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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • OL
    • January 28, 2008 at 6:01 AM
    • #2,801

    a random thing to go in a tf2 map, just wanted to give the style a try

    [Blocked Image: http://beancitynights.org/gamedev/models/bench2.jpg]

  • Zeta
    • January 28, 2008 at 12:18 PM
    • #2,802

    that's great ol

  • Ginger Lord
    • January 28, 2008 at 1:04 PM
    • #2,803

    Just did a little rain test for my animation:

    http://www.gingerlord.co.uk/rain_test.mov

    Its only 20 frames looped, hence a bit of jerkyness. Just leaves the other 17 scenes to do, all the character rigging, weighting shape animation, then all the animation, then all the post processing and rendering.

  • Ooghijmiqtxxa
    • February 6, 2008 at 1:36 AM
    • #2,804

    OL: The stuff is looking really good. I was a huge fan of Rock2 for QWTF. Keep at it man! I want to play some Rock2 damnit!

    I did this as a little test to myself. I wanted to see how much I could push a simple cylinder shape. It took a lot for me not to add little bits and arms to it. I'm thinking of using it in a HL2 level I have planned, but not sure if I have the time. Let me know what you guys think!

    [Blocked Image: http://img164.imageshack.us/img164/6996/simpletestdr8.jpg]

  • Psyshokiller
    • February 6, 2008 at 9:47 AM
    • #2,805

    Oh that's really lovely. Could be well used as a pipe or support beam. The rivets and seams (those black lines between the metal plates) look kinda painted though. They lack depth and are not as sharp.

  • Sentura
    • February 6, 2008 at 11:36 PM
    • #2,806

    i would say a piston. like some alien machinery. it's far too weird in structure to be a support column i believe, but a piston could actually have use of the spaces when placed inside a cylinder.

  • Yokai
    • February 8, 2008 at 8:50 PM
    • #2,807

    That's pretty awesome looking, though I feel that it's a bit too grungy, though I guess it depends on it's surrounding environment... But great job.

  • the0rthopaedicsurgeon
    • February 8, 2008 at 11:56 PM
    • #2,808

    Finished skinning a boat prop for a TF2 map I'm making. It could do with more detail but I can't do much more with a 2048x10124 texture on a model this size.

    Renders:

    [Blocked Image: http://img168.imageshack.us/img168/2681/boat1wz9.th.jpg][Blocked Image: http://img168.imageshack.us/img168/6986/boat2ki0.th.jpg]

    Ingame:

    [Blocked Image: http://img168.imageshack.us/img168/9208/cpboatstrig0000kf6.th.jpg][Blocked Image: http://img168.imageshack.us/img168/1377/cpboatstrig0002ve7.th.jpg]

  • KIIIA
    • February 9, 2008 at 1:56 AM
    • #2,809

    hmm, texturing on this prop isn`t finished yet, is it?

    Cant you assign several textures with TextureIDs on the same model? (Used to work with UT2kX for example), otherwise i would breal up the model into several parts with several textures (If that is possible). Right now it looks like it is way under its possibilities from the texturing side.

    Biggest problem is a lack of contrast......windows have same material as the walls etc.......

  • the0rthopaedicsurgeon
    • February 9, 2008 at 3:18 AM
    • #2,810

    i thought there was a problem with using multiple textures on one model, although i can't even remember what that was supposed to be. i could've split it into separate models, but that'd still be extra textures so i don't know how i'd be saving performance at all. it's not completely finished though, it's just at the stage where it's good enough to go ingame and therefore usually gets left like that because i'm too lazy to do anything else with it. i'm going to try different base metal textures and see how they look though, it's just harder to skin for tf2 after other games even though (or because) everything's plainer and simpler.

  • searinox
    • February 9, 2008 at 12:31 PM
    • #2,811

    Hey, I see some awesome models here!!! Good job!!!

    Well, this is my dear Stug III, still on WIP

    [Blocked Image: http://img502.imageshack.us/img502/8031/stugao1sc5.th.jpg]

    [Blocked Image: http://img174.imageshack.us/img174/8549/stugao21ii2.th.jpg]

    [Blocked Image: http://img174.imageshack.us/img174/7135/stugao31rr1.th.jpg]

    If someone has some references for a mg34 or for those canisters (I must redo them, those really sux), please, post them, I really need it!

  • KIIIA
    • February 15, 2008 at 6:45 PM
    • #2,812

    First HQ render of my Ferrari Enzo, which will be a part of my application map for university. There will be an own thread soon with some other renderings, but since every render takes about an hour, this pic in the WIP thread has to be enough

    Modeled with maya and rendered with mental ray:

    [Blocked Image: http://www.kiiia.com/Bilder/enzo_1.jpg]

  • OL
    • February 22, 2008 at 6:45 PM
    • #2,813

    I time-lapse recorded myself modeling a thing maybe it's interesting

    http://beancitynights.org/gamedev/Micro ... scope.html

  • Seldoon182
    • February 23, 2008 at 9:39 AM
    • #2,814

    Good job OL... How many poly ?

  • OL
    • February 23, 2008 at 9:17 PM
    • #2,815

    I added a box thing, without any major optimizing lod0 is 5065 polys total

    [Blocked Image: http://beancitynights.org/gamedev/microscope.jpg]

  • ⌐■_■
    • February 23, 2008 at 11:31 PM
    • #2,816
    Quote from OL

    I time-lapse recorded myself modeling a thing maybe it's interestinghttp://beancitynights.org/gamedev/Micro ... scope.html

    hmm firefox keeps crashing if i try to open it

  • OL
    • February 24, 2008 at 12:23 AM
    • #2,817

    heres the wmv file, open it in a media player directly

    http://beancitynights.org/gamedev/Micro ... oscope.wmv

  • ⌐■_■
    • February 26, 2008 at 5:01 PM
    • #2,818

    thanks!

  • Pomperi
    • March 4, 2008 at 12:49 PM
    • #2,819

    The texture is heavy WIP, but I could really need a little input on it:

    [Blocked Image: http://img88.imageshack.us/img88/8117/leaktexturewip01rh2.jpg]

    [Blocked Image: http://img88.imageshack.us/img88/6397/leaktexturewip02ob4.jpg]

    It's mostly the weapon body that I'm not very pleased with texture-wise, but I'm kinda stuck.

  • bitmap
    • March 4, 2008 at 2:30 PM
    • #2,820

    how does this gun work?

    where do i put my hands?

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