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View Full Version : Art of Modeling Challenge #289 - Dust Off That Old Model!



Surrealist.
09-25-2017, 09:29 AM
Updated Rules :

1. This is an open model competition. Anything goes!
2. Although this is a LightWave forum, you can use any modeling tool for this challenge. 3rd party Plug-ins are allowed.
3. Post a wire-frame and a render at 800x600 or larger. (For Lightwave wireframe help go to: http://www.artssphere.com/plugins/polygoncoloring.php

(note see below. I will accept sculpts as well. So wires are optional if it is a sculpt only)

4. You can enter as many times as you like, posting each in this thread.
5. Include the following information in your post: Modeling Tool, approximate modeling time, and 3rd Party plug-ins used
6. Time spent on texturing, setting up a scene for a render and rendering is not included in the modeling time.
*7. A "winner" will be more challenging to to pick with these updated rules, so we'll have to see how it goes.
8. Have fun! This is a community event designed to encourage you to keep modeling. Whether you're a new LightWave artist or a seasoned professional, or working with another modeling package altogether, working with these tools is the only way to get better.
*************************************************

This Challenge Topic: Dust Off That Old Model!

Description: Time to pull out the stops and get some activity here. Sound desperate....?

Well um... yeah. Kinda...

So here is the deal. I want to see your models. Old ones, new ones, works in progress. Models done for work, pleasure. Even models done by accident if that happens to you. I have heard of this happening (but I only tell you in confidence as you will never read about this in the papers).

But your secret is safe here. I won't be judgmental. Well I will. I am after all by default the judge - as I was the only one to enter a half finished model last time. lol

So I am it man!

What I want to see is entries. And here will be my criteria for the winning entry. (It is only fair considering how I "won".)

To be clear:

1) It can be any model done at any time place or circumstance and with any modeling program
2) It can be completed already or a work in progress
3) It does not have to be finished to win. It can remain as a work in progress. But we will go by the strict deadline rather than completion of the model.
4) Sculpts are OK. Zbrush, Mudbox, 3D Coat, Blender, Modo, Maya or other.
5) Render in any program. Key Shot, Marmoset Toolbag for example. Anything. Inside or outside of LightWave. In your favorite painting app (Substance, 3Do, 3D Coat) or game engine ( Unreal, Unity etc)

Any plugin for LightWave or LightWave.

6) A render is not required. But sorry guys. Show your wires. Wireframe or raw sculpt clay will be required to win. I am jugging on modeling not rendering skills.


Modeling Time: Really does not apply. Just get modeling or dusting!

My main criteria will be awesomeness. Blow me away!

Challenge Ends: ~Noon Pacific - October 31, 2017

*Winning entry announced: ~Noon Pacific - Nov 1 (so check back)

Challenge #288 will start now!

MonroePoteet
09-25-2017, 10:58 AM
Thanks for this thread. Here's a compendium of models I made for some of the Speed Modeling challenges. The names I give here to the various competitions may not match the actual competition, since a number of them were lost when the forum database crashed.

All models were done in LW Modeler.

mTp

Archaic Time Pieces: an incomplete astrolabe

138017 138016 138015

Bridges: small arch bridge

138020 138019 138018

Games of Chance: dice cup and 6-sided die, yahtzee

138025 138024
138023 138022
138021 138026

Ice and Snow: a dogsled

138061 138062 138028

Nano: a micrograph of a feather

138031 138030

Insects?: a dragonfly

138032 138033 138034138035 138036

Underwater: a jellyfish, and the Nautilus II

138038 138037

138039 138040 138041 138042

Nautilus II in the superb dmind underwater scene:

138060

Yard & Garden: a reel mower

138044 138045
138046 138047
138043

Railroads: a semaphore blade and a wheel set

138048 138049 138050
138056 138057 138058

Board games: skittles

138063 138055
138051 138052
138054 138053

Surrealist.
09-25-2017, 11:11 AM
Great man! Thanks for sharing all those awesome models.

Here is something I am working on right now. Background for one of the sets in my film.

138064

Schwyhart
09-25-2017, 11:49 AM
138067

I'll enter this one. This is a model I started in Maya while at Full Sail in 2013. I never completed it, so this is my attempt at doing so.
It's a fairly dense model and I'm still getting used to how Lightwave works. I'm not sure what parts of the model to instance in Layout or just send the full model to Layout.
912,232 faces so far for the columns/walls.

Schwyhart
09-25-2017, 11:59 AM
138068
Elevator for the same scene....6,141 faces.


138069
Escalator...7,705 faces.
Has no steps yet. I would like to figure out how to rig this up in LW. I'm sure there's a tutorial for it somewhere on the web.


138070
138071
Train...42,498 faces. Just the outside shell. No interior.

Surrealist.
09-25-2017, 12:41 PM
Cool stuff man. Thanks!

For the escalator I think you could use spline control.

There is an example of one here in this presentation:

https://www.youtube.com/watch?v=b_rFztpHYLc&t=840s

Surrealist.
09-25-2017, 12:54 PM
And oldie but goodie:

http://nebula.wsimg.com/72fb6eccde4050a577acf67812c82b89?AccessKeyId=DE827 DF23A234284A9C3&disposition=0&alloworigin=1

http://nebula.wsimg.com/9ca9f757ad4db762ab359017f2d052a5?AccessKeyId=DE827 DF23A234284A9C3&disposition=0&alloworigin=1

http://nebula.wsimg.com/4bb2796f4533d9bf261955788fd6fda0?AccessKeyId=DE827 DF23A234284A9C3&disposition=0&alloworigin=1

Schwyhart
09-25-2017, 01:18 PM
138073

First render with basic textures and lighting.
Something doesn't look right with the normals. Is there a way to fix them?

Surrealist.
09-25-2017, 01:49 PM
Yeah the normals are messed up for sure. There are a few ways to fix them. But it is probably going to be a few things you have to do. For starters I would go back to Maya and select all the points and choose "unlock normals" and then "set to face" or something like that. Then export smaller pieces as obj. Inspect each part separately in Modeler.

Issues in LW could be non-planar polygons. And you can search for those in the statistics panel and triple them. Then there could be other duplicate points and so on. Then I would assign a new surface. Just start fresh with the default smoothing angle.

Schwyhart
09-25-2017, 02:50 PM
138074

Is there no way to fix this in Lightwave? Looks like all I need to do is center the normal.

Schwyhart
09-25-2017, 04:06 PM
Ending the day with this. It's dark because I haven't touched the light settings yet. The only thing I've done is add luminosity to the florescent lights, which needs global illumination to work correctly, I believe.

138075

gerry_g
09-25-2017, 04:32 PM
I thought just turning of the imported vertex map at the bottom of the the texture editor by setting it to none fixed some of the problem, often I find the light direction shading reads wrong because of this, also spec and diffuse are inverted, they read as 100% and 5% respectively which is opposite of what you usually have in LW, also merging geo may fix a lot of stuff but be careful you don't end up with more problems than you started out with by doing so, do it selectively.

Schwyhart
09-26-2017, 06:11 AM
And a lot of my textures came in with 100% transparency. I've fixed most of it, but I'll check again today.

Surrealist.
09-26-2017, 06:27 AM
That is fairly common coming out of Maya with FBX. I prefer obj with materials turned off when it is just a straight model. Cleaner that way. And for a model like this I would consider breaking it up into much smaller parts and anything duplicate, mirrored etc. I would just do it again in Modeler.

The normals on that model are hideous. I would recommend looking for duplicate points, edges or faces. Then the material suggestions I recommended earlier to reset the smoothing angle.

Slartibartfast
09-30-2017, 10:57 AM
138145138146138147138148138149138150138151

The winged locomotive part I had printed out in gold plated brass for a friend. Turned out pretty nice. The chevvy things I printed out for my car. Then some skates and part of an old grammophone on an arbitrary background :-).

Surrealist.
09-30-2017, 11:43 AM
Cool man! Nice work!

unstable
09-30-2017, 01:47 PM
138145138146138147138148138149138150138151

The winged locomotive part I had printed out in gold plated brass for a friend. Turned out pretty nice. The chevvy things I printed out for my car. Then some skates and part of an old grammophone on an arbitrary background :-).

Just wondering about the skates. It looks like the shoes are sub-d, but the blades are not. Is this correct? I think they look good, but just wanted to know. thanks

Surrealist.
09-30-2017, 10:43 PM
Whatever the case. Keep the stuff comming!

Spinland
10-01-2017, 04:07 AM
Here's a recent character build that's starring in a series of TV commercials for a local promotional company. The actual shots are in cel shade.

All Lightwave, with some sculpting using LW Brush.

138157

138153

138154

138155

138156

Surrealist.
10-01-2017, 04:43 AM
Nice job!

Nice clean wires!

Slartibartfast
10-03-2017, 02:05 PM
Just wondering about the skates. It looks like the shoes are sub-d, but the blades are not. Is this correct? I think they look good, but just wanted to know. thanks

Yes, correct you are! Thanks.

Schwyhart
10-04-2017, 09:57 AM
Well LW just F'd me. I was UVing a box, yes a F'ing BOX! and it crashed. That's not the bad part though...even though I had been saving the file often. I had been opening and closing LW multiple times and the scene would open fine. Now after the crash I lost all my textures, all the corrections I made to the geometry, and it deleted several objects. Not just from the scene but from the computer.
I'm going to go curl up in a ball and cry.

Surrealist.
10-04-2017, 10:18 AM
Well when you get back from the fetus position, don't touch anything. Don't use your computer for anything. Don't even look at it funny. And by all means don't save any files from any program anywhere. There are utilities you can use to find deleted files. But they will be useless if you try and use that drive as it might write over them for good.

Schwyhart
10-05-2017, 12:51 PM
138192
Alright, I'm back on track...pun intended

Schwyhart
10-05-2017, 04:16 PM
Regarding the split interface...If I add a texture to an object in Modeler, it's saved to the obj file.
If I add a texture to an object in Layout, does it save to the obj file or scene file?

Surrealist.
10-05-2017, 08:07 PM
I think if you add images in the Image editor and save the scene it will remember images loaded but that is about it as far as images alone. Then any images you use for everything but objects will be saved with the scene.

There is some scene data in relation to objects in the properties panel Deform Tab for example that may use images on the object. But this is scene data if I recall it right. Not object data.

Everything else that you do directly to the object in the surface editor is not saved with the scene.

If you have modeler open you can usually save it there. Better practuce to save all objects from layout.

dsoell
10-06-2017, 12:31 AM
Got some old projects from like 6 years ago. 100% LW. Most of these were for illustration purposes
138197
138198
138196
138199

Surrealist.
10-06-2017, 12:07 PM
Cool. Wires?

dsoell
10-06-2017, 12:41 PM
If I can find 'em :( probably tonight ;)

Surrealist.
10-06-2017, 08:22 PM
Cool man. By the way wires or raw sculpt is about the only stipulation to qualify.

Schwyhart
10-14-2017, 12:32 PM
My wife went into labor, so I doubt I'm able to go much further with my scene. Being a father will be much more fun! :)

jperk
10-14-2017, 02:47 PM
Nice thread and keep up the good work everyone!

Surrealist.
10-14-2017, 03:17 PM
How about posting some models?

hrgiger
10-14-2017, 03:33 PM
138276 138277

Unreal asset done in Modo and Substance Painter.

Chris S. (Fez)
10-14-2017, 05:45 PM
138276 138277

Unreal asset done in Modo and Substance Painter.

Looks great!

Over
10-14-2017, 09:24 PM
Looks great!

Indeed, very good. Im still learning to make things look like that, in this case in 3D Coat.

Surrealist.
10-14-2017, 11:10 PM
138276 138277

Unreal asset done in Modo and Substance Painter.

Very nice. Thanks!

hrgiger
10-15-2017, 03:00 AM
Btw probably about an hour and a half of modeling and futzing around with baking layers and maybe a half hour in substance painter.

Surrealist.
10-15-2017, 10:31 AM
I would love to see more models.

Here are some more of mine:


https://youtu.be/5uiWxEZwLQM

Surrealist.
10-15-2017, 10:58 AM
Short Video:


https://www.youtube.com/watch?v=ZLfT8ga5vsU

Surrealist.
10-15-2017, 11:08 AM
A mustang:

Surrealist.
10-15-2017, 11:25 AM
And some LightWave work from about 2006.

TheLexx
10-15-2017, 11:26 AM
@Surrealist, the helicopter reminds me a little bit of some of the Vaughan Ling stuff in Modo. Is it all LW ? Beautiful work, as is hrgiger's model.

Surrealist.
10-15-2017, 11:34 AM
More from 2006. Both LightWave. And I am sorry I lost the LW files for the Unicorn apparently. So will just include the render here.

Surrealist.
10-15-2017, 11:46 AM
Another from 2006, LightWave.

138307138308138309138310

Surrealist.
10-15-2017, 11:54 AM
More from LightWave 2006-2007 ish:

138311138312138313138314

Surrealist.
10-15-2017, 12:01 PM
@Surrealist, the helicopter reminds me a little bit of some of the Vaughan Ling stuff in Modo. Is it all LW ? Beautiful work, as is hrgiger's model.

Thanks. It was modeled and rendered in Blender. The render was done by my client. I can not take credit for that.

Do you have any models to share?

TheLexx
10-15-2017, 12:10 PM
Thanks. It was modeled and rendered in Blender. The render was done by my client. I can not take credit for that.

Do you have any models to share?
Not immediately, but I've bookmarked this thread and will make sure my next post is to place a model here. :)

daforum
10-15-2017, 01:40 PM
Like your work Surrealist, especially the close-up images ( zebra, ballet shoes ) and the black panther image is good too.

Surrealist.
10-15-2017, 02:36 PM
Thanks. Any models to share?



Not immediately, but I've bookmarked this thread and will make sure my next post is to place a model here. :)

Very good. Bring it on! :)

Surrealist.
10-29-2017, 04:25 PM
Time is running out.

Surrealist.
11-01-2017, 02:42 PM
And the winner is....

Not going to do some kind of rating system. I think all of the stuff submitted was great. But as I know how difficult it is to do characters, even simple, straight forward ones, and I am a sucker for nice clean wires than can be animated, I am going to give this one to Spinland.


http://forums.newtek.com/attachment.php?attachmentid=138157&d=1506852358

http://forums.newtek.com/attachment.php?attachmentid=138154&d=1506852358

Congrats!

And take this thing where ever you want.

I am out. :)

Spinland
11-02-2017, 04:05 AM
Wow! Thanks for the nod! :jam:

In truth I've accumulated a large stable of my favorite body and face meshes I've created over the years, based on the ones I found easiest to work with during animation. Guess it's kind of like 3D Darwinism. Heh.

Nowadays making a new character usually involves dusting off a mesh that's closest to what I want and then firing up LW Brush to sculpt to taste.

I'd like to thank all the pixels that helped me get to where I am today. ;D

Delivering a VFX shot today, then I can knuckle down and come up with the next thread.

Thanks again!

RPSchmidt
11-03-2017, 07:02 AM
138074

Is there no way to fix this in Lightwave? Looks like all I need to do is center the normal.

I'm sure others have already mentioned several possible fixes, but here are some standard things I do to fix those issues.

1. Delete the poly, select the points, and create a new poly. If that doesn't correct the issue -

2. Run Merge Points and deselect Keep 1 point polys to see if you can correct any possible issues with vertices not actually being joined. If that doesn't correct the issue -

3. In Point mode/ Wireframe, right-click and lasso select the area and make sure you don't have any loose unattached points affecting your poly surface. Find that single point, and delete it.