The ladder would be huge compared to the driver of the truck so you may want to scale it down. Looks great other than that.
The random model thread!
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the edges on the concept are beveled (which looks better than straight edges imho)
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That is a really impressive model, and an awesome looking tank. Nice work.
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Cool as funk.
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Now that's a tank

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Testing out an A2 render for my exhibition of my animation. Quick shadows hence dodgy straight lines in places.
Full image:
[Blocked Image: http://img124.imageshack.us/img124/6708/a2cropcopyhc6.jpg]
100% crop at A2:
[Blocked Image: http://img124.imageshack.us/img124/8156/mnanwetqs3.jpg]
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Hello everyone! I'm a new member, so I thought I would post a couple models I've been working on.
2006 Audi A4:
[Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/CarB_Render_06.jpg]
Eurocopter:
[Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/Copter_08_B.jpg]
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Excellent models nautica.
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NeoNautica, wasn`t it you who had that Unreal 2k4 city level WIP thread on cgTalk? Very impressive! Why don`t you show it to the community here too!
The models you show here seem very solidly crafted!
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good stuff i would have pimped it with a more shiny looking shader but what the hell looks great ! welcome to mapcore

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Kiiia: DM-Nightlife is my city map. I'll start a thread on this forum (in the level section) at some point. Its a bit of effort due to the size of the map and number of screenshots

Warby: The models don't have final textures and shaders yet

300C:
[Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/300M_Render_DUB_D.jpg]
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10,000 triangle difference in those two, why?
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The rims on the DUB version have many more modeled bolts in them. It was just for fun

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I know I'm an ass for posting non-model-stuff here, but check this out:
(hit "watch in high quality"!)[Blocked Image: http://www.harefort.com/saschaherfort_seamlessshader_screenshot01.jpg]External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.
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That looks damn nice, I'm a big displacement fan.
Here's an entry I did for the 3dtotal speed sculpt competition. About 4 hours work on an anthropomorphic Rocko from Rocko's Modern Life
[Blocked Image: http://img413.imageshack.us/img413/4558/rockotest2uh1.jpg]
[Blocked Image: http://www.ryanbloedow.com/rocko.gif]
Also, the first person view of a lug wrench
[Blocked Image: http://img111.imageshack.us/img111/2825/lugbasherzh9.jpg]
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Quote from harefort
I know I'm an ass for posting non-model-stuff here, but check this out:http://%7Boption%7D
(hit "watch in high quality"!)[Blocked Image: http://www.harefort.com/saschaherfort_seamlessshader_screenshot01.jpg]External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.
THAT IS TOTALY AWSOME !
i am playing uncharted right now and they definitely use some sort source engine like blend texture transition between all their materials. and i was wondering how they get it to be so fucking seamless and so distortion free ... and what the work flow for that stuff would look like
and here you are answering the questions =D
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Thank you so very much for sharing that harefort!

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Call me a noob, but what do you do with it though? Do you get a model with a UV-map that you can use in a gameengine? Or does this method have to be built in to the level editing package? I have a hard time grasping how I would get the model and texture from the 3d-app ---> ingame.
Looks like an awesome method anyway. I could really have used something like that for the cave-level I'm making in UED3 right now

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