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Onilgob

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About Onilgob

  • Birthday 06/07/1993

Profile Information

  • First Name
    Dominic
  • Last Name
    Boglino
  • C4D Ver
    R17.055 Studio
  • Location
    Sacramento
  • Interests
    Science Fiction

Recent Profile Visitors

390 profile views
  1. Stargate Redux

    Anyone have any quick-n-easy ideas on how to do this greebling? I would like to not go through and do it all be hand. But that's the only option I am looking at right now.
  2. Stargate Redux

    Yeah. I believe they dropped something in water, and then captured that footage from underwater. Unfortunately I am not that dedicated... nor equipped. So, an update. I started working on the ring sections(s). I decided to split it up into three rings not including the 'dialing ring': An outer, a middle, and an inner ring. Then I segmented said rings so that when the time comes, I will just clone it 9 times in a radius. When I started, I made the mistake of not making the ring count divisible by a factor of nine, then making matters more worse, not realizing it until I was basically done and ready to segment it. I made a loop cut at the appropriate locations and hope that it wont cause any serious problems further down the road. Front with Inner/outer ring. --- Back side with all three. --- The middle ring with the triangular shaped cutouts and details proved to be a bit of a headache for me. I couldn't figure out how to get them to play nice, so in the end I just opted for floating geometry until I can possibly figure it out later. Finally, the cutouts where the chevron fits into has me pretty satisfied. Old me would have used a boolean there and called it a day. That's certainly what I did in my first version.
  3. Stargate Redux

    That's awesome! I'm curious, as to how are you going about doing those? I have been thinking about how to do those effects and don't have any ideas beyond "take it from the show."
  4. So, many many years ago (2012-ish) in my early days of Cinema 4D, I had taken on a project of making the Stargate from the TV series Stargate SG-1 (It's my favorite show). I used to think what I did was really great work... until I dug it up and opened it recently... hhhoman is it messy. I think around the time of it's making, I had recently discovered the boolean and went nuts with that tool. Needless to say, nowadays I will never touch that tool unless I am absolutely forced to. Fastforward to today, with the soft-return of the Stargate franchise (Stargate: Origins) I was thinking about my project and opened it up the other day. To my dismay it was really bad; Ngons hiding out of sight haunting me in my sleep, bolleans everywhere, just poor geometry overall. So, naturally, I was left with only one option as to what I can do... do it over. I couldn't let that shame continue haunting me. These days I have picked up quite an attachment to SDS modelling, and almost everything I model today is SDS. With that in mind, though I have gotten way better, I still think there is a lot that I can probably improve on. That's where this post comes it. I will be updating this with my progress and would like to get feedback on the work. Questions, comments, suggestions, critiques, whatever. I am trying to become more active on here, since this place is so great with providing support. Heck, on my last post, @Cerbera taught me something new that I am already applying to this project. Here's the first bit I am calling 'complete'... for now. I started with the chevron(s), as that is the thing that will help me judge the scale properly for most of the rest of the model as I continue.
  5. A Sci-fi industrial tool

    Agh, well materials and texture are 100% my weakest thing right now. No joke, I only figure out how to even do UVW mapping about 3 months ago. I have been doing purely modelling for basically the entirety of my C4D life. This aircraft/spaceship fighter was my first successfully textured model... and that wasn't even my intention when I started it. It was rigging, modelling, and Xpresso practice all rolled into one. So, there are a few things happening, including my relatively new experiences with materials. Primarily, the quality of its rendered image dropped so dramatically that I found it awful looking. I still have to figure out how to make it look good. Then there's the whole "operated in space" (I think I failed to mention this) thing that makes me want to keep it relatively oil free. Heck, when I worked in a steel shop where there was dirt and oil everywhere, there were pretty rarely tools that had oil all over it. It was generally preferable to really not have that goin on. The only guy that had super oily gear was (naturally) the shop mechanic. So I kind of have a little disagreement with the whole concept of making the tools really grungy. The example that StCanas provided I found to be way too heavy. The web searches I do for "used" or "weathered" tools I personally find to be very unrealistic and much more artistic in nature. It bugs me. I like looking at the tools I still have as reference. idk, maybe I have not been searching with the right keywords. But, anyways! I do agree nonetheless that I do need to have something more. Dents, some dirt/light rust on the guards, etc. The huge side-guard actually has absolutely no weathering on it. I just haven't gotten around to doing it.
  6. A Sci-fi industrial tool

    omg. I don't know how I misread those replies so horribly that I was comprehending 90 degrees instead of 180. So much confusion cleared up now.
  7. A Sci-fi industrial tool

    Ah, Okay. It just seems unnecessary to make all them all regular polygons if there is no need to. I feel like that can, in the long run, produce insane poly-counts. Don't get me wrong, I am okay with that, I am not trying to do game assets. it just seems so wasteful in my mind : ) So, in a situation like that, you're just going to have acute/obtuse angles?
  8. A Sci-fi industrial tool

    Oooh okay. So it is the angle of the corners that are important. But now, lets say I have a quad that has an X of 100 and a Z of 200, all corners are 180 and is planar.. That is still considered a perfect quad? And then there's triangular shaped things, like that part on my model, how do you handle something like that?
  9. A Sci-fi industrial tool

    Yeah, the mesh was pretty bad at the time. Especially if I wanted to do a proper UV mapping. Admittedly, the mesh is not very clean, that's obvious, but triangles I try to avoid at all costs. After a brief inspection, I found only two triangles, and they have been corrected. That triangular shaped piece in fact is made up of quads, they just taper down dramatically.... unless I am misunderstanding "quads". It is a quad as long as there are 4 edges, correct? or does the polygon have to be equilateral to be defined as a quad? From start to finish, this project alone has given me a lot of practice in many different skills and as a result I have improved dramatically. My next project I am going to share on here (in a new post, soon) start to finish, so I can get some much needed feedback during the project rather than afterwards.
  10. A Sci-fi industrial tool

    I'm not sure how exactly everyone else produces such good looking wireframe renders. But here is one! Just did it in 'hardware' render.
  11. So a few weeks ago I had made a post (here) requesting some help with achieving a certain effect in the materials. Cerbera helped me out extensively with it, so I thought I'd be cool to come back and show what it was for. Basically this was practice in taking something from a concept drawing/sketch, and successfully modelling it. The drawing came from a friend of mine, everything else is me with guidance from him. I would say that at this point it is 98% done. That last 2% is in corrections to little things like the top "emitter burn" looking a bit off and some things to do with the UV maps. Here I present, the Static Beam Energy Saw The vast majority, probably 90%, of the model is done with SDS modelling. Initially it took me only about 8 hours to do the entire thing, but after some feedback, nearly everything was remodeled. The polycount is a number I dont even want to say, making up a total of 410 objects not including instances under cloners and such. I want to do a little animation of the beam activating (in 3D), but I have to still figure that out. The only thing I have that can possibly do this is TurbulenceFD.
  12. Nice. I like your result, and may do it that way afterall. I had continued playing around with my original technique attempt after getting some simultaneous help elsewhere in solving it and came out with this. We managed to get it working very nicely on the vertex map, but not as effectively as I would like. Danke. I came across that in my initial research, but unfortunately I don't really see myself upgrading anytime soon. Going to be with R17 for a while.
  13. Alrighty, thanks! Yeah, R17 doesn't have that feature. I'll give this video a try. I have largely avoided bodypaint up until now, as I haven't really ever had good experiences with it. I feel like I need a pen+tablet, among some other things that bug me. Seems like it's time for me to sit down and figure it out.
  14. I see. Well I guess I better change gears and start UV mapping it. I appreciated your help and trying though. If you still have it, can I look at the file you played around with?
  15. Alright, thanks. I mean, ultimately I would like to do it that way, but if it comes down to it I will UV map if if I must. I just am not very good at that and frankly don't like doing it.... also I have done all the UV mapping for the rest of the project haha. Anyways, thus far the original file I have uploaded is my best progress. I am also playing around with it still and it seems to just break with most everything I try.

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