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exacomvm

3D Graphics ( CGI )

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Hey all, i wanted to share some of my works and also would like to see yours if you're into this hobby/industry.


WIP
V-Ray / 3ds Max ( All aspects besides sticker design ).

goodone.jpg
ernestas-giedraitis-27-lemon-balm.jpg?15



Galaxy S8 ( Octane / 3ds Max )
( Turbosquid's model improvements + rest aspects ).


ernestas-exaco-s8.jpg?1519325558
ernestas-exaco-linear-post.jpg?150480950ernestas-exaco-55.jpg?1508878069


Mercedes-Benz C250 CGI
V-Ray / 3ds Max
Not much by me, mostly "texturing" practice.


ernestas-exaco-stylized.jpg?1495784564



BMW M4 ( 3ds Max / Vray )
BMW model is not by me.

ernestas-exaco-v1.jpg?1526008620

ernestas-exaco-v1-2.jpg?1526008576

eLiquid pretty failed Teaser ( no surprise when it took half day to make ).
3ds Max / V-Ray
All Aspects

 

Edited by exacomvm
  • Beans 2

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Looks great! Well.. besides those disgustingly greasy finger stains. Wipe your dang fingers!

I'm more into the efficient-topology side of modeling for game assets, not so much for high quality rendering.

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31 minutes ago, Dancing.Russian.Man said:

Looks great! Well.. besides those disgustingly greasy finger stains. Wipe your dang fingers!

I'm more into the efficient-topology side of modeling for game assets, not so much for high quality rendering.

I failed a bit on these finger stains, later checked my phone and realized its pretty reflective with interesting behavior almost like some sort of hologram sticker, should've used some blend aka mix material w/ different IOR etc instead of droping the map into roughness slot :D

I am also into same modeling, no so long ago started learning Modo since its bit more effective than Max and has tons of nice features. However im still extremely slow in modelling, probs because of my "topology OCD" but thats for good, atleast i will learn to model the right way, but for games i think as less polys as possible is best i mean leaving ngons, tris is good for static ( non-deforming ) geometry as long as it looks ok, but that would be rly hard to do imo even if u need it, seeing that bad topo :D

Edited by exacomvm

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Not that my opinion is very educated on the subject, but looks good to a layman at least :)

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10 hours ago, exacomvm said:

but for games i think as less polys as possible is best i mean leaving ngons, tris is good for static ( non-deforming ) geometry as long as it looks ok, but that would be rly hard to do imo even if u need it, seeing that bad topo :D

Ngons don't exist in vidya games! Everything (even quads) get converted to tris because it's just more efficient for real-time rendering.

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3 hours ago, Dancing.Russian.Man said:

Ngons don't exist in vidya games! Everything (even quads) get converted to tris because it's just more efficient for real-time rendering.

Yeah exactly why ngons and tris are no problem when modelling props, weapons etc except characters and other deforming stuff ( people usually say its extremely bad etc so quads is bit overrated and misunderstood by many ). I believe in rendering engines such as Octane/Vray etc everything is being converted to tris also.

Edited by exacomvm

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