Nice job surg.
The random model thread!
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made another prop, this time a temple bell, at around 6000 faces at lod0.
[Blocked Image: http://img337.imageshack.us/img337/1649/bell01apx2.jpg]
[Blocked Image: http://img247.imageshack.us/img247/5709/bell03alt4.jpg]
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That's a nice building you got there! Can't stop thinking that the roof looks a bit excessive with a high detail as that. Is it 6000 quads or tris? It's still a bit over the top for most engines for a world model like this none the less. I think you could get a similar but more low-poly result if you used a normal map on a cheaper geometry.
Time for some stuff from me! This prop is modelled and textured by me for Decadence Mod:
[Blocked Image: http://img223.imageshack.us/img223/8591/pompwatertank01previewop3.jpg]
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Quote from Pomperi
That's a nice building you got there! Can't stop thinking that the roof looks a bit excessive with a high detail as that. Is it 6000 quads or tris? It's still a bit over the top for most engines for a world model like this none the less. I think you could get a similar but more low-poly result if you used a normal map on a cheaper geometry.Time for some stuff from me! This prop is modelled and textured by me for Decadence Mod:
IMAGE
Nice, is decadence going to make another media release in the near future, the previous release made me want to find out more about it, and I like the idea behind it

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looks good pomperi! Whats up with that diagonal texturing going on there though? Looks like the unwrap is like skewed to cause the texture to make it like that... or you coulda painted it like that im not sure lol.
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It was first made to help me to find colors for my 3d model, before texturing, but I couldn't stop and made this.
I made a basic render with maya and painted everything over it.
Comments are welcome !
[Blocked Image: http://uppix.net/f/7/2/33b864b17633dd7a656995669ec20.jpg]
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I feel that your scratches seem to loose on the texture. If this think moves as fast as it looks like it does you should have scratches and nicks that look like they all go in one direction giving it a streamline damaged effect.
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It would also be cool if you made one of the panels missing on the texture and showed some wiring or some type of mechanical innards
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I made this last night, sort've inspired by mino's sign in the texture thread

[Blocked Image: http://i93.photobucket.com/albums/l53/chunks4123/WIP/sign.jpg]
[Blocked Image: http://i93.photobucket.com/albums/l53/chunks4123/WIP/sign_uv_01.jpg]
I'm probably going to dirty it up some more, especially the bottom lettering. I need to add the neon lights now, below is how the lights will be arranged:
[Blocked Image: http://i93.photobucket.com/albums/l53/chunks4123/WIP/sign2.jpg]
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texture and model look great but looks like you coulda used space on your UV map more efficiently.. a bit of it is wasted right now. Probably should try to make sure most of the space on the texture sheet is used in future models you make.
but the texturing is looks good man.

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This is going to look great ingame once you add self illumination maps
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This might be considered nitpicking, but I notice some identical scratch repeatitions on the metal, which kind of bugs me. The top piece of the UV and bottom left / The right triangular piece and the piece to it's right. I marked the most noticable areas below.
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Clipboard01.jpg]
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concerning the mentioned uv space, i kinda tried to illustrate how it might be a bit more efficient, but still i'd suggest, you might wanna use some checker material, cause for example the "vacancy" part is scaled up really high, but the sign is pretty tiny compared to the "motel" letters, it's like 1/3 of a letter size on the model but almost 3/4 on the uv map.
argh, i hope this somehow makes sense

anyways, here's the pic:
[Blocked Image: http://www.acumen-design.de/temp/motel_sign_uv_space1.jpg]
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Thanks for the crits, they were very helpful. I'm going to scrap the vacancy part (or find someplace else to put it) and add something neat on the top right corner of the top sign. Then redo the UV.
I know the UV had some repetition problems, that was just laziness, but i'll fix it this time around.
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[Blocked Image: http://www.harefort.com/saschaherfort_vikinghammer_2008_900.jpg]
Triangles: 742
Maps: Diffuse, Specular, Normal
Mapsize: 2048*2048
C&C welcome!

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It looks badass - but spend some polys and make that rope end look - ropish (?) - you can easily increase tri-count up to 1000 even for Half-Life 1 i think and for currentgen/next-gen there's no limit at all (at least not at this level).
One thing though: Why would a viking put a celtic cross upon his Hammer (as the Hammer represents nordic-gods-belief (as Thor)) while the celtic cross represents the christian movement which comes from upper-ireland/scotland and is a symbol for christian celts (or christianity in general).
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Based off a BTR-4:
[Blocked Image: http://img168.imageshack.us/img168/2379/btr3mi2.jpg]
[Blocked Image: http://img20.imageshack.us/img20/3701/btr2yv8.jpg]
14,116 polys

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Viking mace thing looks really sweet dude. But yeah 2048 might be a bit too much. you could prob get away with a 1024 with same detail

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first post here!
don't know what to do with my time so i started a sea turtle j4f

[Blocked Image: http://s3.directupload.net/images/080414/temp/pwvnq8g2.jpg]
(lightwave wip render color + normal)
base mesh modeled in lightwave , sculpted in zbrush and colored in bodypaint3d.. ah and uv map relaxed with deepuv,D
(spec, sss and an underwater scene are under construction)
crits & comments are very welcome !
harefort: there's nothing to complain about, nice and clean model good work!
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