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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Minos
    • November 5, 2006 at 11:28 PM
    • #1,381

    Looks hot

  • Sa74n
    • November 6, 2006 at 12:18 AM
    • #1,382

    ah.. a 3dsmax workstation pretty

  • ifO
    • November 6, 2006 at 10:20 AM
    • #1,383

    Very cute computer thingy.

  • D3ads
    • November 6, 2006 at 3:05 PM
    • #1,384

    Nice!

  • SnipaMasta
    • November 8, 2006 at 1:10 AM
    • #1,385

    The sam site work in progress, need to add more texture to it (correct wear etc.)

    [Blocked Image: http://img300.imageshack.us/img300/6922/samsitesv4.jpg]

  • von*ferret
    • November 8, 2006 at 1:47 AM
    • #1,386

    texture needs work, it looks stone.

  • st0lve
    • November 8, 2006 at 4:00 PM
    • #1,387

    Yeah a concrete sam site?

  • Meotwister
    • November 9, 2006 at 3:51 AM
    • #1,388

    maybe its artwork for a gallery... a concrete sam site... symbolism?

    other than texture looks good.

  • SnipaMasta
    • November 9, 2006 at 7:53 AM
    • #1,389

    Bit of an update:

    [Blocked Image: http://img120.imageshack.us/img120/1275/samsite2ap1.jpg]

  • D3ads
    • November 9, 2006 at 2:56 PM
    • #1,390

    Still looks kinda stone-like, but you're getting there!

  • e-freak
    • November 9, 2006 at 3:09 PM
    • #1,391

    i think the contrast is to high and most: it's lacking specularity and reflection

  • st0lve
    • November 9, 2006 at 3:18 PM
    • #1,392
    Quote from e-freak

    i think the contrast is to high and most: it's lacking specularity and reflection

    Specs and reflection maps aren't needed to create a metal effect at all.Sourceblog got some ace tuts for creating metals etc.

  • TeddyBear
    • November 9, 2006 at 3:50 PM
    • #1,393
    Quote from st0lve

    Specs and reflection maps aren't needed to create a metal effect at all.Sourceblog got some ace tuts for creating metals etc.

    Sure, but it doesn't behave like metal. Those were the olden days, we've got shaders to handle this kind of stuff now so let's use it

  • SnipaMasta
    • November 9, 2006 at 3:52 PM
    • #1,394

    It's still WIP, I haven't got around to making specular and normal maps yet...

  • cyberjunkie
    • November 9, 2006 at 6:33 PM
    • #1,395

    My Corner , minus the LCD, I have a CRT Will add some more stuff..

    [Blocked Image: http://img329.imageshack.us/img329/1504/room11oi8.jpg]

  • von*ferret
    • November 9, 2006 at 7:57 PM
    • #1,396

    very nice. Looks like you'r eplaying with rendering.

  • dux
    • November 9, 2006 at 8:49 PM
    • #1,397

    Oooh I really likes that. Cool lighting.

  • Minos
    • November 10, 2006 at 2:26 AM
    • #1,398

    An indian corner! Looks hot bro

  • Rick_D
    • November 10, 2006 at 2:31 PM
    • #1,399
    Quote from SnipaMasta

    Computer terminal for a third person game:Image

    Image

    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 )

    I think teh ketboard looks too big and clean compared to the rest of it.

  • KIIIA
    • November 11, 2006 at 1:56 AM
    • #1,400

    Model is only about 80% completed, but after long, long rendertests today, i wanna show the result. Been working on this for about two weeks now. Everything thats looking weird because some geometry is missing will be added. Lots of shaderwork has to be done too.

    [Blocked Image: http://kiiia.com/Bilder/render_1_beta.jpg]

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