Hex Gallery

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Comments

  • user.operatoruser.operator Posts: 247
    edited January 2015

    bonus ;) where does the image start and the geometry begin? well the second one reveals that.

    sdfsdfsdf.png
    635 x 597 - 285K
    gtertet.png
    542 x 554 - 299K
    Post edited by user.operator on
  • RectroRectro Posts: 35
    edited December 1969

    Great thread, love the work in here.

  • user.operatoruser.operator Posts: 247
    edited February 2015

    prototype

    DFDSFDFDF.png
    758 x 560 - 253K
    Post edited by user.operator on
  • Wee Dangerous JohnWee Dangerous John Posts: 1,227
    edited February 2015

    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.

    bullets.jpg
    500 x 650 - 21K
    Post edited by Wee Dangerous John on
  • user.operatoruser.operator Posts: 247
    edited February 2015

    ............,,....

    ertret.png
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    fdsfsdff.png
    718 x 612 - 449K
    Post edited by user.operator on
  • Wee Dangerous JohnWee Dangerous John Posts: 1,227
    edited March 2015

    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).

    Celica.jpg
    650 x 500 - 45K
    Post edited by Wee Dangerous John on
  • m_m_italym_m_italy Posts: 384
    edited June 2015

    Prototipo per triciclo da corsa.
    Bye
    P.S.
    For "WDJ" : thanks for help on holes

    PROTOTIPO.jpg
    800 x 600 - 154K
    Post edited by m_m_italy on
  • No problem at all M_M, glad you found it useful. NIce care model & Render :)

  • m_m_italym_m_italy Posts: 384
    edited August 2015

    Bicirazzo.

    WIP

    Bye

    bici.jpg
    1148 x 822 - 60K
    bicirazzo.jpg
    1148 x 822 - 82K
    Post edited by m_m_italy on
  • m_m_italym_m_italy Posts: 384
    edited August 2015

    smiley

    WIP

    Bye

    bici.jpg
    1148 x 822 - 74K
    bici_r.jpg
    800 x 600 - 101K
    Post edited by m_m_italy on
  • Wee Dangerous JohnWee Dangerous John Posts: 1,227
    edited August 2015

    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. 

    Post edited by Wee Dangerous John on
  • m_m_italym_m_italy Posts: 384
    edited August 2015

    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 smiley

    bici.jpg
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    bici.jpg
    800 x 600 - 112K
    Post edited by m_m_italy on
  • mach25mach25 Posts: 191

    mig WIP

    mig31above.jpg
    753 x 566 - 12K
    mig31front.jpg
    753 x 566 - 10K
    mig31turning.jpg
    753 x 566 - 11K
  • That looks better M_M :)

     

    Nice one Mach25

  • m_m_italym_m_italy Posts: 384

    That looks better M_M :)

     

    Nice one Mach25

    Grazie WDJ smiley

    Anche io dico nice one Mach25

     

    bici_aria.jpg
    800 x 600 - 151K
  • DzFireDzFire Posts: 1,375

    Remus 02, Mars overland vehicle. Modeled and uv mapped in Hex.Only one crash as I accedently had points selected and tried to chamfer

    R02_13.jpg
    1778 x 1000 - 1M
  • RoygeeRoygee Posts: 2,220

    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!

    champoints.jpg
    1600 x 900 - 240K
  • Very nice indeed DzFire. 

  • Wee Dangerous JohnWee Dangerous John Posts: 1,227
    edited October 2015

    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 ?

     

    Post edited by Wee Dangerous John on
  • A3DLoverA3DLover Posts: 170

    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 ?

    I'd like to know that myself i just dl'd his helcat and vaneship yesterday and couldnt leave a thank you on his sharecg page.

    Really like that mars 02 model, reminds of work by another great modeler that uses 3dmax.

    Kana or kanana think his scr. name most sites

     

     

  • A3DLoverA3DLover Posts: 170

    Eh someone changed my user name, whats up with that?

  • RoygeeRoygee Posts: 2,220

    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.

  • ChoholeChohole Posts: 30,134

    Eh someone changed my user name, whats up with that?

    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/

  • A3DLoverA3DLover Posts: 170
    @Roygee yeah i knew BigT was having issues didnt know about Redsquare tho. @Chohole thanks, the system recognized me when i logged in so thats good i suppose. Havent done much in hex lately since it doesnt run well on my current rig, carrara however runs great on it v7 standard so at least out of daz studio hex and bryce carrara is the most stable daz app i have. Also mobile phones do not make great forum devices.
  • 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?

    preview_f3_teeth01d.png
    1180 x 722 - 469K
  • RoygeeRoygee Posts: 2,220

    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.

  • Roygee said:

    Those are beautifully detailed - I'd love to see a close-up of the mesh (tutorial?) - great work - congratulations.

    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.

  • RoygeeRoygee Posts: 2,220

    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

    boooo.jpg
    800 x 600 - 107K
  • That is great M_M, it looks like part of a steam punk torture device.

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