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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Rick_D
    • October 20, 2007 at 8:44 PM
    • #2,641

    it's just a backdrop for the bus shelter - the focus of the piece, if you want to nitpick then there's plenty of things that could do with adjusting, the bus shelter, however, is rather nice.

  • SnipaMasta
    • October 22, 2007 at 3:53 PM
    • #2,642

    That bus shelter looks cool, although didn't you make it in colour?

    Anyway - something I've been working on:

    [Blocked Image: http://img267.imageshack.us/img267/1884/mp9wipby1.jpg]

  • PogoP
    • October 22, 2007 at 7:05 PM
    • #2,643

    I today picked up 3DS Max and Photoshop for the first time... I've never used either program, except for cropping/brightening pictures in Photoshop. Here's my first ever model/skin.

    Bearing in mind of course that the model is practically already done by Generalvivi in his tutorials ;D

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/BenchWIP.jpg]

  • Rick_D
    • October 22, 2007 at 7:32 PM
    • #2,644

    congrats

    hope you have much fun with the two apps

  • fonfa
    • October 26, 2007 at 4:44 PM
    • #2,645

    little binoculars prop for my goldeneye source map:

    [Blocked Image: http://xs320.xs.to/xs320/07435/uberdas.jpg]

    texturing it as you read this

  • m8nkey
    • October 27, 2007 at 2:58 PM
    • #2,646
    Quote from PogoP

    Bearing in mind of course that the model is practically already done by Generalvivi in his tutorials ;D

    As a fellow beginner I'd have to aggree the General's tuts were a great place to start. I deviated slightly as I created my own model and used Wunderboy's 3ds Max VTF pluggin for the texture in Max.

    This is pretty humiliating but I just keep getting the dreaded purple checkers in game. I followed Generalvivi's tutorials and have searched around the net but just can't get it to work.

    The VTF/VMT are located:

    C:\Program Files\Valve\Steam\steamapps\account\counter-strike source\cstrike\materials\models\test

    In my qc file I refered to it using:

    $cdmaterials "models\test"

    As the same VTF is applied to my Max model I can't understand what the problem is.

    Here's a Max render alongside a pic in HLMV. Polycount is 754 but think I can do some more optimising.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/c_seat.jpg]

  • fonfa
    • October 27, 2007 at 8:51 PM
    • #2,647

    that could be a problem in the vmt itself. post it here so we can help you

    i'm having a hard time texturing this little guy. crits plz!

    [Blocked Image: http://xs320.xs.to/xs320/07436/fail.jpg]

  • m8nkey
    • October 28, 2007 at 5:57 AM
    • #2,648
    Quote from fonfa

    that could be a problem in the vmt itself. post it here so we can help youi'm having a hard time texturing this little guy. crits plz!

    I'd suggest finding a good base texture as a starting point from the net. Personally I'd aim for something plastic looking, posibly with scratches.

    A specular effect on the lenses would be cool too.

    Fixed my texture problem, problem was the 3ds Max model had an object without the correct texture assigned. The model looks horrible in game, it was just a practice as I'll have to make some cinema seats for the map I'm working on.

  • fonfa
    • October 28, 2007 at 12:43 PM
    • #2,649

    I tried, didn't find any base texture of that kind of plastic. I made it a bit noisy though, a bit hard to see from the pic. And the lens will have specularity for sure. I'm just not really satisfied the way it is now.

    For your stuff, i think you should try a model with more straight lines and less small details like the soda holding thing. Since you're planning on making the whole cinema room, why don't you try a seat like this one?

    [Blocked Image: http://www.cinestructures.co.uk/images/santander500.jpg]

    The most important part of the seat is the silhouette. You don't need to spend that many polys on the inner parts, since you can give that detail via texture. You need a lower poly seat, make it as simple as possible so you can have lots of them in the scene.

  • m8nkey
    • October 29, 2007 at 6:59 AM
    • #2,650

    Checkout the plastics section at http://%7boption%7d

    could even manipulate a scratched metal texture or something to add scratches to your base texture.

    I checked out that design when I was looking for reference pics. Decided on a more intricate design as the model will be in a fairly low detail, enclosed room so think I can afford the extra polys.

  • Minos
    • October 29, 2007 at 6:26 PM
    • #2,651

    Modeled these arches for my INS map:

    [Blocked Image: http://www.uploadhouse.com/fileuploads/667/667245c416023722cb11c8f1a3217dcfd3b44e.jpg]

    (130 polys but the lod stage cuts it down to 70 or something which is pretty optimal imo)

  • Skjalg
    • October 29, 2007 at 11:14 PM
    • #2,652

    lol they suck!

  • KoKo5oVaR
    • October 29, 2007 at 11:55 PM
    • #2,653

    kickass mino, maybe just the inner side which is a bit bland but that's all i can critic

    As an exercise at uni, we had to do a lowpoly squirrel to learn how to modelise with maya, 500 polys max and 256*256 px for the texture

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

    If i could i would add an alpha map for the moustaches

  • -HP-
    • October 30, 2007 at 12:18 AM
    • #2,654

    you mean 500 tris max?

  • KoKo5oVaR
    • October 30, 2007 at 12:20 AM
    • #2,655

    Yeah when i say a poly i mean a triangle, not a quad ;x

  • Erratic
    • October 30, 2007 at 1:21 AM
    • #2,656

    haha that's an awesome squirrel.

  • Minos
    • October 30, 2007 at 1:55 AM
    • #2,657

    Yeah I love my kokos <3

  • Minos
    • October 30, 2007 at 2:45 AM
    • #2,658

    alright, another prop for my map, a park bench this time (yeah it's my own concept)

    [Blocked Image: http://www.uploadhouse.com/fileuploads/669/669502e7687fa8768c48d9d18fb359cd14b5d1.jpg]

  • General Vivi
    • October 30, 2007 at 3:14 AM
    • #2,659

    wow looking great minos! <3!

  • Meotwister
    • October 30, 2007 at 3:39 AM
    • #2,660

    wherever theres a bench prop... vivi will be there to comment on it!

    love the squirrel koko

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