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3D Swiss Army Knife

Posted: 2007-11-01 10:19pm
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.


Image

Posted: 2007-11-01 10:26pm
by Frank Hipper
Pretty fucking sweet! :D

Posted: 2007-11-01 10:30pm
by Chardok
Spiffy! Can you make it shiny? uhh.shiny...er....shinier?

Posted: 2007-11-01 10:46pm
by Alan Bolte
Certainly better than I have the patience for. You forgot to tell us what program you made it in.

Posted: 2007-11-01 10:54pm
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?

Posted: 2007-11-02 07:06pm
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

Posted: 2007-11-04 06:09pm
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 :)

Posted: 2007-11-04 06:23pm
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!

Posted: 2007-11-04 07:30pm
by Shinova
Is that comprised primarily of polygons, nurbs, etc?

Posted: 2007-11-04 09:00pm
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

Posted: 2007-11-05 01:14am
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.

Posted: 2007-11-05 05:22am
by salm
The emblem could do with some bump mapping.

Posted: 2007-11-05 07:54am
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.

Posted: 2007-11-05 01:07pm
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 ;)