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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • johnm487
    • October 29, 2005 at 8:06 PM
    • #101

    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]

  • von*ferret
    • October 29, 2005 at 8:14 PM
    • #102

    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)

  • KIIIA
    • October 29, 2005 at 8:38 PM
    • #103

    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]

  • JacK
    • October 29, 2005 at 8:59 PM
    • #104

    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 :D

  • KIIIA
    • October 29, 2005 at 9:09 PM
    • #105

    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]

  • KoKo5oVaR
    • October 30, 2005 at 12:20 AM
    • #106

    it seems good to me, but i wonder how it will looks ingame

  • KIIIA
    • October 30, 2005 at 1:06 PM
    • #107

    It looks like this......(low quality game settings due to my slow hardware)

    [Blocked Image: http://www.kiiia.com/Bilder/tree1_ingame.jpg]

  • KoKo5oVaR
    • October 30, 2005 at 1:18 PM
    • #108

    yay that's really nice with this lighting, stylish

  • mike-0
    • October 30, 2005 at 3:05 PM
    • #109

    that looks great, can we see the texture?

  • KIIIA
    • October 30, 2005 at 4:18 PM
    • #110
    Quote

    that 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]

  • hessi
    • October 30, 2005 at 4:42 PM
    • #111

    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.

  • PS_Mouse
    • November 2, 2005 at 2:27 PM
    • #112

    dabbling in max + working on my texturing skillz (yo)

    [Blocked Image: http://www.terminus-discord.com/~mouse/gear.jpg]

  • PhilipK
    • November 2, 2005 at 3:03 PM
    • #113

    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.

  • Minos
    • November 4, 2005 at 2:46 AM
    • #114

    That looks hot mouse! I'd sugest you decreasing the contrast of the skin, it looks too contrasty imo.

  • ReNo
    • November 4, 2005 at 3:09 AM
    • #115

    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?

  • Defrag
    • November 4, 2005 at 1:02 PM
    • #116

    If you have smoothing groups applied pre-weld, you'll need to redo them to account for the seam.

  • KungFuSquirrel
    • November 4, 2005 at 3:27 PM
    • #117
    Quote from PS_Mouse

    dabbling 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

  • ReNo
    • November 4, 2005 at 7:24 PM
    • #118

    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]

  • PS_Mouse
    • November 4, 2005 at 9:15 PM
    • #119
    Quote from KungFuSquirrel

    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

    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).

  • The Postman
    • November 4, 2005 at 9:26 PM
    • #120

    http://%7boption%7d

    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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