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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • von*ferret
    • December 1, 2006 at 3:14 PM
    • #1,501

    refraction, I actually like the distortion as it is right now. Maybe a side by side comparison. However it distorts to get the effect, but not too much that makes the distortion detract from the scene.

  • Spellbinder
    • December 1, 2006 at 5:02 PM
    • #1,502

    Hahaha awsome!

  • Meotwister
    • December 1, 2006 at 5:20 PM
    • #1,503

    lol thats really cool.

    should have like a particle effect of snow goin around

  • Spellbinder
    • December 1, 2006 at 6:11 PM
    • #1,504

    Yes and animate it so i don't have to buy christmas things this year, i could just use it as screensaver and i'm set.

  • Evert
    • December 2, 2006 at 2:29 AM
    • #1,505

    Nice, as always jonm.

    I love the style, it reminds me of Kings Quest.

  • dissonance
    • December 2, 2006 at 4:25 AM
    • #1,506

    oh wow, i dig. that looks amazing.

    ...would make a great gungame map, too.

  • requiem2d
    • December 2, 2006 at 9:38 AM
    • #1,507

    Great job Jon Keep it up!

  • SnipaMasta
    • December 2, 2006 at 9:40 AM
    • #1,508

    Reminds me of the Worms3d style, it looks awesome.

  • D3ads
    • December 3, 2006 at 1:38 PM
    • #1,509

    Jon your stuff never looks less than amazing, keep it up!

  • Vinny Testaverde
    • December 3, 2006 at 11:59 PM
    • #1,510

    Thanks guys, here is the project it was for...

    still some more work to do on it, but more or less finished.

    [Blocked Image: http://jonmonaghan.com/work/rop/relationship12-4.jpg]

    [Blocked Image: http://jonmonaghan.com/work/rop/closeup12-4.jpg]

  • Meotwister
    • December 4, 2006 at 1:42 AM
    • #1,511

    ahh thats really nice. Like toys lookin at toys lookin at toys etc etc. I like how the peoples hats are like globes themselves.

    excellent

    Heres a stryker tank I just finished. And just so this isnt asked, the purple, pink thing is the thermal vision scope for the driver and commander. That'd be about the only thing I could think to change atm... and bothered with to change

    [Blocked Image: http://img178.imageshack.us/img178/8589/strykershowbr4.jpg]

  • Chunks
    • December 4, 2006 at 3:10 AM
    • #1,512

    Looks good

    What's the poly count on it and what do you plan using it for?

    I'm not much of a modeler so the only suggestion I could make would maybe to add the slat/cage armor? But looking at your current poly-count it would probably make it skyrocket, so maybe not.

  • Meotwister
    • December 4, 2006 at 3:35 AM
    • #1,513

    meant to have 2500 polies with entire body and two of the wheels. I think everything altogether is something like 3350 or round about. I thought about the cage but I'm gonna pass on it for now.

    It's gonna be for personal use or if anyone else wants to use it.

  • st0lve
    • December 4, 2006 at 9:18 PM
    • #1,514

    [Blocked Image: http://img70.imageshack.us/img70/7981/02ym4.jpg]

    Hospital ER lamp thingy D:

    678 tris, will UV and skin asap or something like that

  • dissonance
    • December 5, 2006 at 12:07 AM
    • #1,515

    i thought it juiced oranges.

  • the Carpenter
    • December 5, 2006 at 6:05 AM
    • #1,516

    I believe it's still missing the "lightbulb" on the dish.

  • st0lve
    • December 5, 2006 at 3:15 PM
    • #1,517
    Quote from the Carpenter

    I believe it's still missing the "lightbulb" on the dish.

    I'll normal map those.

  • Spellbinder
    • December 5, 2006 at 4:47 PM
    • #1,518

    GG St0lve!

  • Acumen
    • December 5, 2006 at 5:19 PM
    • #1,519

    i think you invested way too many polies in the small tiny cylinder objects instead saving some of them and put these in the large cylindrical objects. beacuse on the small ones you cant really tell how many segements they got, since you can't get too close to it, but for the larger parts you can clearly see the edges, which doesnt't look right, imo.

    yeh i think you repeatedly have some issues with polygon distribution on your lowpoly models :/

    but you always have a nice excuse, so maybe this is yet just another useless posting of mine

  • Wesley Tack
    • December 6, 2006 at 2:34 PM
    • #1,520

    Stolve, you should decrease the roundness of the 3 smallest axles 6 sides is enough.. and the one that conencts to the ceiling, have it stop in the square model, and delete the caps of the cylinder. And with the detailed gained from this you should make the holder around the big lamp the same segment of roundness as the lamp. You lose too much In those small parts imHo.

    *edit*

    lol, just read Acumen's reply, so yea, what he said.

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