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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • dissonance
    • December 14, 2007 at 10:10 PM
    • #2,721

    Me gusta.

    Does it gib?

  • bitmap
    • December 14, 2007 at 10:13 PM
    • #2,722

    no sir.

  • Quakis
    • December 14, 2007 at 10:21 PM
    • #2,723

    You've shown every angle except the underneath part. Shame on you.

  • dissonance
    • December 14, 2007 at 10:55 PM
    • #2,724
    Quote from bitmap

    no sir.

    Right. It's plastic.

  • Pomperi
    • December 15, 2007 at 3:19 PM
    • #2,725

    A modular prop set made for Decadence:

    [Blocked Image: http://img220.imageshack.us/img220/7344/pomppropset01bx4.jpg]

    Been building jetties and bridges all week with these. Starting to get sick of them, but one can build half a city with them without making it look too repetative.

  • Buddy
    • December 15, 2007 at 5:48 PM
    • #2,726

    Nice work,

    btw, You sweds have all the same texturing style..

  • Pomperi
    • December 15, 2007 at 5:54 PM
    • #2,727
    Quote from buddy the designer

    Nice work,btw, You sweds have all the same texturing style..

    Thanks, but is that a good or a bad thing?

  • Buddy
    • December 15, 2007 at 7:03 PM
    • #2,728

    I dig this style so it's ok (but in most cases i can never tell if it's clay's philip's decs's or your work )

  • the0rthopaedicsurgeon
    • December 19, 2007 at 4:59 PM
    • #2,729

    i made this chair prop yesterday for my l4d map, since the photo reference is what i'm using as a reference for the map itself. since i'm building the map in css i can't use phong shaders; so i'll wait until l4d is released to add those.

    [Blocked Image: http://img204.imageshack.us/img204/9196/yamachair1iu9.jpg]

    [Blocked Image: http://img412.imageshack.us/img412/1372/yamachair12cn1.jpg]

    [Blocked Image: http://img141.imageshack.us/img141/2020/newkomagari011cj9.th.jpg]

  • Minos
    • December 19, 2007 at 6:30 PM
    • #2,730

    Looks pretty consistent, too bad the texture looks a bit low res but you can't use a 1024^2 map for a single chair I suppose ;(

  • skdr
    • December 21, 2007 at 12:07 AM
    • #2,731
    Quote from bitmap

    added some bloom on 3dsmax viewport using the scene effect loader and took some shoots

    How?

  • Wunderboy
    • December 21, 2007 at 2:54 AM
    • #2,732
    Quote from skdr

    How?

    Rendering->Effects->Effects Tab->Add...

    Add blur then scroll down and go to the Blur Parameters rollout and set blur only to work on Luminance.

    Set Brightness to 100%, Blend to 60%, Min 60%, Max 100% and Feather Radius to 100%. Go from there.

    Use the "Update Effect" to update the effect whenever you change a value.

  • bitmap
    • December 21, 2007 at 4:48 AM
    • #2,733
    Quote from Wunderboy

    Rendering->Effects->Effects Tab->Add...

    Add blur then scroll down and go to the Blur Parameters rollout and set blur only to work on Luminance.

    Set Brightness to 100%, Blend to 60%, Min 60%, Max 100% and Feather Radius to 100%. Go from there.

    Use the "Update Effect" to update the effect whenever you change a value.

    yeah..

    no.

    i didnt do that.

    what i did was..

    i went to the utilities tab.. the one where you fin the polycount counter and whatnot. and then i added a new button. i added the tool Scene Effect Loader.

    With this tool you can add post effects to the viewport.

    load the effects which are under maps\fx\scenes on your max directory.

    then just activate the effects ticking the checkbox that says effects. if you wish to edit the fx file. just double click the effect on the list. and bam!

  • Wunderboy
    • December 21, 2007 at 8:21 AM
    • #2,734
    Quote from bitmap

    yeah..no.

    i didnt do that.

    what i did was..

    i went to the utilities tab.. the one where you fin the polycount counter and whatnot. and then i added a new button. i added the tool Scene Effect Loader.

    With this tool you can add post effects to the viewport.

    load the effects which are under maps\fx\scenes on your max directory.

    then just activate the effects ticking the checkbox that says effects. if you wish to edit the fx file. just double click the effect on the list. and bam!

    Display More

    Well theres always one way to skin a cat

  • Sa74n
    • December 21, 2007 at 3:22 PM
    • #2,735

    trying to get into zb

    yue paintings used as ref. used some random head base model from a zb board

    [Blocked Image: http://www.sa74n-design.de/temp/yue.jpg]

  • Minos
    • December 21, 2007 at 7:34 PM
    • #2,736

    lol looks nice. I have also been trying to get into zbrush coincidently

  • Minos
    • December 22, 2007 at 5:47 PM
    • #2,737

    Made this for a game-artist.net speed modeling contest

    [Blocked Image: http://www.uploadhouse.com/fileuploads/94…0e9ce6511b7.jpg]

    wireframe

  • Minos
    • December 23, 2007 at 2:49 AM
    • #2,738

    I was pretty bored tonight and decided to try some cave modeling on max... thanks hourences for the great tutorial

    [Blocked Image: http://leveldesign.com.br/minotaur0/cave_wip1.jpg]

    Now I need to figure out vertexpainting and add lots of details to it so I can have something good for my portfolio

  • kurt_loeffler
    • December 23, 2007 at 5:57 AM
    • #2,739

    another GoW inspired asset because the world of gears has a complete lack of trashcans.

    [Blocked Image: http://www.keenleveldesign.com/pimp/texturingandlighting/trashcancompbeauty.jpg]

  • Sindwiller
    • December 23, 2007 at 8:43 PM
    • #2,740

    I don't know how that would fit into a Earth city (a concrete trashcan? - I haven't played GoW though ). Anyway, looks pretty bad ass if you ask me

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