updated my gun alittle bit.
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[Blocked Image: http://img.photobucket.com/albums/v14/johnm487/Render2.jpg]
updated my gun alittle bit.
[Blocked Image: http://img.photobucket.com/albums/v14/johnm487/Render3.jpg]
[Blocked Image: http://img.photobucket.com/albums/v14/johnm487/Render2.jpg]
handle is too wide, clip has too many subdivisions. Its pretty flat feeling
dunno nice job though. Also there are WAY too many subdivisions on the sight on the back. (the round semicircle thign)
Although it doesn`t have anything to do with my actual mapping project i felt like modeling a tree today ![]()
PARTY!
[Blocked Image: http://www.kiiia.com/Bilder/tree1.jpg]
God I wish I could model.. I have XSI installed but, hell, it aint easy! Why couldn't the uhh. "brushwork" be modified the same way as in the Hammer Editor?!??! ![]()
- Ah well. I guess I ain't made for modeling ![]()
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Although it doesn`t have anything to do with my actual mapping project i felt like modeling a tree today ![]()
PARTY!
[Blocked Image: http://www.kiiia.com/Bilder/tree1.jpg]
it seems good to me, but i wonder how it will looks ingame
It looks like this......(low quality game settings due to my slow hardware)
[Blocked Image: http://www.kiiia.com/Bilder/tree1_ingame.jpg]
yay that's really nice with this lighting, stylish
that looks great, can we see the texture?
Quotethat looks great, can we see the texture?
Not too much of a sight to be honest:
[Blocked Image: http://www.kiiia.com/Bilder/tree1_tex1alpha.jpg]
texturespace wasteage D: the treetrunk doesn't need any alphas. so why is it on the same texture? why did you leave so much space unused? remove the white parts of the colormap (slecet by color range) and replace them with a green.
dabbling in max + working on my texturing skillz (yo)
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Not bad.
On the skin tho if you are trying to get it rusty looking I suggest you change the yellow tones to a more red tone.
That looks hot mouse! I'd sugest you decreasing the contrast of the skin, it looks too contrasty imo.
I'm gonna make a simple top down racing game (think Mashed/Micro Machines) for my uni networking project, so it follows that I'd need a car or two. And so at long last, I cracked open 3dsmax and made a decent effort to learn how to use the thing. I followed a tutorial on box modelling a car to get used to the tools then broke away from it as I didn't want it so hi-poly, nor looking TOO much like a Nissan 300zx ![]()
Any comments and suggestions welcome. Polycount is currently 292 (602 tris), and the only significant additional modelling work I'm planning is to put in the back wheel arches and add some depth to the rear bumper.
[Blocked Image: http://www.snarkpit.net/pits/reno/random/reno_car.jpg]
Oh, and a question. There is a horrible seam down the middle of the car where the cloned side meets the original side. I figure I have to weld the vertices together, but my attempts to do so don't seem to make any difference to anything. Is there some trick involved or something?
If you have smoothing groups applied pre-weld, you'll need to redo them to account for the seam.
Quote from PS_Mousedabbling in max + working on my texturing skillz (yo)Image
First thing I thought of looking at that was the grimier bits of the x-men legends games, and not in a bad way. Looks like something that might fit well into a similar type of game, especially as a level prop for an isometric sort of thing... Maybe not what you're aiming for, though :X
Updated the car, and now finished with the modelling I think. I'm tempted to improve the sides by modelling in the windows, but given that this is for a top down racing game, I can't help but feel I've already used too many polys. Currently stands at 480 polys / 1010 tris. Max rocks the socks off Milkshape - I have seen the light ![]()
EDIT: Oh yeah, the images ![]()
[Blocked Image: http://www.snarkpit.net/pits/reno/random/reno_car1.jpg]
[Blocked Image: http://www.snarkpit.net/pits/reno/random/reno_car2.jpg]
Quote from KungFuSquirrelFirst thing I thought of looking at that was the grimier bits of the x-men legends games, and not in a bad way. Looks like something that might fit well into a similar type of game, especially as a level prop for an isometric sort of thing... Maybe not what you're aiming for, though :X
I made it as a background piece for a bit of art that I'm going to do. So it's a bit unsuited to be a game prop (~500 polys, 1024x1024 skin). But yeah, I can see a more optimised version as a level prop (my sister thought it looked very morrowind).
I did the texture and various edits to the structure and UV Map (added the tie and also reshaped the head quite a bit). It's for my zombie game ![]()
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