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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • KoKo5oVaR
    • January 13, 2008 at 9:31 PM
    • #2,781

    A little more of lowpoly characther modeling, i'm not satisfied, especially of the texture.

    That's poison ivy from batman (the cartoon) i tried to respect the style in 3D using a model sheet, but damn ..

    [Blocked Image: http://www.latourdesheros.com/Batman_TAS/Personnages/Poison_ivy/Poison_Ivy_Model_Sheets.jpg]

    [Blocked Image: http://kokosovar.free.fr/poison-ivy_render.jpg][Blocked Image: http://kokosovar.free.fr/ivywire.jpg]

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

  • dux
    • January 13, 2008 at 11:07 PM
    • #2,782

    The face bothers me the most koko. She looks like an old whore

  • Meotwister
    • January 14, 2008 at 1:58 AM
    • #2,783

    I'm gonna have to agree... the wireframe looks great though.

  • Ooghijmiqtxxa
    • January 15, 2008 at 9:47 PM
    • #2,784

    Hi guys, long time since I've posted something here.

    [Blocked Image: http://i248.photobucket.com/albums/gg197/ooghijmiqtxxa/techdoor1.jpg]

    I'm probably going to do a whole tech set kind of like this. I had a lot of fun making this one. I'm used to making environmental textures so I have to worry about stuff tiling so this was fun because I got to put in some details.

    KoKo: That looks great! I instantly thought of the animated series Poison Ivy, so you're defiantly on the right track. I think the face is a little too fat. Once you get the posion ivy colors in there, it'll really pop.

  • D3ads
    • January 20, 2008 at 3:14 PM
    • #2,785

    Nice

  • the0rthopaedicsurgeon
    • January 20, 2008 at 11:52 PM
    • #2,786

    I decided to model an Audi RS4 for no particular reason, just to see if I could and to get some low-poly practice. Hopefully I can get it skinned and imported in CSS. It's about 4200 polys and more or less done, except the side windows which need fixing.

    [Blocked Image: http://img183.imageshack.us/img183/5165/rs41ar4.jpg]

    [Blocked Image: http://img265.imageshack.us/img265/9320/rs42xj0.jpg]

    [Blocked Image: http://img183.imageshack.us/img183/4429/rs43nv6.jpg]

  • ⌐■_■
    • January 21, 2008 at 2:10 AM
    • #2,787

    wireframe?

    also: looks hot!

  • D3ads
    • January 21, 2008 at 3:14 PM
    • #2,788

    Sweet model

  • Ginger Lord
    • January 21, 2008 at 7:23 PM
    • #2,789

    Heavy WIP of my Uni animation first scene

    [Blocked Image: http://img87.imageshack.us/img87/2759/streetnew2vs7.jpg]

  • searinox
    • January 25, 2008 at 5:57 PM
    • #2,790

    A model that I am workin´ on:

    [Blocked Image: http://img184.imageshack.us/img184/1803/stugao1ut9.th.jpg]

    [Blocked Image: http://img523.imageshack.us/img523/5107/stugao21ve0.th.jpg]

    High poly, gonna make the low poly version later to bake normal maps on it, but first I must finish all the amount of shit that this will have on

    C&C welcome ^^

  • Warby
    • January 25, 2008 at 8:36 PM
    • #2,791

    [Blocked Image: http://warby.bitproll.de/wip/facade_wip.jpg]


    tank looks great baking those threats is gonna be difficult though

  • searinox
    • January 26, 2008 at 12:52 PM
    • #2,792
    Quote

    tank looks great baking those threats is gonna be difficult though

    Very thanks!! Yeah, bake that will be hard, but Ithink it will look great ingame ^^, or I hope that!!!

  • D3ads
    • January 26, 2008 at 2:10 PM
    • #2,793

    That looks so sexy Warby, your own photo references?

  • hessi
    • January 26, 2008 at 2:34 PM
    • #2,794

    hahaha. check out what the sign on the fascade says then you might know who made the photo resources

  • Buddy
    • January 26, 2008 at 2:51 PM
    • #2,795

    It looks ok Warby but the wood is way off, something wrong about it, maybe color.

  • Seldoon182
    • January 26, 2008 at 3:49 PM
    • #2,796
    Quote from buddy the designer

    It looks ok Warby but the wood is way off, something wrong about it, maybe color.

    +1

    The way you had arranged the wood doesn't look real. But still a huge work.

  • Acumen
    • January 26, 2008 at 4:46 PM
    • #2,797

    i think its that you tried to make it look random and now it looks forced-random - i mean it looks like you finished that piece and then duplicated one wooden piece over and over again and rotated it to get a random look, and i think that's not exactly how people would do that in real time. i mean it would be sloppy, but not terribly rotated, imo.

    http://www1.istockphoto.com/file_thumbv ... ground.jpg

    while this may not be the best example to show what i mean, but i think you should try it in the sense off, people will randomly select the wood pieces but not rotate it completely uncommon. I would consider far less rotation on the planks, but a bit more texture variation maybe.

    apart from that, i tend to dislike your heavy photosource look, i dont know its just too much shadow visible in many of your textures which im kinda not a huge fan of :/

  • D3ads
    • January 26, 2008 at 6:42 PM
    • #2,798
    Quote from hessi

    hahaha. check out what the sign on the fascade says then you might know who made the photo resources

    I completely missed that, I have the attention span of a goldfish today! <3

  • Buddy
    • January 27, 2008 at 1:18 PM
    • #2,799

    Yeah pretty much these comments express what I was thinking, also i think that the wood texture could use some love.

  • searinox
    • January 27, 2008 at 4:13 PM
    • #2,800

    A render that I´ve done for fun. Yeah, the Final Gather has fuxxored the floor and I dont like the light angle that it´s given by the HDR probe, but for the rest I am pretty happy:

    [Blocked Image: http://img100.imageshack.us/img100/7416/stugrender1zc2.th.jpg]

    Now back to work....

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