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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • st0lve
    • May 29, 2007 at 2:13 PM
    • #2,121

    Yeah you do not need to unwrap the high poly one

    If you see Phils max to normalmap texture guide, then it's basically the same thing.

  • Minos
    • May 29, 2007 at 3:33 PM
    • #2,122

    I'm just being a bit too dumb again

  • Zeta
    • May 29, 2007 at 5:05 PM
    • #2,123

    hey at least it gave you some practice

  • von*ferret
    • May 29, 2007 at 7:10 PM
    • #2,124

    Everyone was new at one point.

  • Defrag
    • May 31, 2007 at 4:41 AM
    • #2,125

    Been pottering away with some various models for practice.

    Lighthoose #1 updated a bit:

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/lighthouse01.jpg]

    New lighthoose. Hard to finish this one as the only reference pic (wikipedia) doesn't show the top of the lighthouse I'll probably just make something up to finish it.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/lighthouse02.jpg]

    ... and I fancied doing some vehicle modelling, so I started working on a BTR-70. Got the basic shape done (tricky bugger this, even with a lot of ref pics it still has a lot of areas with ambiguous geometry).

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_01.jpg]

    Started the detailing. Needs cleaned up a bit later on. Need to redo the exhaust shape too since I found some better pics.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_02.jpg]

    This ends my model spam.

  • Zacker
    • May 31, 2007 at 11:13 AM
    • #2,126

    That round tower definitely needs some height segments if you want proper looking vertex lighting.

  • Skjalg
    • May 31, 2007 at 3:20 PM
    • #2,127

    electric toothbrush?

  • bartollo
    • May 31, 2007 at 3:45 PM
    • #2,128

    Defrag - few links:

    http://www.fas.org/man/dod-101/sys/land/row/btr-70.htm

    http://www.militaryfactory.com/armor/de ... rmor_id=52

    http://armoured.vif2.ru/btr-70.htm

    http://www.inetres.com/gp/military/cv/inf/BTR-70.html

    http://www.greendevils.pl/t_h_c/btr-70/ ... chemat.gif

    http://walkarounds.airforce.ru/armour/r ... /index.htm - best IMO

    keep up!

  • Defrag
    • May 31, 2007 at 7:12 PM
    • #2,129

    bartollo: Thanks a lot. That last link is particularly excellent

  • bartollo
    • June 1, 2007 at 12:11 AM
    • #2,130

  • MrBaracuda
    • June 1, 2007 at 12:40 AM
    • #2,131

    hrrm maybe I should give modelling another try. I kinda lost interest after my ~48x96x48 table for source ended up being an invisible 20k unit box

  • Defrag
    • June 1, 2007 at 8:22 AM
    • #2,132

    Bit more detailing. The turret housing reminds me of the Juggernaut, bitch!

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_03.jpg]

  • nooba
    • June 2, 2007 at 3:21 AM
    • #2,133

    Looking good Defrag Are you planning on texturing it after you've finished? or is it just modelling practice?

    Here is a little RTS scene I'm working on:

    [Blocked Image: http://img53.imageshack.us/img53/2453/scene2034222gb9.jpg]

    I hope to have 4 variations of this scene, each on a different planet.

  • Defrag
    • June 2, 2007 at 3:23 AM
    • #2,134

    I doubt I'll texture it as I wouldn't know where to start

    Cool scene, Nooba. I especially like the trees.

  • Buddy
    • June 2, 2007 at 10:13 AM
    • #2,135

    Awesome Nooba

  • dux
    • June 2, 2007 at 12:08 PM
    • #2,136
    Quote from nooba

    Looking good Defrag Are you planning on texturing it after you've finished? or is it just modelling practice?Here is a little RTS scene I'm working on:

    [Blocked Image: http://img53.imageshack.us/img53/2453/scene2034222gb9.jpg]

    I hope to have 4 variations of this scene, each on a different planet.

    Dungeon Siege style ftw.

  • Rick_D
    • June 2, 2007 at 5:52 PM
    • #2,137

    a little something for my brother from another mother, skjalg. I liked the colours and hopefully it'll work with the textures in his map :0

    [Blocked Image: http://aycu23.webshots.com/image/18462/2004869847107026448_rs.jpg]

  • Minos
    • June 2, 2007 at 6:39 PM
    • #2,138

    Nice one rick~

  • Psy
    • June 2, 2007 at 6:55 PM
    • #2,139

    The normal map is too noisy!

  • Rick_D
    • June 2, 2007 at 7:16 PM
    • #2,140

    it's ''noisy'' where the material is noisy.

    besides that's a max render, once in source and at the distance it will be viewed from it'll be hard to pick out smaller details, hence a strong overall normal map.

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