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Transistor Radio
show user profile  Master_Soda
Another model I made, this time a radio :

read 753 times
7/23/2012 10:20:59 PM (last edit: 7/23/2012 10:20:59 PM)
show user profile  herfst1
Great work. Liked the way you overlayed the maps onto the model. Funny enough, I would have liked for you to have added an animation of the radio turning on and blast out some music. Would have amusing. Anyway, keep them coming, I'm sure there's a market for these assets on turbosquid.
read 749 times
7/23/2012 10:31:42 PM (last edit: 7/23/2012 10:31:42 PM)
show user profile  Dave
I think the most surprising thing here is that you've still gone with a youtube video. In my own opinion, the TV model you made (which was quite nice by the way) was just sort've wasted on a long video. If you want to keep doing videos of single assets, then I think you've massively misunderstood the crits in your previous thread.

There's nothing wrong with turn-table presentations... your last one was just really, really boring, and really, really long. And now you've produced a series of static images as a video instead... it feels like regression to me.

My advice would be to keep doing the turn-tables if you're keen on sticking with YouTube (and why not, it's a great place for showcasing work). But make them interesting. For a starters, you definitely need to be starting with your end result, and then you show what's going into it.

At the moment, starting off with a grey object is going to leave people disappointed, because you're presenting them with a horrible looking model and then expecting them to stick around for the rest of the video.

Also, and I had the same problem with your TV model... the adding of maps was confusing as hell. Adding the opacity before the diffuse is just full of "wtf"... and since you've been using opacity for screen-like materials, it would also make sense to add the specular before it too.

Oh, and you seem to start with both a poly and triangle count. This is just weird, stick with triangles, this avoids 100% confusion.

The final assets are pretty tasty on the eyes... but your style of presentation is so weak-sauce that I think I might even be offended.


"I flew over Egypt once"

read 707 times
7/24/2012 2:55:47 PM (last edit: 7/24/2012 2:56:58 PM)
show user profile  Master_Soda
Ok so you say what should I do instead of saying I did something bad and boring,it's appreciated .
about the opacity : you probably say "WTF?" if I put it after the diffuse because until I put it you can't see most of the model.

read 681 times
7/24/2012 5:08:24 PM (last edit: 7/24/2012 5:08:24 PM)
show user profile  LionDebt
In short: if you want crits for your models, post some edged-face/wire views for us here to crit, post the unwrap layout and the textures etc.

In long: a (30 seconds, one minute, two minute) turntable video of a single asset is not going to impress anyone around here. Don't get me wrong, your texturing and modelling is good, it's just... excessive... to create a youtube video for the primary focus of asking us 'what do you think?'. A turntable video would be a better weapon of choice if you were creating say, a 10,000 poly game character, or, anything that would benefit from the 360 views.
read 677 times
7/24/2012 5:26:01 PM (last edit: 7/24/2012 5:26:01 PM)
show user profile  reeves1984
I like the video, it saves me from scrolling, I just sit there. Immobile.

Simon Reeves - VFX Artist & Blog
twitter <-- I work here

read 672 times
7/24/2012 5:47:58 PM (last edit: 7/24/2012 5:47:58 PM)
show user profile  Master_Soda
I hope this is better:

Click on the image

read 662 times
7/24/2012 6:15:10 PM (last edit: 7/24/2012 6:22:52 PM)
show user profile  herfst1
I like that little flash thing, very cool.
The knobs are very low poly (though that may be part of the design).

The specular on the wood veneer is too flat. You should add extremely thin horizontal OR vertical broken, black lines to mimic the fake grain veneer normally has.

You could definitely bump up the normals on the cross-hatched cloth a tonne more. If you download Xnormal and install the PS plugins one of them is "Height2Norms." You can duplicate your diffuse map and amp up the contrast then apply this filter (then mask out everything but the material) and it should work fine. ELSE just crank the normals you already made 200 or 300 percent.
read 651 times
7/24/2012 6:26:17 PM (last edit: 7/24/2012 6:27:31 PM)
show user profile  LionDebt
I think the knobs are also too low poly, kinda bring down the model a bit - you've done the curving parts (interior, speaker and outer corners) very well, but the knobs look too blocky. I'd double their current poly count just to give them a more circular silhouette. Your call though.
read 647 times
7/24/2012 6:28:44 PM (last edit: 7/24/2012 6:28:44 PM)
show user profile  Dave
"if I put it after the diffuse because until I put it you can't see most of the model."

The problem you have now though, is the effect is very much "what is it doing exactly?". At-least on a textured model you could easily see where and most importantly why you've used an opacity map. One option is of course to just include it with the diffuse, so instead of making a deal about having an alpha map, just have a "Diffuse + Alpha" rendering, that's pretty standard practise.

Now that I think about it some more though, I don't even understand why you have used an opacity map on this model??? It appears to just be completely hiding geometry that probably shouldn't be there in the first place. A better wireframe view might answer this question. Take a look at this thread:

You need to be supplying much better quality (ie, easier to understand) wireframe renders.

"I flew over Egypt once"

read 643 times
7/24/2012 6:35:12 PM (last edit: 7/24/2012 6:38:18 PM)
show user profile  Master_Soda
I think I leave them as they are do not want to create new ones and also the maps , next model I'll make more high poly knobs.

read 641 times
7/24/2012 6:36:43 PM (last edit: 7/24/2012 6:36:43 PM)
show user profile  Master_Soda
The reason I use opacity map is to keep the model low poly,
if I wasnt using this map I have to cut hole for each part entering the body of the model and that adds polys.

read 634 times
7/24/2012 6:47:03 PM (last edit: 7/24/2012 6:47:03 PM)
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