Author Topic: The new and improved 3D model topic!  (Read 4675881 times)

I actually like that one more than the smooth one lol

I actually like that one more than the smooth one lol
probably because he's got horrible edge flow

So basically what you need to do is make more edge loops closer to the edges so you can tighten them up. My major concern is with the cut in area on the top. For something like that you need to have a "buffer" edge of sorts, otherwise it pinches and looks fugly. To create something of a buffer wall I would say select all the faces inside it, including the walls (we're talking about the hole on the top still) and simply extrude it all, scale it on the x and y axis. From there you can add a loop to the edge on top and it will follow the rectangle instead of going all the way to the base of the plug and back.

If you understood anything I just said then goldstar
« Last Edit: March 27, 2014, 07:22:25 PM by Yndaaa~ »


My major concern is with the cut in area on the top. For something like that you need to have a "buffer" edge of sorts, otherwise it pinches and looks fugly.

by pinch, do you mean areas like this?


because i see where you're coming from. mayas a new ball park for me so ive been going off a tutorial to get to know everything


I like it, but the mirrors are way too big, and shaped weird
other than that it looks fine to me. maybe it's a little too short vertically?

by pinch, do you mean areas like this?


because i see where you're coming from. mayas a new ball park for me so ive been going off a tutorial to get to know everything
Yea areas like that.


Making progress on the back (Yeah I also added side mirrors)
Going to work on the spoiler now
« Last Edit: March 28, 2014, 04:46:27 AM by TheTurtorn »

Note it won't look anywhere near as fancy as that unless you bake that AO in your texture.

Note it won't look anywhere near as fancy as that unless you bake that AO in your texture.
I personally think the AO isn't needed, it'd be unnecessary

If anything, Blockland should have an ambient occlusion shader with settings for radius and strength so it's adjustable, doesn't require downloading higher res PNGs from the server and wouldn't make the model look out of place in a game that makes almost no use of baked ambient occlusion

Buuut that's just me

Thinking of baked AO, i decided to try it on my Snowmobile real quickly in Blender by using the lightmapped UV unwrap (though the seams are a LOT more noticeable, the sized down image doesn't show them as much)
« Last Edit: March 28, 2014, 05:46:54 AM by Masterlegodude »

Finally somebody who thinks that AO would be out of place
Anyway yo I made a seat


Oh yeah, have I mentioned openable doors yet?

Not sure if I will do the trunk and the hood, probably not

You gotta disable AO, delete the light and render it shadeless before you show it to us.

You gotta disable AO, delete the light and render it shadeless before you show it to us.
why the hell do you care so much? seriously the only thing you've said to him is disable ambient occlusion.

why the hell do you care so much? seriously the only thing you've said to him is disable ambient occlusion.
because hurr hurr that isn't the way it'll look in blockland!!!!!!
everything needs to be rendered in stuff-quality to be accurate to how it is in-game!!!