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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • hessi
    • August 15, 2006 at 2:34 PM
    • #1,061

    24 polies? give it 240 polies and model more details. use your 24polies model as a LOD

  • Ginger Lord
    • August 15, 2006 at 2:36 PM
    • #1,062

    Made it a bit less boxy, although not sure if it looks any better!

    [Blocked Image: http://img238.imageshack.us/img238/3441/minezc7.jpg]

    The Germans would have made these signs out of the top of ammo crate boxes, so I guess I could make it more like that but in the end theres no real getting away from it being boxy!

    46 polies lol.

  • SnipaMasta
    • August 15, 2006 at 3:52 PM
    • #1,063

    If you want to make it look cooler, seperate the planks. You can spare it.

    You have a visible "plank seam" on your post, by the way.

  • Quakis
    • August 17, 2006 at 1:39 AM
    • #1,064

    Yet another low poly model. A wooden table, 96 triangles. The textures also needs work, I need to tweak the contrast, brightness and colour tone. Then make the edge of the table less blurred (scale for the wood there is bad) It looks fine in XSI but once I try it out ingame it looks washed out.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Table_001.jpg]

  • Bic-B@ll
    • August 17, 2006 at 3:24 AM
    • #1,065

    if i ever had a log that huge and wanted to make a table out of it, id leave it round, it would be 1000x cooler

  • Quakis
    • August 17, 2006 at 2:36 PM
    • #1,066

    Yeah true, but I wanted one this shape. Although I might change the top someday and use the log table top idea for a more rounded version. I fixed up the texture slightly and it looks better ingame now but Im still not very happy with the edge. Next to it is a wine barrel I did before it but I never showed it because it had a very bad texture. Now its fixed; 144 triangles. I know these may not be very interesting models but someone might give me a suggestion on how to improve the textures. I find the table's legs to be a little wierd to be honest. =/

    [Blocked Image: http://img143.imageshack.us/img143/1179/models001zz3.jpg]

  • Squirrelly
    • August 17, 2006 at 7:37 PM
    • #1,067

    The scratches look oddly placed, and contrast needs to be brought up just a tad bit. Nice work otherwise!

  • hessi
    • August 18, 2006 at 2:18 PM
    • #1,068

    [Blocked Image: http://www.thomashess.net/kermit_hl2.jpg]

    something fucks up the coordinates while compiling. gotta take a fresh decompiled skeleton i think. probably a release tonight

  • KoKo5oVaR
    • August 18, 2006 at 3:14 PM
    • #1,069

    What's that hessi ? a ragdoll prop or a player model ?

  • hessi
    • August 18, 2006 at 6:02 PM
    • #1,070

    http://thomashess.net/kermit_hl2_rigged.jpg

    its a hl2mp character now finally rigged and working animations. should do a release this evening

    btw: anyone remembers the hl1 kermit??

  • Rick_D
    • August 18, 2006 at 6:23 PM
    • #1,071
    Quote from Quakis

    Yet another low poly model. A wooden table, 96 triangles. The textures also needs work, I need to tweak the contrast, brightness and colour tone. Then make the edge of the table less blurred (scale for the wood there is bad) It looks fine in XSI but once I try it out ingame it looks washed out.[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Table_001.jpg]

    how did you use 96 polies on that?!

  • hessi
    • August 18, 2006 at 6:37 PM
    • #1,072

    i count 60

    8 sided cylinder: 2x 6 triangles (up and downside) + 8x 2 triangles (sides) = 28

    feet: 4x (4x 2) triangles = 32 tris

    = 60 polies

  • Rick_D
    • August 18, 2006 at 6:45 PM
    • #1,073

    maybe there's some interesting designs on the inside of the model?

  • Quakis
    • August 18, 2006 at 9:00 PM
    • #1,074

    The underneath. :wink:

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/underneath.jpg]

  • ReNo
    • August 18, 2006 at 11:09 PM
    • #1,075
    Quote from hessi

    http://thomashess.net/kermit_hl2_rigged.jpgits a hl2mp character now finally rigged and working animations. should do a release this evening

    btw: anyone remembers the hl1 kermit??

    Yay! I do! I played as Kermit quite a bit actually Looks very cool hessi, very neat to see a custom HL2MP model given the lack of love that games recieves lately.

  • hessi
    • August 18, 2006 at 11:56 PM
    • #1,076

    reno if you had the time could you please check out if everything in my package works on a clean computer?

    grab the file here: http://www.thomashess.net/kermit_release.rar

    just hit me with a pm if it is all right (ingame) and i will open up a thread in the final work sub-forum

  • Quakis
    • August 20, 2006 at 4:27 PM
    • #1,077

    I did two models for someone elses Duke3D mod, based on the sprites. Here they both are, nothing too special though; Dog Sign / Larger Sign

    I just finished the basic shape of a sword and I wish to texture it. However, I've tried everything I can in XSI Mod Tool UV window to get a good shape to work with when I texture it. However, it always displays screwed up and theres no way I can possibly texture it like that. I don't know what else I can do. The image next to it is the several different UV attempts. Any ideas? And yes before you ask, I have tried selecting polies bit by bit and doing it that way, but nothing.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Bleach_sword.jpg][Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Bleach_sword_UVWProb.jpg]

  • von*ferret
    • August 20, 2006 at 4:59 PM
    • #1,078

    planar map the top, then seperate planar map the sides, weld the edges together.

  • Quakis
    • August 20, 2006 at 5:35 PM
    • #1,079

    Should have mentioned this, but when I planar map the top I get the exact middle effect. When I zoom out I have a larger "line" so it's almost impossible to do anything; (Should I continue this problem in the 3D Modelling section?)

    Edit; Oh damn, scratch that. I decided to messed with the line and relised the resize tool in the UV window, when right clicked can stretch it left and right. Then if I stretch it enough my sword shape appears, just needs rotated. However, there should be another way around it without having to do this?

  • JAL
    • August 20, 2006 at 8:19 PM
    • #1,080

    the urinal, so many times has it been done by so many people, yet

    still I ignored the fact and made another one. This time it's low-poly.

    Now all I need to do is unwrap it and skin it. (possibly a normalmap also)

    [Blocked Image: http://www.laakkonen.net/modelling/wip_urinal.jpg]

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