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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • hamst3r
    • June 22, 2006 at 2:10 PM
    • #841

    Capone_Adam or somthing?

  • KungFuSquirrel
    • July 4, 2006 at 3:51 AM
    • #842

    Fiddling with a WoW-inspired staff... eventually plan to add 3 neato hovering crystals around the tip, plus an actual mounting connecting the two pieces...

    Full view:

    [Blocked Image: http://www.button-masher.net/images/wip/staff_001.jpg]

    From the tip down:

    [Blocked Image: http://www.button-masher.net/images/wip/staff_002.jpg]

    going to redo the spiral bit; the bottom looks much better as you can probably see...

    and closeup on the bottom/hilt/whatever you'd call it on a staff.

    [Blocked Image: http://www.button-masher.net/images/wip/staff_003.jpg]

  • KoKo5oVaR
    • July 4, 2006 at 5:37 AM
    • #843

    woow kfs ! i really enjoy the mesh of your model, well made and clean, the grip is pretty cool !

    tchoo tchoo

    [Blocked Image: http://kokosovar.free.fr/attic_train1.jpg]

    [Blocked Image: http://kokosovar.free.fr/attic_train2.jpg]

    [Blocked Image: http://kokosovar.free.fr/attic_train3.jpg]

  • Meotwister
    • July 4, 2006 at 6:18 AM
    • #844

    haha man thats awesome!

    When is this map coming out? lol it is a map right. It's been so long I may have forgotten. .

  • JAL
    • July 4, 2006 at 7:50 AM
    • #845

    fantastic KoKo

    So a while back I got inspired by JonM's "The Empire" 3d scene

    and began working on my own "epic" scene.

    The scene is supposed to feature a post-apocalyptic landscape with

    a vault door opening and people just about to come out

    "beginning a new life" a century after the vault was closed and radiation

    levels had become lower. (Thus the name "New Beginning").

    Here's the concept piece I did for it. (phear my pencil skills)

    concept

    and here's how it looks right now:

    [Blocked Image: http://www.laakkonen.net/mapping/wip3.jpg]

    The hill/rock is edgy I know, ill meshsmooth it when the time comes.

  • st0lve
    • July 4, 2006 at 8:04 AM
    • #846

    More like Fallout

  • Fletch
    • July 4, 2006 at 8:22 AM
    • #847

    Need's AT-ATs and Ewoks running around.

  • Polaris
    • July 4, 2006 at 11:34 AM
    • #848
    Quote from Fletch

    Need's AT-ATs and Ewoks running around.

    Endor had AT-STs noob :roll:

    Though I think it looks more like Hoth

  • ReNo
    • July 4, 2006 at 1:47 PM
    • #849

    Vault 13 eh I like what I see. Will be nice to see it as part of a larger scene and all skinned up.

  • General Vivi
    • July 4, 2006 at 9:07 PM
    • #850

    sweet looking choo choo koko

    also nice stuff JaL keep up the good work. can't wait to see it skinned

  • ⌐■_■
    • July 5, 2006 at 9:36 PM
    • #851

    FFS koko! when is that map going to be released!

    oh it looks awesome

  • Minos
    • July 5, 2006 at 10:27 PM
    • #852

    Nice stuff JAL!

    There are some glitches on the rocks but they won't be visible when you apply a texture I think.

  • The Postman
    • July 5, 2006 at 10:38 PM
    • #853

    nice stuff there, JAL!

  • KoKo5oVaR
    • July 5, 2006 at 11:39 PM
    • #854

    When it will be playable KT !

  • CyanideCotdPnuts
    • July 6, 2006 at 12:45 PM
    • #855

    Here's a little something I started very early today for a MGAC at CGtalk.com. It's a mage's familiar.

    [Blocked Image: http://i6.tinypic.com/1z4hdsi.jpg]

    Basically a test for all the entries to test poly usage (800 tri limit) and overall time used. I'd say I've spent about....4 hours on this.

  • swartsz
    • July 6, 2006 at 2:29 PM
    • #856

    i really need your help with this one, especially on the texture of the building itself.

    http://%7boption%7d

  • von*ferret
    • July 6, 2006 at 2:34 PM
    • #857

    decal the bricks and maybe add some kind of stains at the bottom of the brick wall

  • swartsz
    • July 6, 2006 at 10:33 PM
    • #858
    Quote from von*ferret

    decal the bricks and maybe add some kind of stains at the bottom of the brick wall

    thanks von*ferret, the first piece of constructive critism i got on this piece,

    the last hour i have trying to come up with a better texture for the building and made some changes to a older texture, here is the updated building. i hope you will like this one better

    http://%7boption%7d

  • Wile E. Coyote
    • July 6, 2006 at 11:36 PM
    • #859

    Assuming its for a World War 2 type of game, shatter the glass. Normally there were hardly any glass windows that were still intact during war-time, so it'd help with the realistic factor, as well as the artistic direction. The brick itself is good, but add variation -- perhaps it went under renovation, and a few new bricks replaced old ones (along the bottom, usually, for reinforcement purposes)? More dirt along the bottom would also be good. Add smoke stains along one wall to indicate a fire had taken place, or even an wall entire wall had been destroyed, showing rebar, beams, and other types of metal reinforcement. It wouldn’t allow the building to be entered, but it’d be more interesting to the player. The overall absence of damage is largely what is a disappointment. Hell, even a crack decal here and there would spice it up. More vibrance to the brick would help (although the brick itself is quite good looking), unless of course you were going for monochromaticity. Just make the model tell a story, and you are set!

  • von*ferret
    • July 6, 2006 at 11:59 PM
    • #860

    some water stains would still really help. If you can drip some stuff from the top layer and cause just staining and overall dirtyness, maybe graffitii on the bottom. Also if I remember right, which may not be the case , this was a soviet area? Propaganda posters would be neat.

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