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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • TeddyBear
    • October 28, 2006 at 1:37 AM
    • #1,361

    If those are the choices I'd definately say gray. Brings the most realistic look to the car.

  • jaboo224
    • October 28, 2006 at 5:39 AM
    • #1,362

    BLACK good reflection on it

  • Skjalg
    • October 28, 2006 at 8:49 AM
    • #1,363

    looking good st0lve.

    Oh and, black or orange.

  • Sindwiller
    • October 28, 2006 at 10:59 AM
    • #1,364
    Quote from TeddyBear

    If those are the choices I'd definately say gray. Brings the most realistic look to the car.

    Me too.

  • Nysuatro
    • October 28, 2006 at 11:00 AM
    • #1,365

    It's a black beauty

  • cyberjunkie
    • October 28, 2006 at 12:00 PM
    • #1,366

    A fairly simple specular map + some reflection

    [Blocked Image: http://img84.imageshack.us/img84/9369/a33029nj8.jpg]

  • Acumen
    • October 28, 2006 at 7:22 PM
    • #1,367

    i don't know, but my 2nd intention/argument was for the better uv usage, too O_O

    well....won't go further into that, on such a simple model

    btw i vote for the black car too !

  • Ginger Lord
    • October 28, 2006 at 10:52 PM
    • #1,368

    I agree the black car looks the best, but in a render it loses all the detail

    I'm only being marked on the model, textures are bonus marks. But I do want it to look nice as well

    Shiny models = higher marks

  • Ginger Lord
    • October 30, 2006 at 12:20 PM
    • #1,369

    [Blocked Image: http://img139.imageshack.us/img139/778/ccxhdriik1.jpg]

    Couldn't resist the orange, even though my heart wanted black.

  • skdr
    • October 30, 2006 at 1:07 PM
    • #1,370

    Transition from car windows to car base is way too small. Needs more depth, same with those doors.

  • insta
    • October 30, 2006 at 1:15 PM
    • #1,371

    The wheels look a bit small, I think. Nice choice of colour though

    [Blocked Image: http://www.koenigsegg.com/graphics/techdata_ccr_side.jpg]

  • Skjalg
    • October 30, 2006 at 6:07 PM
    • #1,372

    insta is right, the backwheel looks off. The color was nice oh and, what polycount was that again?

  • Ginger Lord
    • October 31, 2006 at 10:59 AM
    • #1,373

    It's just over 13k, including the rough interior, underside etc, the brief was the model a car with the best use of 15k polies. These days its pretty much use 15k polies and make it look good. It's not the greatest mesh, but thats what happens when you have an assignment like this after about 8 hours of lessons on XSI.

    The wheels are bugging me, I couldn't get a decent size blueprint of the CCX so I've been using the CCR one which is mostly the same, except for the front and the rear which I've done by eye, I guess the wheel size must have changed.

    Quote from skdr

    Transition from car windows to car base is way too small. Needs more depth, same with those doors.

    What do you mean by "more depth"?

    Edit: Phew, the rear wheels are actually an inch large than the front ones, I made the rear ones bigger, then realised to do the same at the front would be a horrendous job.

    Edit Deuce: Does this look better now, it should be correct proportions now:

    [Blocked Image: http://img431.imageshack.us/img431/9162/ccxjc6.jpg]

    Bit of artistic licence with the number plate holder, never seen a front plate on a CCX, so using a CCR style holder.

  • Ginger Lord
    • November 1, 2006 at 11:31 PM
    • #1,374

    Last update of this, it has to be handed in in 9 hours and I intend to be sleeping for a lot of that after last nights fun.

    [Blocked Image: http://img414.imageshack.us/img414/9477/ccxfrontlowob3.jpg]

    [Blocked Image: http://img113.imageshack.us/img113/9443/ccxrearlowir6.jpg]

    Whacking subdivisions on it makes it look so purdy, but we are not allowed to use them in this assignment, it also jumps to 280k polies too

    Edit: Yes I know Koenigsegg is reversed on the rear engine bay cover, fixed now.

  • Schmung
    • November 2, 2006 at 2:27 PM
    • #1,375

    Wheel arches look a bit funny, I think you've arsed up your smoothing groups there a bit, you may aso want to consider making the inner walls as well.

  • atrocity
    • November 2, 2006 at 3:44 PM
    • #1,376

    Here is an electrical transformer I made, I still need to texture it but hey I learned how to make my first normal map.

    [Blocked Image: http://atrocity.vertexninjas.com/levels/models/full/model_transformer.jpg]

  • von*ferret
    • November 2, 2006 at 3:44 PM
    • #1,377

    looks pretty hot so far.

  • atrocity
    • November 2, 2006 at 3:46 PM
    • #1,378

    Thanks I am a little scared to start texturing it cause I'm fairly new with texturing models, so I am hoping I can do a good job so it looks good in game .

  • von*ferret
    • November 2, 2006 at 3:52 PM
    • #1,379

    in my opinion its all about good planning on the normal and spec map. Picking colors is the easy part. And the color map shoudl only be color now adays sooo have it!

  • SnipaMasta
    • November 5, 2006 at 8:27 PM
    • #1,380

    Computer terminal for a third person game:

    [Blocked Image: http://img526.imageshack.us/img526/8372/depotpcwipav6.jpg]

    [Blocked Image: http://img526.imageshack.us/img526/6986/depottexnx4.jpg]

    342 polygons, 512 Diffuse, Specular, Normal and luminosity (didn't bother showing because it's just the screen). I'll post an ingame picture as soon as I can get it into HL2 (no smd porters for Max 9 yet )

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