Comments: 25
bopx In reply to sweetangel0467 [2013-10-04 00:27:52 +0000 UTC]
Thanks. I've had several other classes that dealt with Maya, but this was my first class that had Maya as the focus.
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pearos [2013-08-16 20:28:20 +0000 UTC]
KELSEY WHAT THE HECKIES
THIS IS SO AWESOME
YOU ARE SO AWESOME
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bopx In reply to pearos [2013-08-16 23:13:55 +0000 UTC]
did you say what the "heckies"
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pearos In reply to bopx [2013-08-17 01:18:39 +0000 UTC]
are you judging me
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bopx In reply to pearos [2013-08-17 01:19:45 +0000 UTC]
what the fudge
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SkaraManger [2013-08-15 18:26:51 +0000 UTC]
Looking great so far maybe the foilage should use more work, and the cloth is rather fixed...you can weather the floor more (with leaves littered across) with more scuffing and paint back into it..Some of the textures for the pilars/columns are good though..nice work altogether
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bopx In reply to SkaraManger [2013-08-16 07:59:22 +0000 UTC]
Thanks. I was only allowed twelve 256 maps so I probably shoulda stuck with a smaller environment. I was supposed to stick to around 10,000 tris but I shot past way past that haha. Textured everything in a day or two, but yeah those are some good suggestions. I work on finer detail next time.
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SkaraManger In reply to bopx [2013-08-16 14:59:56 +0000 UTC]
www.gingerookie.com/?page_id=5… just an an example this guy did a still from Tekkonkinkreet painting scene and converted it to 3D worth just reading up on surface texturing a bit more and avoid making floor entirely flat...some aren't always 100% smooth it depends on your material/surface whether if it's concrete, tar, etc everything is weathered if it is left in a state of decay..unless you are modelling a brand new furbished library or something...
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bopx In reply to SkaraManger [2013-08-16 23:44:57 +0000 UTC]
I hate to sound defensive because I do value your suggestions, but there are a lot of reasons this doesn't really relate to what I'm doing.
We were learning modular tiling so the whole idea was to keep the room an organized, perfectly sectioned "cube" essentially. As an interior I intended it to be flat, like the references I had. I remember that scene from Tekkon being exterior, so it makes sense to have planks embedded in the dirt. Regardless, the point of the assignment was low res, low poly everything. It wasn't about sculpting, it was about staying organized and cutting out excess wherever you can. Putting separating dents in all the tiles would be wasteful geometry, just like how making each individual key on a keyboard separate geometry is wasteful. A low res keyboard shouldn't be more than 30 tris really.
I'm not in any way saying that this is perfect though. It's my second textured 3D project, it was rushed and I know that there are lots of very big, glaring, fundamental problems with it. Looking at my restrictions, flatness is not one of them. If I was going for something stylized, and high res, then yeah I'll definitely try to incorporate that.
But honestly, I hope this is that last modeling I ever have to do. Aside from basic perspective blocking for 2D pieces, It's not something I want to pursue.
Thanks for taking the time to help though.
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bopx In reply to SkaraManger [2013-08-17 00:55:30 +0000 UTC]
It's cool. You weren't really aware of the boundaries of the assignment is all.
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Birdee-Blake [2013-08-14 21:07:29 +0000 UTC]
This is a cool thing. You've been doing cool things, yes D:.
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bopx In reply to Birdee-Blake [2013-08-15 10:51:36 +0000 UTC]
thanks! I'm glad you like my things ( ´ ▽ ` )ノ
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bopx In reply to Birdee-Blake [2013-08-16 08:11:52 +0000 UTC]
awww thankss (ノ)´∀`(ヾ)
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cheeseboy127 [2013-08-14 07:31:28 +0000 UTC]
I really want to check out the Maya file. I thought I'd let you know.
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bopx In reply to cheeseboy127 [2013-08-14 07:38:42 +0000 UTC]
get out of here alex
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