fuck that shit i prefer to have everything modeled - the lighting hits the edges beautifully!
The random model thread!
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Yeah I like the bolts modeled.

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Like you said in other threads HP, that's what LODs are for
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O look, a chair

[Blocked Image: http://chrisyzerman.files.wordpress.com/2010/05/chair_2.jpg]
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Quote from FreeFall
O look, a chair
[img*]http://chrisyzerman.files.wordpress.com/2010/05/chair_2.jpgNiiice, I want it in my room, for attracting girls (of course) !

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You know what's sad? Your first models are better than what some people in my class are making and it's been 3 years they've been in 3d.
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Quote from deceiver
You know what's sad? Your first models are better than what some people in my class are making and it's been 3 years they've been in 3d.
that's true in every school

hmmm I'm sure i have post this pic yesterday but I was apparently too tired

so the last one textured, need more work to get a cool render imo but now it's skined for animation
:[Blocked Image: http://www.minerality.fr/images/stock/dragon_ut.jpg]
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not sure about the color palette you used (it's not the green, but the lack of more colors or shades) but this sure as anything looks great!!

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Yeah, mix in some orange-ish, red-ish and brown-ish tones - it'll look bad ass ;O
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Quote from Sindwiller
Yeah, mix in some orange-ish, red-ish and brown-ish tones - it'll look bad ass ;O
I agree, it's a bite to plane imho

Anywho, I modeled another prop for the chair I did yesterday

It's a frikkin lamp! still gotta finish it off though..
I'm planning on doing a whole set, with a table, tv and moar .
[Blocked Image: http://img714.imageshack.us/img714/6449/65095720.jpg]
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This is an aircon I made for an UDK scene im currently working on.

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Hell how did u do to bake the fan as good as we can see?
/me wants to know more!

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I just used the standart procedure for normal / ao baking in 3dsmax, so I worked like described in this tutorial http://www.game-artist.net/forums/spotl ... pping.html
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I suck at adjusting the cage... my bad!

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Just use xNormal, there's might be a bit of rebaking with trial and error and adjusting parameters but no cage.
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I made a little vehicle from a small modeling contest on a french mapping board.
[Blocked Image: http://uppix.net/4/a/9/e91aeafaf9336d28c42eb4e63dd03tt.jpg]
High res render:here
And, I also made a little turnaround video, watchable on youtube in hd (well, the quality is still not really good on youtube
) here:Original concept by Alain Brechbuhl : http://uppix.net/5/1/8/5419ef79a85b4341 ... 4cf837.jpgExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Looks good, I really like the design. I think you could have shaved off a lot more triangles from the rear tires, they seem ridiculously high. And then with those saved triangles you could have included some of the textured detail in the actual mesh, like the rear windows.
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Yeah, True, especially for the tires. I noticed it too late (it's a contest, I had to send it today).

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The vehicle looks cool but I think the texture work could use a lot more love. At the moment it's very monotone and uniform in terms of details and colors, and nothing really stands out at all. Try take more inspiration from the reference image you posted and add some larger patchier details and try to separate the different elements of the model by having the texture defining them better, and also try to bring in more color. Also, don't be afraid to add opaque details that covers the surface beneath it, so you don't just overlay all the details like water color. You should also try to add more info in the normal map, like bevels and general shading of the model, because right now you can't really tell at all that it's using a 2k normal map.
Like Jenn0_Bing said you should have another look at the poly distribution. When using 5500 tris you don't expect to see parts that look extremely lowpoly, like the front light. All shapes that you can see in the silhouette needs extra attention (and polys) to maintain a detailed look, while parts that you can only see from certain angles or against other surfaces of the model needs far less polys.
Cool progress so far. Keep it up!
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Quote from ng.aniki
I made a little vehicle from a small modeling contest on a french mapping board.[Blocked Image: http://uppix.net/4/a/9/e91aeafaf9336d28c42eb4e63dd03tt.jpg]
High res render:here
And, I also made a little turnaround video, watchable on youtube in hd (well, the quality is still not really good on youtube
) here:Original concept by Alain Brechbuhl : http://uppix.net/5/1/8/5419ef79a85b4341 ... 4cf837.jpgExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.somehow this vehicle reminds me JP Jeunet movies. this means I like it alot!
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