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[WIP] Candle Tree (I dumb, need help)

Submitted by denizdix on

So.. basically I found this project this morning and I just HAD to contribute in any way. Therefore, I basically jumped right into 3d-modeling which I have never done before, though I have been using PS and AfterEffects for several years.
Since I am new here and I do not have any idea what to do exactly in order to help out, I started playing around with C4D and Mudbox. This is the result so far. I have no clue if this is useful in any way...

http://abload.de/img/candle4fk2p.png
 

So what I would like to know:
1) In which format do I need to deliver files? obj for model and png for texture?
2) Where do I find stuff that needs to be done?

Also, I am German. Sorry, dear Grammar Nazis! ;)

 

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Last edited by grumpycat on 17 Jun 2014 - 19:42.

Here is a comprehensive list of models to do

http://tesrenewal.com/forums/environmental-models-that-need-to-be-claimed-and-redone

You can submit models as OBJ and PNG if you want.

The roots at the bottom of the candle are a bit small and messy. To make it a game ready model only have 3 or 4 roots.

 

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I would say its a good model for a 1st timer, extremely good. I think my 1st ever model was a tank that resembled a stool sample.

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when uving roots, or shafts, or pipes, create a seam along the length of it, then use pelt map, and relax it.
this means u can use a tiling texture in the direction of the root.


you using maya?

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I use C4D and I have absolutely no idea what you are talking about :D

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Right let me translate that for you:

wenn uving Wurzeln oder Wellen oder Rohre, erstellen Sie eine Naht entlang der Länge, dann verwenden Fell Karte und entspannen sie.
dies bedeutet u eine Fliesen Textur in Richtung der Wurzel verwenden

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no, just no xD

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german here - happy, I don't think it's a problem in the way of language, rather in the advanced modelling concepts Ravanna mentioned ;)

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here, too. nice one happy :D

Es geht darum die beim unwrappen des Models eine Naht entlang der Wurzel (oder einer Röhre, oder eines Stabs, oder halt irgend eines anderen rundlichen aber längeren Objektes zu machen). D. h. du definierst eine Naht, die sich von der Spitze der Wurzel bis zum Ende durchzieht. Als wenn du bei Gemüse oder Obst (z. B. ner Banane) an der langen Seite einen Schnitt machst um sie zu pellen.

http://de.wikibooks.org/wiki/Blender_Dokumentation:_UV-Schnittkanten_%28Seams%29_setzen

So geht's bei blender, ist aber bei allen 3d Progs ähnlich.

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