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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Sindwiller
    • May 5, 2007 at 9:15 PM
    • #1,921

    @ SnipaMasta

    Different style. I actually like it Have you got a normalmap?

  • Buddy
    • May 5, 2007 at 10:32 PM
    • #1,922

    Thanks for comments guys, really appreaciate it.

    And snipa, yeah that's really too much grunge You got there

  • SnipaMasta
    • May 6, 2007 at 12:13 AM
    • #1,923

    I guess it'd make more sense if it were outside (which I originally meant it for), but I'll tone down the grunge layer on it.

    Sindwiller - nope, it's just a plain Diffuse map.

    [Blocked Image: http://img250.imageshack.us/img250/2532/pawnomaticjj1.jpg]

    Decided to make this thing from Kingpin for the hell of it. 1024X512, polycount's 412.

  • Buddy
    • May 6, 2007 at 3:42 AM
    • #1,924

    I like the yellow part Snipa but oh the grunge.. MY EYES! . A little bit too much grunge there.

  • Wunderboy
    • May 6, 2007 at 3:55 AM
    • #1,925

    Different font too - just doesn't work really.

  • Rick_D
    • May 6, 2007 at 3:56 AM
    • #1,926

    so much empty space on a 1024x512 ;(

    I like how it turned out tho - I think the grunge is a little menacing but it's not horrific, sort of fits in with kingpin

  • Erratic
    • May 6, 2007 at 3:56 AM
    • #1,927

    I'm an instant fan of anything Kingpin related.

    Looks great Snipa, love the little white plastic line details.

  • Grinwhrl
    • May 6, 2007 at 6:25 AM
    • #1,928

    looks sweet man. I like the grungyness to it

    The we buy and sell looks a bit off though.

  • SnipaMasta
    • May 6, 2007 at 12:45 PM
    • #1,929

    [Blocked Image: http://img72.imageshack.us/img72/6549/pawnomatic23wq7.jpg]

    Toned down the grungyness slightly (although I figure that's kind of fitting with the dirty run down environments of Kingpin), and I think the text is slightly closer to the original now.

  • Buddy
    • May 6, 2007 at 2:23 PM
    • #1,930

    Also, Snipa, it all looks like it's melted from one piece of metal, no seams, diferent materials and so on.

  • SnipaMasta
    • May 6, 2007 at 3:08 PM
    • #1,931

    The alternative was just a 512 and I don't see how it would fit on without being blurry. I'm getting conflicting opinions on the grungyness, though - out of curiosity have the people saying it's too grungy played Kingpin? I thought it kind of fits with how dirty and run down the environments were.

  • ifO
    • May 6, 2007 at 5:01 PM
    • #1,932

    I really like the sign thing Snipa. I don't think there's anything wrong with the grungyness if the whole level is done in that style. That would look pretty hot.

  • Defrag
    • May 6, 2007 at 5:01 PM
    • #1,933

    If it's small on screen, then it won't get the chance to be blurry unless the player is running a really high resolution. Stuff like weapon view models (which occupy a significant proportion of your screen) can often be textured using a 1024 x 512 pixel texture, so it's overkill to use the same texture dimensions for something that won't ever occupy more than a small part of the screen Downsize it and test it ingame and you'll probably find this is the case -- it's misleading to look at it in the viewport of your modelling package as it'll be occupying the whole screen.

  • Buddy
    • May 6, 2007 at 6:15 PM
    • #1,934

    Yeah, and use Unsharp mask before and after the resizing, ingame results will be fairly the same.

  • von*ferret
    • May 6, 2007 at 7:04 PM
    • #1,935
    Quote from buddy the designer

    Yeah, and use Unsharp mask before and after the resizing, ingame results will be fairly the same.

    Dont ever use a sharpening filter when showing WIPs. You will be ridiculed.

  • Buddy
    • May 6, 2007 at 8:03 PM
    • #1,936

    I said that when he finishes and wants to resize, Then he should use it.

  • SnipaMasta
    • May 7, 2007 at 6:40 PM
    • #1,937

    [Blocked Image: http://img258.imageshack.us/img258/3674/conchz3.jpg]

    About 500 polys and a 1024². The cut in the middle is meant to be devoid of collision so that you can shoot through it but the compiler's ignoring my physics model, so they just hit an imaginary surface when you try.

  • Minos
    • May 7, 2007 at 6:47 PM
    • #1,938

    Nice model. Getting colision models to work on source is a bit annoying though

  • El Moroes
    • May 7, 2007 at 7:40 PM
    • #1,939

    My velociraptor is done! Perhaps I must make some correction on my texture...so I ask you if it's right?

    [Blocked Image: http://www.bidoulmarc.be/img/works/velociraptor.jpg]

  • von*ferret
    • May 7, 2007 at 7:51 PM
    • #1,940

    looks pretty nice. Eye looks boring and not as nice as the rest.

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