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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • zeon
    • June 4, 2007 at 12:35 AM
    • #2,161

    damn nice warby..

    and for the style. guess it need to fit together .. but keep up the good work.

  • Zeta
    • June 4, 2007 at 10:43 AM
    • #2,162

    that bloom and shit in the u3 engine just looks so cool. everything looks so good.

    also warby the tank is fantastic

  • aevirex
    • June 4, 2007 at 12:10 PM
    • #2,163

    Thanks Psychokiller and Zete and yes, it can make gold out of shit

    Anyways, a little update:

    [Blocked Image: http://img375.imageshack.us/img375/171/ue3testupdatexn8.jpg]

  • Sa74n
    • June 4, 2007 at 12:11 PM
    • #2,164

    i like it warby not as much as your previous props but its still very nice. i just wonder how all the baked lighting will look in motion. my guess is that it'll look a bit wierd

  • ifO
    • June 4, 2007 at 7:23 PM
    • #2,165

    Perhaps that's his 'on standby' lights

    You could make a different texture for in-motion that had lights that weren't baked across multiple limbs, cos yeah that would look crappy if you were to animate it.

    Awesome though, and damn aevirex that's nice!

  • e-freak
    • June 4, 2007 at 9:31 PM
    • #2,166

    or use heavy phong shaders and good reflection masks (i think PVK2 just went with specs only?)

  • Warby
    • June 4, 2007 at 10:10 PM
    • #2,167

    if valve fixes the "$envmapmaskscale" parameter its gonna have envmap and specular other wise it wont .... and i am not animating it thats for sure

  • von*ferret
    • June 6, 2007 at 12:34 AM
    • #2,168

    aevirex you do love your lightmap scale.

  • SnipaMasta
    • June 6, 2007 at 1:50 AM
    • #2,169

    (I hate UV mapping)

    [Blocked Image: http://img263.imageshack.us/img263/118/g11wipzm6.jpg]

    Still rather bland, but any comments welcome. Don't ask for the map sizes, plz.

  • Seldoon182
    • June 6, 2007 at 1:59 AM
    • #2,170

    I'm working on the "Helmet" skin from Half-life: Deathmatch.

    [Blocked Image: http://www.peliplaneetta.net/images/files/834/pic_1.jpg]

    [Blocked Image: http://pix.nofrag.com/95/9d/f9bdd3c1b91ee2f43e6fc707ea91t.jpg]

    [Blocked Image: http://pix.nofrag.com/69/91/a9f1bdba5dfec52c4f8e9c038dd8t.jpg]

    [Blocked Image: http://pix.nofrag.com/e2/70/f6fcea16c617c692dfa580e07caet.jpg]

    [Blocked Image: http://pix.nofrag.com/4b/fc/dad08e99cca150de995971e6ffe1t.jpg]

    (2591 faces)

    I feel the helmet weird and I would like to reach around 5000 faces for the final model... This model still in progress.

  • Minos
    • June 6, 2007 at 4:48 AM
    • #2,171

    So you are planning on making a 5k poly model for HL1 ?

  • aevirex
    • June 6, 2007 at 6:47 AM
    • #2,172
    Quote from von*ferret

    aevirex you do love your lightmap scale.

    Why? Lightmapscale for BSP is at 8 (where needed) and lightmapping is only activated for meshes, again, where needed (arches 128x128 and windows 64x64 pixel resolution).

  • Sentura
    • June 6, 2007 at 2:52 PM
    • #2,173
    Quote from Minotauro

    So you are planning on making a 5k poly model for HL1 ?

    i think he means he will make it for source, seeing as hl1 already has a helmet skin...

  • Defrag
    • June 14, 2007 at 10:25 AM
    • #2,174

    I've nearly finished my APC, so I started an AH-1W Super Cobra (the AH-1Z is my favourite BF2 chopper )

    Found it really difficult for some reason, so I ended up 'cheating' by using meshsmooth then manually removing edges to get the shape of the cockpit. Started to come out alright now, but it's still just a rough shape more than anything. Obviously I need to remove some more edge loops, particularly around the nose.

    Modelling with tiny blueprints is fun (I think most of my panes are something like 150 to 300 px, so I had to blow them up & sharpen lots to get anything remotely usable). Fortunately I've found hundreds of good reference photos, though.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1W_Super_Cobra.jpg]

  • R_Yell
    • June 14, 2007 at 4:39 PM
    • #2,175

    Modern weapons can't match this old crap in any way This is a colt navy 1851, tried to make it as close as possible to original.

    [Blocked Image: http://www.fistful-of-frags.com/images/media/coltnavy.jpg]

    Around 4000 triangles, my first firearm btw

  • ReNo
    • June 14, 2007 at 5:53 PM
    • #2,176

    You're a modelling machine these days defrag - what game dev disciplines are there left for you to get good at?! When you gonna start applying for jobs anyways, you've surely handed in the last of your uni stuff some time ago?

  • Seldoon182
    • June 14, 2007 at 5:55 PM
    • #2,177

    Good job so far R_Yell. If you would like to use this model for Source (I mean the Outlaws modification), I wish you to optimize the polycount to 3500...

  • Sentura
    • June 14, 2007 at 6:11 PM
    • #2,178

    yeah that gun is like pretty wow

  • Defrag
    • June 14, 2007 at 9:35 PM
    • #2,179
    Quote from ReNo

    You're a modelling machine these days defrag - what game dev disciplines are there left for you to get good at?! When you gonna start applying for jobs anyways, you've surely handed in the last of your uni stuff some time ago?

    Thanks My modelling skills are OK but I need to practice more to get the speed up (and maybe do some stuff that isn't based on RL objects so I have to wing it a bit more). I can't texture for shit, so I suppose that is next on the list.

    As for uni -- I'm finished and it looks like I'll be getting a first class degree (unless they screw me with some esoteric marking system, but I'm told there are no quotas etc.) How/When did you find out what your degree classification was? I've got all my module results but there's no classification showing up in OASIS etc.

    I've already started applying to companies. My first application to a local company was ignored. I sent an email asking if they got it. They ignored that, too. Off to a good start, then.

    R_Yell: Nice gun!

  • ReNo
    • June 15, 2007 at 3:19 AM
    • #2,180

    I don't recall when I found out, but it was obvious from my grades that I was going for a 2:1. I'd secured my position with Outerlight before finishing uni and since it was fairly obvious what grade was coming my way I wasn't all that excited to find out really! Obviously if you're going for first you're slightly more eager though, especially when making job applications I don't think I had to wait too long, though I don't remember if it was put up somewhere on OASIS or we had to wait for something through the post.

    As for the first unsuccessful job application? Their loss What positions are you looking to go for; more programming or more design? I'll put in a good word for you at Outerlight if you're interested; I can't promise we're hiring right at the minute though I've a feeling we might be soon.

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