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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Quickie
    • January 7, 2008 at 12:59 PM
    • #2,761

    i made a shotgun aswell (ithaca 37)

    [Blocked Image: http://img90.imageshack.us/img90/5933/lolwutwq6.jpg]

    1104 tris right now (unoptimized and whatnot), probably make another front sight sometime i tihnk

    imma make a highpoly/normalmap for it aswell so im keeping it all quads right now for subd. later

  • bitmap
    • January 7, 2008 at 5:37 PM
    • #2,762
    Quote from Quickie

    i made a shotgun aswell (ithaca 37) [Blocked Image: http://img90.imageshack.us/img90/5933/lolwutwq6.jpg]

    1104 tris right now (unoptimized and whatnot), probably make another front sight sometime i tihnk

    imma make a highpoly/normalmap for it aswell so im keeping it all quads right now for subd. later

    what?

  • General Vivi
    • January 9, 2008 at 8:22 AM
    • #2,763

    [Blocked Image: http://img526.imageshack.us/img526/8025/cactuswip2we2.jpg]

  • m8nkey
    • January 9, 2008 at 9:55 AM
    • #2,764

    Looks good Vivi. Is that going to be neon lights around the outline?

  • -HP-
    • January 9, 2008 at 10:11 AM
    • #2,765
    Quote from generalvivi

    [Blocked Image: http://img526.imageshack.us/img526/8025/cactuswip2we2.jpg]

    Indeed looks great!

  • D3ads
    • January 9, 2008 at 2:10 PM
    • #2,766

    Holy shit, that's fantastic!

  • General Vivi
    • January 9, 2008 at 4:40 PM
    • #2,767
    Quote from m8nkey

    Looks good Vivi. Is that going to be neon lights around the outline?

    yeah i made a self illumination map for the sign and the neons. Ima have to do something about getting a faked lighting on it for when its turned on but we shall see.

  • m8nkey
    • January 9, 2008 at 6:31 PM
    • #2,768
    Quote from generalvivi

    yeah i made a self illumination map for the sign and the neons. Ima have to do something about getting a faked lighting on it for when its turned on but we shall see.

    Nice, looking forward to seeing what you do. btw My introduction to max was your tutorials .

    Here's a wip of a bus stop. I'm pretty happy with the model but I'm going to merge some more replicated areas of the UV map and make it more efficient.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0005.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/wip0004.jpg]

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

    I know I'll get better with practice but my texturing skills truely suck balls. If anyone with skillz would care to skin (or even make) some models for my duke map http://%7boption%7d contact me. I need a ton of custom models and textures and I'm doing the lot myself atm.

  • General Vivi
    • January 9, 2008 at 7:21 PM
    • #2,769

    Ah thanks! love helping people out

    btw nice buss stop! looks great in design! really sweet! My only crit would be that you need to practice optimizing your uv map a lil better with your space.

    and that you prob could have used a 512 skin for that... maybe...... !

  • m8nkey
    • January 9, 2008 at 9:20 PM
    • #2,770

    done. optimised the UV map and now using a 512x512 skin. also, posters are just placeholders

    *replaced the model pic with UV map in my previous post with the new UV map. http://%7Boption%7D[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bustop.jpg]

  • General Vivi
    • January 9, 2008 at 11:48 PM
    • #2,771

    Yeah thats much better! good work

  • Psyshokiller
    • January 10, 2008 at 2:12 AM
    • #2,772

    Dead oak mapobject.

    588 tris

    1024 Diffuse, Normal.

    [Blocked Image: http://xs123.xs.to/xs123/08024/pics422.png]

    The screenshot is from Prey (doom3 engine).

  • Sentura
    • January 10, 2008 at 5:13 AM
    • #2,773

    modelled in what program -- zbrush?

  • e-freak
    • January 10, 2008 at 11:38 AM
    • #2,774

    have you seen a real dead tree some time in the past? They usually b-r-e-a-kk sharp and not so soft and on a hell of different height levels. Additional Oaks are "Roundrooters" - they develop roots in two directions - once down and once to the sides so they can last storms for a very long time and are often the victims of boars who dig between the side-roots and eat the acorns. So my tips for improvement (of an already good model - don't get me wrong there): Wider roots, more splitting on the top and some edgier breaks up there.

    Found a Fotography of mine of an old tree:

    [Blocked Image: http://www.abload.de/img/klein007vmv.jpg]

  • Psyshokiller
    • January 10, 2008 at 2:30 PM
    • #2,775

    Thanks for the hints. Those can even be accomplished by pulling some vertices around on the lowpoly.

    Sentura: My pipeline was: basemesh in max-> highpoly in zbrush-> lowpoly in max-> baking in zbrush.

  • Zeta
    • January 10, 2008 at 4:08 PM
    • #2,776

    lovely sculpt mate

  • Sa74n
    • January 10, 2008 at 4:56 PM
    • #2,777

    still working on this guy on and off

    [Blocked Image: http://www.sa74n-design.de/temp/yue_wip3.jpg]

  • e-freak
    • January 10, 2008 at 5:01 PM
    • #2,778

    he looked better before he was horny...

  • D3ads
    • January 11, 2008 at 2:41 PM
    • #2,779

    Nice tree Psyshokiller

  • KIIIA
    • January 11, 2008 at 11:09 PM
    • #2,780

    One little wall prop model i made to test with the new UED, but haven`t found the time yet to get familiar with importing it to the new engine.....so, here`s just a render:

    [Blocked Image: http://www.kiiia.com/Bilder/prop_render_1.jpg]

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