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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Buddy
    • March 18, 2008 at 7:34 PM
    • #2,841

    The cannon looks Gears! good work.

  • Quakis
    • March 22, 2008 at 1:24 AM
    • #2,842

    Simple chair model which will be used for one of my Source projects. The texture will come later once I decide on a colour scheme for where it'll be used. Fortunetly this project will be custom content heavy so I can go wild, heh. Nothing spectacular but I quite like it myself;

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/model_comchair01.jpg]

  • michi.be
    • March 22, 2008 at 6:39 PM
    • #2,843

    Nurb this is stunning. I love the gun.

  • Nurb
    • March 22, 2008 at 9:23 PM
    • #2,844

    Thanks for the comments on the gun atm I'm working on the rest of the scene:

    [Blocked Image: http://www.claeng.com/__forumpublish/tanker_render02.jpg]

    Texturing the ship atm, but the model is very plain so far. It's gonna have railings, cranes, crates, stairways, steeringwheel, windows, trims and ofcourse a jolly rogers flag But I add those as separate meshes to save GPU. The ship model itself is just 1646 tris. I'm texturing all of it with tileable textures just as if it was brush geometry (so you can go really close and still get a sharp texture), and then in the unreal engine I multiply these textures with a single 2048 texture of the entire ship that contains unique details such as rusty areas, seaweed on the hull and tire-marks on the deck. Hope that makes sence Most of the textures are very wip but suggestions are welcome.

    Btw, does anyone know how to override the vertexlighting of static meshes in UT3 in favor of lightmaps? I'm quite sure it's possible, but cant seem to get it to work. I've tested a bunch of different lightmap res and lightmap index settings on the mesh, but dont even know what the lightmap index is, and either way it seems there is something else that I'm missing.

  • ng.aniki
    • March 22, 2008 at 9:34 PM
    • #2,845

    The second character I made... Lot of mistakes, but I learned a lot of them.. :comeback:

    [Blocked Image: http://pix.nofrag.com/a/6/0/8d7ef6cb3ee17641f87dc4622db45.jpg]

  • searinox
    • March 23, 2008 at 12:37 PM
    • #2,846

    Nurb, that ship gonna be awesome!! And I LOVE those cannons!!

    ng.aniki, that model looks cool, but you should focus more on details and anatomy, those arms are so strange.

    --------------

    This is an mg34 hipoly model for my Stug III model. I want to add an ammo belt on the other side, but the next step will be model it on lowpoly and bake the normal maps into it... (and the f****** UV unwarp, and texturing)

    [Blocked Image: http://img120.imageshack.us/img120/149/mgwip1by1.jpg]

    [Blocked Image: http://img393.imageshack.us/img393/3159/mgwip21zw5.jpg]

    [Blocked Image: http://img510.imageshack.us/img510/7342/mgwip1kv2.jpg]

    [Blocked Image: http://img174.imageshack.us/img174/4880/mgwip1lk6.jpg]

    [Blocked Image: http://img379.imageshack.us/img379/2346/mgwip21ql8.jpg]

    [Blocked Image: http://img174.imageshack.us/img174/8830/mgwip31an6.jpg]

    Open the images on a separate window to see em on full size, res is HD1080

    Hope u like it ^^

  • JohnC
    • March 24, 2008 at 5:55 AM
    • #2,847

    Is there any chance a derivative of that could end up as an MG42 skin? I miss the 34 from classic DoD.

  • dissonance
    • March 24, 2008 at 4:58 PM
    • #2,848

    The DoF isn't working out for me, 'cause there's some weird black shading on the edges of the barrel. Doesn't look natural at all.

    Other than that, rock on. It looks awesome; can't wait to see it textured.

  • KIIIA
    • March 24, 2008 at 5:42 PM
    • #2,849

    nurb wrote:

    Quote

    ...I'm texturing all of it with tileable textures just as if it was brush geometry (so you can go really close and still get a sharp texture), and then in the unreal engine I multiply these textures with a single 2048 texture of the entire ship that contains unique details such as rusty areas, seaweed on the hull and tire-marks on the deck. Hope that makes sence ....

    You mean, you blend detailtextures over your texture of the ship? Or is it possible to assign different UV Sets to different textures that are applied over each other? For lightmaps i know its possible! If you are using a lightmap and model with maya i would recommend you to use this tool for the Lightmap UVSet: "http://www.renderheads.com/portfolio/UVAutoRatio/" . We used it at the studio for all the lightmaps, since it`s really handy!

  • Nurb
    • March 24, 2008 at 10:46 PM
    • #2,850
    Quote from KIIIA

    nurb wrote:

    You mean, you blend detailtextures over your texture of the ship? Or is it possible to assign different UV Sets to different textures that are applied over each other? For lightmaps i know its possible! If you are using a lightmap and model with maya i would recommend you to use this tool for the Lightmap UVSet: "http://www.renderheads.com/portfolio/UVAutoRatio/" . We used it at the studio for all the lightmaps, since it`s really handy!

    Yes, I blend the detailtextures with the ship texture (or rather multiply the shiptexture over the detailtextures). You put it way better than I did Figured out how to lightmap the ship now also. Didnt know that I had to make a second UVset X( So basically I just made a copy of the existing UVs and fixed some places where there would have been problems (like mirrored/overlapping UVs). Thanks for the tip on that app though, seems good. I'll check it out next time

  • the0rthopaedicsurgeon
    • March 26, 2008 at 4:55 AM
    • #2,851

    simple stone lantern prop for my L4D map. i'm putting in a shinto shrine to test my modelling/texturing skills so there's a lot more i still need to make after this one

    [Blocked Image: http://img252.imageshack.us/img252/9420/lantern01jr8.jpg]

  • Zeta
    • March 26, 2008 at 3:28 PM
    • #2,852

    Looks nice. Maybe chamfer the edges on top and bottom two blocks, a white outline around the text might help it pop out better as well.

  • Quakis
    • March 26, 2008 at 9:50 PM
    • #2,853

    Bar, work in progress - for current Source Project;

    [attachment=0]model_combararea06.jpg[/attachment]

  • PhilipK
    • March 27, 2008 at 6:12 PM
    • #2,854
    Quote from the0rthopaedicsurgeon

    simple stone lantern prop for my L4D map. i'm putting in a shinto shrine to test my modelling/texturing skills so there's a lot more i still need to make after this one[Blocked Image: http://img252.imageshack.us/img252/9420/lantern01jr8.jpg]

    I like that.

    I did make a little very quick edit on the pic on what I would have added texture wise probably tho. Mostly to help out define the geometry better ingame I think it's nice to work some on the edges. I know edge worn is so 90's but there are a lot of ways you can do that and not only a 1px pencil line. And it does really help bringing out the geometry better in most cases. This as I said was very quick and isn't very good at all... But maybe it's an idea at least. Also tried getting in some colors here and there (if it would be used in a grassy kind of environment).

    [Blocked Image: http://www.philipk.net/other/lantern01jr8_edit.jpg]

  • Minos
    • March 27, 2008 at 7:52 PM
    • #2,855

    I modeled a cool 3dsky building for ins_abdallah last night. Been willing to make one for years

    [Blocked Image: http://ftp.insmod.net/users/minotaur0/screenshots/3dsky_building01_mino.jpg]

    (I know the top parts are very blurry, I'll replace them with tiling textures instead of using the same uvmap as the rest of the building)

  • Cybbe
    • March 28, 2008 at 1:38 AM
    • #2,856
    Quote from Minotauro

    I modeled a cool 3dsky building for ins_abdallah last night. Been willing to make one for years [Blocked Image: http://ftp.insmod.net/users/minotaur0/screenshots/3dsky_building01_mino.jpg]

    (I know the top parts are very blurry, I'll replace them with tiling textures instead of using the same uvmap as the rest of the building)

    Looks nice. Though I don't think "blurry" is gonna cut it. It looks like a build engine texture

    But good work minos~~

    Only thing I have to say is it seems the two "sides" on the left of the picture are using the same texture. Which they probably are. It looks like the wear and tear is looping, which would be fine if it were on the other side of the building... But they're practically next to each other and looks kinda fake ;o

  • SnipaMasta
    • March 28, 2008 at 1:55 AM
    • #2,857
    Quote from Quakis

    Bar, work in progress - for current Source Project;[attachment=0]model_combararea06.jpg[/attachment]

    Looks cool, but maybe add some more space to the shelves on top if they're for drinks?

    (some way of telling the scale would be nice for future renders btw)

  • Quakis
    • March 28, 2008 at 7:55 PM
    • #2,858
    Quote from SnipaMasta

    Looks cool, but maybe add some more space to the shelves on top if they're for drinks?(some way of telling the scale would be nice for future renders btw)

    The top shelves were actually meant for glasses, but now that I think about it, they might be a little too high up. Not sure at the moment, but I'll keep the scale-thing on mind next time.

  • the0rthopaedicsurgeon
    • March 29, 2008 at 2:31 AM
    • #2,859

    worked on some more props for my l4d map, first one is a stone torii that'll be at the entrance to the shrine section and the second is the roof to a huge gate building thing (the extra parts in the first render are the brushwork imported from hammer, the roof itself is around 12k faces)

    [Blocked Image: http://img241.imageshack.us/img241/2512/torii1mn0.th.jpg][Blocked Image: http://img241.imageshack.us/img241/7646/torii2mr8.th.jpg]

    [Blocked Image: http://img440.imageshack.us/img440/323/shrineroof1ed9.th.jpg][Blocked Image: http://img101.imageshack.us/img101/9672/shrineroof2cm4.th.jpg]

  • jaboo224
    • March 29, 2008 at 6:09 PM
    • #2,860

    sweeeeet, reminds me of ts_dojo off the specialists

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