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.
The random model thread!
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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]
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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]
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congrats

hope you have much fun with the two apps
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little binoculars prop for my goldeneye source map:
[Blocked Image: http://xs320.xs.to/xs320/07435/uberdas.jpg]
texturing it as you read this
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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]
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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]
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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.
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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.
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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.
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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)
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lol they suck!
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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

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you mean 500 tris max?
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Yeah when i say a poly i mean a triangle, not a quad ;x
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haha that's an awesome squirrel.
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Yeah I love my kokos

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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]
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wow looking great minos! <3!
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wherever theres a bench prop... vivi will be there to comment on it!

love the squirrel koko
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