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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • harefort
    • June 28, 2008 at 2:02 PM
    • #2,941

    It's a shader that you can implement in your game.

    From 3Dsmax you get a mesh with vertexcolors, which you then import into your game and apply the shader to it.

    The shader basically does the unwrapping at runtime, so you can deform the terrain at runtime in any way you wish.

    Think Red Faction 3 or so.

  • Nurb
    • June 28, 2008 at 3:18 PM
    • #2,942

    Ah, thanks for enlightening me

  • BJA
    • July 2, 2008 at 12:47 PM
    • #2,943

    A little lift I made, the final model was rendered in 3ds max. By the way, does anybody know how I can set up a glowmap in 3ds max? Right now I did paint the glow of the lights on the diffuse map, in d3 I would have a seperate texture for that. Couldn't figure out how this works in max

    [Blocked Image: http://www.bja-design.de/different/lift01_640x480.jpg]

    Overview:

    http://www.bja-design.de/models/lift01_overview.jpg

  • Minos
    • July 2, 2008 at 2:58 PM
    • #2,944

    Paint a separate texture, open up the material editor, click on the little grey box next to "Self-Illumination" and pick your bitmap.

    Nice model btw =)

  • -HP-
    • July 2, 2008 at 11:33 PM
    • #2,945

    Awesome stuff, one more image for my "Inpiration" folder!

    great job as always BJA, you'r env art skills are evolving a lot!

  • BJA
    • July 3, 2008 at 9:40 AM
    • #2,946

    Ah, thanks Mino that's what I was looking for

    @HP: Thanks, but I still got a lot of things to learn.

  • Sentura
    • July 7, 2008 at 2:00 AM
    • #2,947

    that lift is awesome bja. it makes me wanna pick up 3dsm again.

  • Minos
    • July 7, 2008 at 3:57 AM
    • #2,948

    Small prop for my INS level.

    [Blocked Image: http://thiagoklafke.com/misc/temp/gameart_freezer01.jpg]

  • -HP-
    • July 7, 2008 at 11:00 AM
    • #2,949

    Dear Mr. Minos, you forgot to tell us the tri count, the texture size's, wheter or not you used specs or normal maps, and if you did, you should post the texture sheets.

  • Quakis
    • July 8, 2008 at 3:44 PM
    • #2,950

    Just trying out ZBrush, just a beginner however.

    [Blocked Image: http://img295.imageshack.us/img295/87/creaturezbrush01gs8.th.jpg] [Blocked Image: http://img295.imageshack.us/img295/7269/creaturezbrush02va5.th.jpg]

  • Buddy
    • July 8, 2008 at 4:33 PM
    • #2,951

    Oh yes begginer it is

  • Ducky Paterson
    • July 8, 2008 at 9:15 PM
    • #2,952

    nice stuff minos!

    At quakis : I want to learn zbrush aslo! perhaps i will pick it up one day soon

  • Loafie, Hero of Dreams
    • July 10, 2008 at 6:50 AM
    • #2,953

    a zbrush sculpt from a cube I did for a speed sculpt competition on the 3dtotal forums

  • aph0x
    • July 10, 2008 at 7:40 PM
    • #2,954

    looks good loafie .. perhaps the pedestal looks a bit too bumpy but nice work

    i started some anatomical training :

    base mesh modeled in 3dsmax ( my first max mesh! (ex lw user))

    [Blocked Image: http://s5.directupload.net/images/080704/temp/z5qbrj5v.jpg]

    wip zbrush:

    [Blocked Image: http://s5.directupload.net/images/user/080712/temp/ecrbn66n.jpg]

    (edited)

    c&c are welcome

  • Punky
    • July 10, 2008 at 8:26 PM
    • #2,955

    I would add a penis, 'cause when I look between my legs I see a penis, so you should add one to your model too.

  • Nurb
    • July 10, 2008 at 9:42 PM
    • #2,956
    Quote from Punky

    I would add a penis, 'cause when I look between my legs I see a penis, so you should add one to your model too.

    Posting without pants on is not allowed ... or was it required?

  • m8nkey
    • July 13, 2008 at 7:49 AM
    • #2,957

    A bin I made today. Uses a 512x512 diffuse and a 256x256 spec map. I'm not going to make a normal, I don't think it's worthwhile.

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bin1.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bin2.jpg]

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/bin.jpg]

  • Bluestrike
    • July 13, 2008 at 5:44 PM
    • #2,958

    Some props for my next map all grouped nicely together

    [Blocked Image: http://bluestrike.steamfriends.com/tempspul/warehouse.jpg]

  • Warby
    • July 13, 2008 at 9:37 PM
    • #2,959

    its less about the model but more about the render but what the hell it doesn't really deserve a thread of its own:

    [Blocked Image: http://warby.bitproll.de/wip/mental_ray_skate_park.jpg]

  • -HP-
    • July 14, 2008 at 12:20 AM
    • #2,960

    I don't get it, wtf?!

    If I'm understanding this correctly, you replicated the scene in the first pic, on MR? Wait.. erm, wha? OMFG!!

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