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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Psyshokiller
    • June 18, 2007 at 5:58 PM
    • #2,201

    @ferret:

    I get my inspiration from concepts by Paul Richards. Those he did for Q4.(great stuff)

    Hopefully you don't use that spider thingie, which can be seen on the "bossbuddy" concepts. Thats what got me the idea for a spider vehicle.

  • von*ferret
    • June 18, 2007 at 7:01 PM
    • #2,202

    nopes!

  • Psyshokiller
    • June 18, 2007 at 7:23 PM
    • #2,203

    Alright. Looking foreward to see your model when it's done

  • von*ferret
    • June 18, 2007 at 11:13 PM
    • #2,204

    haha i need to actually model more then.

  • Sindwiller
    • June 19, 2007 at 1:54 PM
    • #2,205

    @ Psyscho

    You are SIICK dude That looks awesome. It would be cool if you could explain the general way you did all those details. I usually fail at such stuff

  • Psyshokiller
    • June 19, 2007 at 5:10 PM
    • #2,206

    Thanks Sindwiller

    Regarding your question, what do you mean with small details? Those little rivets and stuff?

    If so, they are called "floaters" and come in really handy for quickly spreading alot of detail. Those are premade pieces, which float above the surface of the main model. That way you can save time,nerves and performance, since it's taking more polys to integrate those parts into the mesh.Also, you prevent yourself from using messy boolean stuff.

    Here's an example taken from the Q4 SDK site:

    http://%7boption%7d

    http://%7boption%7d

  • Defrag
    • June 19, 2007 at 5:13 PM
    • #2,207

    That's some really cool stuff, Psychokiller. Makes me want to run run run run awaaaaaaaaaaaaaaaay.

    I did some more work on my Cobra; very slow going. Body shape is a lot more accurate now -- I need to sort out a few areas to keep the mesh all quads where smoothing is required.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1W_Super_Cobra02.jpg]

  • von*ferret
    • June 19, 2007 at 6:58 PM
    • #2,208

    There is a lot of tessellations for something that doesn't look that smooth. Are you setting up a high poly for a low poly model?

  • Sindwiller
    • June 19, 2007 at 8:04 PM
    • #2,209

    @ Psyscho

    Ahh, thx, will try that method.

  • Defrag
    • June 20, 2007 at 12:54 AM
    • #2,210
    Quote from von*ferret

    There is a lot of tessellations for something that doesn't look that smooth. Are you setting up a high poly for a low poly model?

    Nope, I'm just fleshing it out. I'll remove some edge loops once I've got the body finished. It probably doesn't look remotely smooth as there's no smoothing groups (yet)

  • dissonance
    • June 20, 2007 at 7:42 AM
    • #2,211

    defrag, where did you get the 3-view for the apache?

  • Defrag
    • June 20, 2007 at 8:41 AM
    • #2,212

    It's a Bell AH-1W Super Cobra. I just googled AH-1 and nabbed some images (being careful to ensure the images were of the correct model as loads are poorly labelled). I found some excellent sites in the process:

    Pics:

    http://www.airliners.net/search/index.main <- awesome site.

    http://primeportal.net/home.htm <- aaaaaaaaawesome site. This site has so many detailed pictures you won't find elsewhere (like under nose-cones, undercarriages, details etc.)

    http://walkarounds.airforce.ru/

    Info / Links:

    http://www.fas.org/man/dod-101/sys/ac/ah-1.htm -- pretty sure this has mis-labelled pics as it doesn't look like an AH-1W)

    http://www.army-technology.com/

  • dissonance
    • June 20, 2007 at 11:28 AM
    • #2,213

    i've been looking for a 3-view of a hind, but haven't found too much quality pics.

    thanks for the links, i'll sift through those.

  • Defrag
    • June 20, 2007 at 11:41 AM
    • #2,214

    Yeah it's pretty tough to find quality orthographic drawings (whatever they're called, blueprints, plan views, 3 views). I often find shitty 150 pixel images and not much else. Resizing & sharpening only goes so far...

  • Rick_D
    • June 20, 2007 at 11:42 AM
    • #2,215

    I don't think he's talking about smoothing groups.. you just have a massive amount of wasted polygons where you could get away with far less - look at the underside, on that box thing, you split it into 4 sections where only really need 1. You have edge loops continuing through the mesh that should have ended when they had finished adding the detail to their intended areas.

    I think saying "I'll clean it up later" is bad for you, you should be keeping the mesh clean as you go along, it'll save you countless hours of boring and pointless welding and tweaking.

  • Defrag
    • June 20, 2007 at 7:30 PM
    • #2,216

    Yeah that's a fair point. I can terminate those ones sooner I guess (they run into the tail where I definitely do need them).

  • Ginger Lord
    • June 25, 2007 at 12:26 PM
    • #2,217

    [Blocked Image: http://img520.imageshack.us/img520/1291/atom01movvd2.jpg]

    Thought I'd best do something productive over Summer, so why not do an insanely hard car.

    About an hours work or so, lots and lots to do. Wheels nicked off my old Koenigsegg model hence the dodgy backs to them.

  • insta
    • June 25, 2007 at 2:01 PM
    • #2,218

    Ariel Atom? Looking forward to seeing the finished result!

  • Sentura
    • June 25, 2007 at 2:38 PM
    • #2,219

    that's a cool little car. i could be tempted to build something like that in real life

  • SnipaMasta
    • June 25, 2007 at 4:20 PM
    • #2,220
    Quote from Sentura

    that's a cool little car. i could be tempted to build something like that in real life

    It already exists . It's called the Atom, and it's made by Aerial motors.

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