Re: SCP 682 Model
Posted: Fri Aug 08, 2014 10:19 pm
Thanks!
More progress, experimenting with the colouring a bit.
More progress, experimenting with the colouring a bit.
Not sure what modeling program you are using, but there are a few things you want to do to make a smooth looking model.OnyxDarkKnight wrote:How did you get the model to be so smooth? I made a model for SCP-2300, but it looks a little bit rough. (It's my first model though)Spoiler
Ok, thank you for the advice. I used Blender to create the model. I will see what I can do.risingstar64 wrote: Not sure what modeling program you are using, but there are a few things you want to do to make a smooth looking model.
1. Enable polygon smoothing and assign appropriate smoothing groups to all of your model's polygons. This will stop your model from looking like it is composed of little squares when rendered. Many programs can automatically assign smoothing groups for you, though if you are ever working with weird geometry it may be in your best interest to become comfortable assigning them yourself.
2. create a normal map. Generally for very complicated models one will create a version of the model with more polygons, and use that model to create a normal map. The map can then be applied to a lower poly version, and will allow your rendering software to utilize the map when calculating lighting, creating the illusion of a greater level of detail in many instances. This leads into point 3, which is
3. Add more polygons. Depending on the complexity of the model you are making and the polygon requirements you are making it for, add more polygons via subdivisions, boolean operations, etc.. so that you have more vertices to work. Often in the case of soft modeling it is easy to scale down polygon levels after a model has been completed, whereas with hard surface modeling you may run the risk of losing some geometric detail and will need to be a bit more careful. Working with a high poly model first also gives the advantage of allowing you to create a nice normal map and apply it to your low poly model to be used in-game.
4. Note that I'm a scrub modeler so take my advice with a grain of salt ;)
EDIT: While I'm here I'd like to add that Night's model looks absolutely beautiful and I can't wait for it to chase me right out of the facility
Yeah, I definitely agree on the clavicle shape; I really didn't bother making it make sense as I originally wanted, just kinda went with making it look... cool, I guess. As for the posture,I'm not sure about it, might just be the the view point.SciZoroark wrote:-snip-
First off, what are these weird light spots on the model? Looks almost like the model is gigantic and you're trying to light it up with small lamps.OnyxDarkKnight wrote:-snip-
Those spots are part of the texture. It's a really crappy texture I made in Photoshop to see how it would fit the model. Also, thank you :3 The model now looks smooth. The rigging is a bit weird, because it is my first time doing it, but overall looks better.Night wrote: First off, what are these weird light spots on the model? Looks almost like the model is gigantic and you're trying to light it up with small lamps.
As for making it look smooth, you need to apply the shading to "smooth", it should be under "Tools" in Shading, there are two options, flat and smooth, apply it in Object Mode btw.