3D Swiss Army Knife

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Dalton
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3D Swiss Army Knife

Post by Dalton »

Thought I'd share the fruit of my latest (very novice) class project.

This is only the second class I've ever taken in 3D animation.


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Frank Hipper
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Post by Frank Hipper »

Pretty fucking sweet! :D
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Chardok
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Post by Chardok »

Spiffy! Can you make it shiny? uhh.shiny...er....shinier?
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Alan Bolte
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Post by Alan Bolte »

Certainly better than I have the patience for. You forgot to tell us what program you made it in.
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Kanastrous
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Post by Kanastrous »

That's good stuff.

Try increasing the specularity on the blades and body a little more, pull the diffuse on the blades down a hair, add color highlights to the body surface, throw on a specular map to pop the logo a little more, and put a nice chrome reflection map on the metal surfaces.

Like Alan sez - what program are you working in?
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salm
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Post by salm »

Nice model. Materialwise what the others said. More shinorz ( In other words give it a nice reflection map and perhaps some raytracing). Also, the image needs some GI.
I´m no fan of the green. I´d try a plane with matte/shadow material
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Dalton
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Post by Dalton »

That was done in 3D Studio Max. I pretty much received the same advice from a friend of mine at work who has a degree in 3D animation, but I thank you all for your constructive criticism :)
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aerius
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Post by aerius »

Chardok wrote:Spiffy! Can you make it shiny? uhh.shiny...er....shinier?
I'd say the plastic handle part looks good but the metal needs more shine. Right now it looks like the metal has a bead blasted finish, while in real life a Swiss Army Knife has polished metal tools. Like this.

Otherwise, nice work!
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Post by Shinova »

Is that comprised primarily of polygons, nurbs, etc?
What's her bust size!?

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Post by Dalton »

Shinova wrote:Is that comprised primarily of polygons, nurbs, etc?
Pretty much the whole thing was done with extruded lines, converted into editable polys and ruthlessly manipulated to do my bidding. The UVW mapping for that Victorinox logo was a pain in the fucking ass to get right for some reason, and it wasn't rendering until I realized I forgot to check the Diffuse Map box in the Materials Editor :P
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Post by Kanastrous »

A planar image map on the proper axis would have given you the same results as a UV map, for much less trouble.
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salm
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Post by salm »

The emblem could do with some bump mapping.
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Post by Master of Cards »

Dalton wrote:
Shinova wrote:Is that comprised primarily of polygons, nurbs, etc?
Pretty much the whole thing was done with extruded lines, converted into editable polys and ruthlessly manipulated to do my bidding. The UVW mapping for that Victorinox logo was a pain in the fucking ass to get right for some reason, and it wasn't rendering until I realized I forgot to check the Diffuse Map box in the Materials Editor :P
Using Max, you could hav just done planar like Kant said.
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Dalton
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Post by Dalton »

Master of Cards wrote:Using Max, you could hav just done planar like Kant said.
Yes, but remember, I'm a relative novice with not a lot of training in 3D Max just yet ;)
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Dalton | Admin Smash | Knight of the Order of SDN

"y = mx + bro" - Surlethe
"You try THAT shit again, kid, and I will mod you. I will
mod you so hard, you'll wish I were Dalton." - Lagmonster

May the way of the Hero lead to the Triforce.
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