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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • bitmap
    • August 11, 2007 at 2:07 PM
    • #2,381
    Quote from buddy the designer

    This white pipe/chimney thing doesn't make sense (on the brighter building)

    now that you mention it..

    lol

    unless they have a smokey secret underground facility where they burn puppies and kitties

  • I3yG-MaK
    • August 11, 2007 at 5:03 PM
    • #2,382

    WHOAAAAAAAAA I OWNED source and i know how to import models to dod!! weeeeeeeee... Here are my 2 first models in dod.

    [Blocked Image: http://img513.imageshack.us/img513/9956/valve0i3ygmak1tt3.jpg]

    well well well, i know... the texture behind the fan need a env_cubemap, but im not perfect!!

  • Buddy
    • August 11, 2007 at 6:29 PM
    • #2,383

    those are not really lookin' ww2 !

  • bitmap
    • August 11, 2007 at 6:56 PM
    • #2,384
    Quote from buddy the designer

    those are not really lookin' ww2 !

    resistance fall of mannn

  • I3yG-MaK
    • August 11, 2007 at 7:00 PM
    • #2,385

    oh , nononono its not for dod, i just want to see the models in the new source ( dod, ep1 )

  • SnipaMasta
    • August 12, 2007 at 12:07 AM
    • #2,386
    Quote from bitmap

    now that you mention it..

    lol

    unless they have a smokey secret underground facility where they burn puppies and kitties

    Just puppies.

    I like kitties

  • bitmap
    • August 12, 2007 at 2:27 AM
    • #2,387
    Quote from SnipaMasta

    now that you mention it..

    lol

    unless they have a smokey secret underground facility where they burn puppies and kitties

    Just puppies.

    I like kitties

    me too

    i dont know why i said that.

    in fact my cat is sleeping on my room as i type..

    hihi

    lemme pet himm

    brb

    ihihi

    he made that little sound when they wake up startled

    lol

  • fonfa
    • August 12, 2007 at 2:50 PM
    • #2,388

    i like puppies, kitties and ratties. burn children instead

  • bitmap
    • August 12, 2007 at 2:57 PM
    • #2,389
    Quote from fonfa

    i like puppies, kitties and ratties. burn children instead

    i like the way you think

  • mjens
    • August 12, 2007 at 3:11 PM
    • #2,390
    Quote from SnipaMasta

    For the Game Artist competition:[Blocked Image: http://img68.imageshack.us/img68/3928/rtsmine2pq7.jpg]

    It's on a 1024X512. Any suggestions for stuff to add (I still haveUV space and 300 polys left) are appreciated

    More dirt! You can use my photo as reference:

    [Blocked Image: http://www.hip-hop.pl/ustawki/galerie/1149493713399.jpg]

    DIRT DIRT DIRT!

  • SnipaMasta
    • August 12, 2007 at 8:36 PM
    • #2,391

    [Blocked Image: http://img120.imageshack.us/img120/2803/testrc9.jpg]

    (Test in S2 Engine, without shadows for some reason)

    (And it doesn't support proper alpha maps)

    Seir, uh, you're telling me to make it more grungey, right?

  • ng.aniki
    • August 12, 2007 at 8:41 PM
    • #2,392

    But it's for a rts game no ?

    How does it look like from a more upper view ?

  • mjens
    • August 12, 2007 at 9:22 PM
    • #2,393
    Quote from SnipaMasta

    Seir, uh, you're telling me to make it more grungey, right?

    No I;m telling you to add some dirt, soots and bruises... All your walls are very clean and every window looks the same - maybe you can change it?

  • SnipaMasta
    • August 12, 2007 at 10:57 PM
    • #2,394

    Grungey = dirty . I can't do anything about the windows though. Windows all look the same when they are the same, and there's no way to avoid that.

    Grungey + RTS style shot (I think - I haven't seen or played an RTS in ages)

    [Blocked Image: http://img514.imageshack.us/img514/1263/rtsshothb2.jpg]

  • ng.aniki
    • August 12, 2007 at 11:45 PM
    • #2,395

    Looks nice !

    Sir, I have some questions !

    Hmm..

    First, for your windows, you just create plane near the wall and apply the texture on it ? Or did you cut the wall where there are windows ?

    And next, you have only one texture for your model, but a wall texture just use a part of your entire texture.. How do you make it tile that right ?

    Do you cut the wall and apply the texture on every poly, and adjust UV's, or there is an other way to set the tiling over a selected part of the texture ?

  • Buddy
    • August 13, 2007 at 12:02 AM
    • #2,396

    Windows sure to be plane's near wall, same for all decals.

    He could have stripes of textures on 1024x512 (no need for cutting polygons then) or align square polygons onto small uv space, manually or with use of Face mapping.

  • SnipaMasta
    • August 13, 2007 at 2:20 AM
    • #2,397

    As Buddy said, yes, they are just planes put slightly (0.1 grid units in Max) above the surface, as are the leaking dirt parts under the roof.

    The walls are done by taking a single plane mapped to a 2 X 1 section of my UV map (like a 256X128 section of it) and then duplicating that and cutting it to create the structure. It was very annoying.

    [Blocked Image: http://img225.imageshack.us/img225/2599/texalignqs9.jpg]

  • Buddy
    • August 13, 2007 at 2:55 AM
    • #2,398

    Wooh, you could just use Face mapping

  • ng.aniki
    • August 13, 2007 at 2:10 PM
    • #2,399

    Face Mapping ?

    Thanks for your answers !

    I were asking for the windows, because I'v worked on some ps2 project, and maybe because of the engine, making windows the way you do may create some.. clipping problems, when we look at them from somewhere far away of the model...

  • SnipaMasta
    • August 13, 2007 at 5:01 PM
    • #2,400

    I have no idea what Face mapping is

    Aniki, I think Iknow what you mean - but it doesn't happen in the engine I'm testing it in.

    Something different, anyway;

    [Blocked Image: http://img143.imageshack.us/img143/1673/sledgeyfl0.jpg]

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