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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • curman
    • October 18, 2007 at 5:30 PM
    • #2,621

    ReFlex - Nice model. I actually remember when HL2 first came out, I would join all the servers with a custom map. I actually remember a really nice subtransit remake. (If it's for that.) It was a bit blocky, but overall it was decently made.

  • Minos
    • October 18, 2007 at 9:59 PM
    • #2,622

    Electrician ladder I modeled today, around 570 tris (there's a single lod stage that makes it go down to 270)

    max viewport:

    [Blocked Image: http://www.uploadhouse.com/fileuploads/619/6194998853979a51b8b767fa262a387320d863.jpg]

    Ingame:

    [Blocked Image: http://www.uploadhouse.com/fileuploads/619/619812c5c9b3c68ff4a60102613c7c6bd51f32.jpg]

  • zeon
    • October 18, 2007 at 10:03 PM
    • #2,623

    wouldnt they cut the wood to follow in line with the top?. stupid to have it rest on teh edges. and it dosnt seems like it buildt to cloes together. might be wrong though, but it looks hot

  • Minos
    • October 18, 2007 at 10:08 PM
    • #2,624

    No man, it's one of those ladders which you can fold and unfold. The wood doesn't line to the top when unfolded.

  • -HP-
    • October 18, 2007 at 10:12 PM
    • #2,625

    Very nice prop man, I especially like the well picked texture, Nice UVW's as well!

  • fonfa
    • October 18, 2007 at 10:44 PM
    • #2,626

    pretty good model, but it looks HUGE

  • Sindwiller
    • October 18, 2007 at 11:04 PM
    • #2,627
    Quote from fonfa

    pretty good model, but it looks HUGE

    Err, huge? That's a ladder ffs, you use it to get up high Other than that, the scaling looks fine to me.

  • KoKo5oVaR
    • October 18, 2007 at 11:57 PM
    • #2,628

    Indeed mino sweet looking and cool ladder, especially the texture, but dang, it looks HUGE

    ~1900 tris. Ffffffuck

    [Blocked Image: http://kokosovar.free.fr/wireframe.jpg]

  • Minos
    • October 19, 2007 at 3:13 AM
    • #2,629

    Nah it's not huge, it's perfectly sized imo. References:

    [Blocked Image: http://www.jumbojoke.com/images/safety5.jpg]

    [Blocked Image: http://www.thelittleladderstore.com/images/graphics/type1afiberbase6.jpg]

    Kokos: Looks cool but the texture looks very low res. Maybe it's just the specs you were working on What is it for ? College ?

  • Rick_D
    • October 19, 2007 at 4:21 AM
    • #2,630

    but notice how many steps those ladders have compared to yours.

    You have 4 steps which would be a ladder around 4ft high.

    The size it looks in-game is pretty big, if it's a small stepladder then it looks like it needs to be smaller, if it;s somehting liek this:

    http://mantiquesmodern.1stdibs.com/arch ... CN0339.jpg

    then it needs to have a few changes - one important thing is that it doesn't matter if it folds or not, the foot rest at the top (which isn't actually for standing on btw, that's unsafe practice, it's for your tools and mainly just there to provide a solid pivot point for the ladder to fold/unfold - unless of course it's a 4ft stepladder, see above ) is very big and ill-designed, if you look at the overhang you would have a tough job getting your foot from the top platform onto the top step without missing and perhaps taking a little tumble. Also the wood would be cut to align when the ladder is in it's open position, it doesn't matter what it's doing when it is closed because no-one should be standing on it; what you have there is some pressure points that will most likely lead to the wood cracking down the middle.

    Nice detail on the hinges at the top, but what are those wooden slats at the sides for? I don't see any way in which they would move - they seem very static and make it seem like the ladder doesn't fold, take a look at your references for how the side supports work.

    The texture is nice (512x512?) and the bolts are a nice touch, but the scale and lack of reality let it down somewhat. Even if you don't bother to change it there's hopefully some thigns to keep in mind for next time, it;s worth checking the reality/feasibility of something before unwrapping and texturing, at least you can make changes where needed.

  • Rick_D
    • October 19, 2007 at 4:22 AM
    • #2,631

    [Blocked Image: http://www.jumbojoke.com/images/safety5.jpg]

    appropriate that the image is called 'safety' - the guy is standing on a metal ladder in a pool of water, while using an electrical appliance - gg instant crispy electrician

  • Minos
    • October 19, 2007 at 4:39 AM
    • #2,632

    Ok Rick you convinced me Great crits, I'll surely fix some of them.

  • nooba
    • October 19, 2007 at 5:00 AM
    • #2,633

    Looks great mino

  • Minos
    • October 19, 2007 at 5:54 AM
    • #2,634

    Alright, fixed the issues, I think it looks a lot better now

    [Blocked Image: http://www.uploadhouse.com/fileuploads/621/62175764dbbbd8cd55c8b81c5ca0c1a1d2627f.jpg]

    The UV is ready, baking the occlusion now

  • Bluestrike
    • October 19, 2007 at 5:36 PM
    • #2,635

    Lets see what model related stuff I have on my ftp atm.

    (all for source, only mentioning the main models poly's not the lods)

    Oiltower 1244 poly's.

    [Blocked Image: http://www.bluestrike.be/insurgency/oiltower1.jpg][Blocked Image: http://www.bluestrike.be/insurgency/oiltower2.jpg][Blocked Image: http://www.bluestrike.be/insurgency/oiltower3.jpg]

    [Blocked Image: http://www.bluestrike.be/insurgency/oiltower.jpg]

    Orb, 1040 poly's or so, way to many for a model the size of a football, but I'm tying to animate it

    [Blocked Image: http://www.bluestrike.be/awake2/orb.jpg]

    Conveyor, 707 poly's, Skin by the l33t Minotaur0

    [Blocked Image: http://www.bluestrike.be/tempspul/vertconveyor.jpg]

    Storefront, 553 poly's

    http://www.texturehub.net/forum/viewthr ... read_id=19

    [Blocked Image: http://www.bluestrike.be/tempspul/storefront03.jpg]

  • Nazul
    • October 20, 2007 at 1:26 PM
    • #2,636

    [Blocked Image: http://www.nazul.nl/stuff/Bushokje_02.jpg]

    wanted it being a prop. so i'll not mention the poly's atm .. oh alright, somewhat about 9k... haha

    going to tweak it a hell of a lot and then show it again!

  • Rick_D
    • October 20, 2007 at 5:00 PM
    • #2,637

    i'm sorry, what?

    i thought you said 9k for a second there.

  • dux
    • October 20, 2007 at 6:01 PM
    • #2,638

    I think he said 9k for a table.

    ...

  • mjens
    • October 20, 2007 at 6:44 PM
    • #2,639
    Quote from Nazul

    [Blocked Image: http://www.nazul.nl/stuff/Bushokje_02.jpg]wanted it being a prop. so i'll not mention the poly's atm .. oh alright, somewhat about 9k... haha

    going to tweak it a hell of a lot and then show it again!

    it's a bus stop? here's mine (1k polys):

    [Blocked Image: http://level-design.org/bus_stop-environment.jpg]

  • D3ads
    • October 20, 2007 at 7:24 PM
    • #2,640

    Looks awesome, but that road could do with being wider, it's a bit cramped at the moment...

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