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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • st0lve
    • November 19, 2006 at 6:50 PM
    • #1,441

    [Blocked Image: http://img374.imageshack.us/img374/6025/lolfencewq8.jpg]

    I tried some spline tutorials

    ~67k tris

  • Acumen
    • November 19, 2006 at 8:11 PM
    • #1,442

    i think the spots where the 2 wire sections cross each other don't look right on the fence. cause normally there's quite some pressure on these things so there is no visual gap inbetween the cross-sections. should be pretty easy to fix when you worked with splines, though

  • st0lve
    • November 19, 2006 at 8:20 PM
    • #1,443

    Yeah I know, but it was the basic modelling that was the point, I mean it's too small to really have any effect at all in the real world, but I think I'll make a bigger one later

  • LuftWaffle
    • November 19, 2006 at 10:31 PM
    • #1,444
    Quote from Sindwiller

    Very nice for your first model! Try to uvmap it. It's worth a try

    First weapon model, not first model.

  • Zeta
    • November 21, 2006 at 12:45 AM
    • #1,445

    nice little diorama vi

  • Bic-B@ll
    • November 21, 2006 at 2:20 AM
    • #1,446

    can you put coins in him?

  • Meotwister
    • November 21, 2006 at 3:45 AM
    • #1,447
    Quote from Bic-B@ll

    can you put coins in him?

    lol thats the first thing I thought too.

    looks original though, nice

  • Carbon14
    • November 21, 2006 at 3:48 AM
    • #1,448

    looks sorta like a squigg from warhammer, well a cute one anyway =p looks nice though! I presume it hops around?

  • Evert
    • November 21, 2006 at 10:37 AM
    • #1,449

    lol, nice one peris~:=)

  • KoKo5oVaR
    • November 21, 2006 at 5:25 PM
    • #1,450

    wow peris, sweet texture

  • D3ads
    • November 21, 2006 at 6:02 PM
    • #1,451

    Cute

  • Ginger Lord
    • November 22, 2006 at 3:20 PM
    • #1,452

    First character model, infact first organic model.

    [Blocked Image: http://img395.imageshack.us/img395/3140/pgheadjt1.jpg]

    Not marked on the textures, so quick ones for now.

  • st0lve
    • November 22, 2006 at 10:03 PM
    • #1,453

    Hmpf, not sure about what to do with this.

    Viking shield, 4384 tris D:

    [Blocked Image: http://img206.imageshack.us/img206/2240/01et8.jpg]

    Maybe I'll just UV map it and skin it on a 2048x map

  • SnipaMasta
    • November 22, 2006 at 10:59 PM
    • #1,454

    Normal map it for a simple cylinder and see how good you can make it look

  • Meotwister
    • November 23, 2006 at 8:26 AM
    • #1,455

    yeah make it go from 4000tris to like 20..

    texture that junt

  • st0lve
    • November 23, 2006 at 4:14 PM
    • #1,456

    I actually tried to make a normal map, but I sucked But, I'll probably make a normal map for that again. But first, I'll redo every shpere and such, since they take up too many polys even for being highpoly..

    I need to UV map something highpoly don't I?

  • Dennispls
    • November 23, 2006 at 4:18 PM
    • #1,457

    Hmm no

    You only have to uvma the lowpoly.

    Make sure the low poly has roughly the same dimensions and the high poly and then render the normalmap from it.

    If its not good enough tweakt he lowpoly untill the resulkts are good

  • st0lve
    • November 23, 2006 at 4:21 PM
    • #1,458

    Yeah I'll give it a few more shots

    But do I have to give the lowpoly as many sides on the main cylinder? Since I always get some sketchy clipping if not.

  • Dennispls
    • November 23, 2006 at 4:27 PM
    • #1,459

    In that case its probably best to have the low poly surrounding the high poly a tad.

    Make sure nothing is intersecting

  • Acumen
    • November 23, 2006 at 4:35 PM
    • #1,460

    i think ben mathis covers that issue a bit in his normal map tutorial. that intersecting low and hi poly thing:

    http://poopinmymouth.com/tutorial/normal_workflow.htm

    i think you can use that for your model as well, since its not a basic box object, but round shape thingie and not a level texture, but one of a model

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