i read you right. Why edit in photoshop when you can create the texture map with the edits aready done and map it to the model; is this what i think your saying? Its all new to me and i don't even know what uvw and bake occlusion maps means. But it's all a lot of fun.
I've been fooling with max and maya and seem to have a bit better luck with max. However, maya has a very cool interface. i guess they both do the job, just whats more your style. Plus i don't think ive been fair; i watched some youtube on max but not maya.
Well thank you so much for your help, i'll keep practicing and see what happens
XD
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Magmabolt In reply to soperman [2012-04-20 13:58:05 +0000 UTC]
haha you'll learn uvw mapping. You basically take your geometry and split it up so it fits on a 2d plane so you can apply detailed textures to it, kinda like this [link] . Baking I think is really only used for game design ppl, not sure if film guys use it or not. Theres some pretty good tutorials out there for both, have fun with it
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galacticfan In reply to soperman [2012-04-14 15:13:09 +0000 UTC]
Hello there
Well, it depends what you're creating and what level of realism that you're looking for, if you have photoshop and only plan on using that, then I'd suggest looking up some "Digital Painting" tutorials, check out FZD School on youtube, Feng Zhu goes through his creative processes, etc. If you want to get into 3D software, I'd suggest downloading Blender as it is a free bit of software and is great all around, it includes a lot of tools, beginner > adavanced. And then check out tutorials on websites like CG Tuts, Blender Guru and Blender Cookie.
I hope for all the best.
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