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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • dux
    • April 18, 2008 at 12:02 AM
    • #2,881

    Sweet Turtle

  • KIIIA
    • April 20, 2008 at 5:34 PM
    • #2,882

    looking very realistic and well executed so far, that turtle!

  • DELTATHUND3R
    • April 22, 2008 at 3:45 AM
    • #2,883

    That turtle looks awsome.

    Heres my first wip model using zbrush.

    Octopus

    [Blocked Image: http://i31.photobucket.com/albums/c371/DELTA-THUNDER/dels1/newoct.jpg]

    [Blocked Image: http://i31.photobucket.com/albums/c371/DELTA-THUNDER/dels1/octdetail.jpg]

  • Bic-B@ll
    • April 26, 2008 at 7:19 AM
    • #2,884

    D:

    kill it with fire!

  • dux
    • April 26, 2008 at 9:52 AM
    • #2,885

    Give it heat!

    Sweet model man.

  • D3ads
    • April 26, 2008 at 8:16 PM
    • #2,886

    Good stuff as always guys, especially the warhammer!

  • ng.aniki
    • April 26, 2008 at 9:45 PM
    • #2,887

    Here is an in-game screen of the 3D model of the concept here.

    In-game render made on the Unreal Engine 3 with Unreal Tournament 3 (The background is an UT3 map: Islander).

    Polycount: ~3600 Tri.

    Textures: 2048²*(Diffuse+Specular+Emissive)

    [Blocked Image: http://uppix.net/0/2/4/2df7b92869b47366a716392287c50tt.jpg]

  • Zeta
    • April 28, 2008 at 1:25 PM
    • #2,888

    looks great!

  • -HP-
    • May 1, 2008 at 8:32 PM
    • #2,889

    Love the texture, awesome work!

  • ⌐■_■
    • May 10, 2008 at 5:59 PM
    • #2,890

    looks crafty!

    are you from rotterdam btw?

  • BJA
    • May 16, 2008 at 7:31 PM
    • #2,891

    A little zbrush doodle. Nothing serious, just something to get familiar with zbrush. Basemesh was done in 3ds max, but it's really not worth showing it

    [Blocked Image: http://www.bja-design.de/different/plant01_done.jpg]

  • -HP-
    • May 16, 2008 at 10:15 PM
    • #2,892

    Nice!! Damn, i gotta get my hand on one of those digital sculpting apps one of these days.

  • Minos
    • May 21, 2008 at 7:31 PM
    • #2,893

    Quick doodle done in about 40 min just to practise hipoly modeling etc. I know the ornaments aren't really accurate but it was still a good learning experience

    [Blocked Image: http://thiagoklafke.com/misc/temp/doodle_gate01.jpg]

  • hessi
    • May 21, 2008 at 8:30 PM
    • #2,894

    biggest problem imo: the plaster is 100% regular. there is no dynamic jitter what so ever. i would try to add irregularity to it.

    otherwise it is way to early to give full crit. maybe a general advice would be to already take the lighting into consideration. maybe geometry has to be placed in a certain way to achieve the desired lighting.

  • Seldoon182
    • May 21, 2008 at 8:35 PM
    • #2,895

    As I adviced BJA, try to export your scene as .obj to add more details with Zbrush/Mudbox...

  • Minos
    • May 21, 2008 at 9:53 PM
    • #2,896
    Quote from Seldoon182

    As I adviced BJA, try to export your scene as .obj to add more details with Zbrush/Mudbox...

    That's a sweet idea actually

  • the0rthopaedicsurgeon
    • May 22, 2008 at 12:41 AM
    • #2,897

    finally got round to skinning the temple bell model i made a while ago:

    [Blocked Image: http://img388.imageshack.us/img388/3325/bell1dr6.th.jpg][Blocked Image: http://img338.imageshack.us/img338/5035/bell2du1.th.jpg][Blocked Image: http://img241.imageshack.us/img241/6982/bell3mu0.th.jpg]

  • harefort
    • May 23, 2008 at 2:43 PM
    • #2,898

    [Blocked Image: http://www.harefort.com/saschaherfort_metalcase_2008.jpg]

    Random Metal Case.

    Had it lying around unfinished forever.

    Done now.

    edit: Oh yes.

    1264 triangles

    2048² maps

  • PhilipK
    • May 23, 2008 at 2:50 PM
    • #2,899

    Nice render there

    That is quite a hires texture. I like the material feel you got of the lock and the metal in general.

  • KIIIA
    • May 23, 2008 at 4:12 PM
    • #2,900

    As a model for some random scene it`s very solidly crafted. For some game engine it`s way to expensive, taken into account that it`s just a crate and placed more often in a scene it will inappropiately raise the polycount. But i guess it`s not ment to be in a game engine, so (once again) very nice!

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