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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • ReNo
    • July 24, 2007 at 5:36 PM
    • #2,301

    Me too, I'm guessing it's a popular design stolen by a boat load of companies Mine broke really quick though, probably within a year - I've changed the bulb and the fuse but nothing brings it back to life.

  • Nysuatro
    • July 24, 2007 at 9:30 PM
    • #2,302

    Phu, my lamp is just popular

  • nooba
    • July 25, 2007 at 3:14 PM
    • #2,303

    [Blocked Image: http://quickimg.com/uploads/30a8a4f3826f3a22b141bb7584324a27.jpg]

  • ifO
    • July 25, 2007 at 4:07 PM
    • #2,304

    Nice door, how are the polies & texture res?

  • Zeta
    • July 25, 2007 at 5:53 PM
    • #2,305

    nice one nooba

  • PhilipK
    • July 25, 2007 at 7:46 PM
    • #2,306

    Oh I like those doors.

    They do seem very highres but well.. I don't know what they're for so.

  • ng.aniki
    • July 26, 2007 at 7:34 PM
    • #2,307

    My wip:

    [Blocked Image: http://pix.nofrag.com/a3/a2/74b9ab8637c26d4e8e950a82c0ec.jpg]

    Working on textures.

  • mjens
    • July 26, 2007 at 8:44 PM
    • #2,308

    Design looks nice. Why the textures are in so small res?

  • ng.aniki
    • July 26, 2007 at 9:36 PM
    • #2,309

    I'm doing this model for a small game project, racing, looks a bit like wipeout, and that's the limitation set by the dev, one 1024² texture.

    But, there will also be normal, spec and cubemap.

  • Zeta
    • July 26, 2007 at 10:06 PM
    • #2,310

    looks like you could fit a ton more detail on there, 1024 is huge

  • ng.aniki
    • July 26, 2007 at 10:41 PM
    • #2,311

    It's the beginning, I start with the metal background, next I'll add details, colors, some kind of signs,..

  • Zeta
    • July 27, 2007 at 2:46 AM
    • #2,312

    [Blocked Image: http://i13.tinypic.com/4kw45t3.png]

    1k tris atm

    ed - updated

  • FMPONE
    • July 27, 2007 at 3:32 AM
    • #2,313

    Wheres the floor

  • Zeta
    • July 27, 2007 at 4:02 AM
    • #2,314

    ker-fixd

  • OL
    • July 27, 2007 at 6:40 AM
    • #2,315

    how many of those thousand triangles are in the ropes

  • Rick_D
    • July 27, 2007 at 9:02 AM
    • #2,316

    Is it mostly a single mesh? Because it looks pretty messy if it is

  • Zeta
    • July 27, 2007 at 3:11 PM
    • #2,317

    ill probably come back to it later and remake a lot more of it seperatly which should cut the count down the tris significantly.

  • bitmap
    • July 29, 2007 at 11:16 PM
    • #2,318

    some billboard i made for a mod.

    i guess its done. im gonna compile it now.

    might do a video on how i compile my stuff using cannonfoders compiler tool lol

    [Blocked Image: http://www.pedroamorim.com/stuff/images/render8.png]

    [Blocked Image: http://www.pedroamorim.com/stuff/images/render9.png]

  • MrBaracuda
    • July 29, 2007 at 11:20 PM
    • #2,319

    Shouldn't the fixing have more of a cross shape?

    Like this:

    [Blocked Image: http://img408.imageshack.us/img408/3313/image1kf8.jpg]

  • ShaDoW
    • July 29, 2007 at 11:28 PM
    • #2,320

    There is a ton more detail on the back of the billboard than there is on the front. I hope the model won't be used somewhere on top of a building, otherwise all that detail is going to waste because the player will never see it. :wink:

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