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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • nooki
    • November 7, 2008 at 6:53 PM
    • #3,081

    yeah nice diffuse, like this alot!

    im working on some SciFict models. First steps:

    [Blocked Image: http://bildupload.sro.at/a/images/render_barrel1.jpg]

    big:

    http://bildupload.sro.at/a/images/render_barrel_big.jpg

    bump is still in wip, looks kind of crappy

    edit: 770 polys

  • Meotwister
    • November 23, 2008 at 8:18 PM
    • #3,082

    pump jack I'm workin on as a centerpiece model for a map.

    [Blocked Image: http://img.photobucket.com/albums/v249/meotwister/pump-jack.jpg]

    Now I get to UV it!

  • m8nkey
    • November 26, 2008 at 1:28 PM
    • #3,083

    Looks great Meo. Is it going to be animated? What's the polycount?

  • Meotwister
    • November 26, 2008 at 9:35 PM
    • #3,084

    well my purpose for it is to be a static landmark in the middle, all rusted up and old looking. But now that you mention it I could make an animated one and then release it out for people to use.

    The poly counts kinda high in the low 3000s but im workin on it.

  • Minos
    • December 5, 2008 at 7:44 PM
    • #3,085

    what app are you making that on

    venus man ftw

  • D3ads
    • December 5, 2008 at 9:51 PM
    • #3,086

    Looks like something from Wolfenstein, with Davros's face

  • Acumen
    • December 14, 2008 at 12:22 PM
    • #3,087

    just some random ordinary tf2-style-console-thing i made while my gf was wrapping up some christmas gifts

    [Blocked Image: http://bildupload.sro.at/a/thumbs/automat_render1.jpg]

  • Sindwiller
    • December 17, 2008 at 9:54 PM
    • #3,088

    Acumen~~~~ Looks nice

  • KoKo5oVaR
    • December 18, 2008 at 8:46 PM
    • #3,089

    Peris, that looks great ! Did you tried to export the mesh to another sculpting program like mudbox ? I'd really like to know if voxels make a good uniform mesh usuable by mudbox or such

    Nice acumen, that really got a 70's look, i would see that in a james bond with sean connery

    A little screenshot of my first Company of Heroes map, that's a lot more work than i thought it would be, thanks to dux for getting me into it .

    [Blocked Image: http://kokosovar.free.fr/mapcoh.jpg]

  • -HP-
    • December 18, 2008 at 9:21 PM
    • #3,090

    dux is bad influence

  • dux
    • December 18, 2008 at 9:34 PM
    • #3,091

    Pff, I rock.

  • Buddy
    • December 18, 2008 at 11:22 PM
    • #3,092

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  • Sentura
    • December 18, 2008 at 11:52 PM
    • #3,093
    Quote from KoKo5oVaR

    Peris, that looks great ! Did you tried to export the mesh to another sculpting program like mudbox ? I'd really like to know if voxels make a good uniform mesh usuable by mudbox or suchNice acumen, that really got a 70's look, i would see that in a james bond with sean connery

    A little screenshot of my first Company of Heroes map, that's a lot more work than i thought it would be, thanks to dux for getting me into it .

    [Blocked Image: http://kokosovar.free.fr/mapcoh.jpg]

    looks sweet. i had no idea that company of heroes had such great detail when it came to a zoomed in perspective

  • JAL
    • December 19, 2008 at 4:51 PM
    • #3,094

    a model for Source related project. I've made 2 skins, both needs some more work. Nevertheless here they are

    Clean

    [Blocked Image: http://users.metropolia.fi/~jussila/coolant_well_clean.jpg]

    Dirty

    UPDATED!

    [Blocked Image: http://users.metropolia.fi/~jussila/coolant_well_dirty.jpg]

  • dissonance
    • December 19, 2008 at 6:35 PM
    • #3,095

    What does it do? Does it plug into anything or does it just float?

  • JAL
    • December 19, 2008 at 6:51 PM
    • #3,096
    Quote from dissonance

    What does it do? Does it plug into anything or does it just float?

    It plugs into the floor, it's the top of a tank with coolant water for a reactor.

    Nothing like in a real nuclear reactor, but the player has to be able to jump in so that's why I made it like that.

  • Pomperi
    • December 19, 2008 at 9:15 PM
    • #3,097

    I think your clean version and your dirty version looks very much the same. The dirty version feels very "overlayed", which looks very unrealistic. Dirt rarely sinks into the material and blends that way; it rather covers the surface and creeps into the creases. You can also use these properties to bring out the shape of your model, by letting it define where the different parts meet and to break up boring areas with unique details and gradients. I did a little paint-over to show what I mean:

    [Blocked Image: http://img183.imageshack.us/img183/8906/textureexamplemk6.jpg]

    My example might be a bit exaggerated for this case, but I think you get the point

  • JAL
    • December 19, 2008 at 9:34 PM
    • #3,098

    Thanks a lot Pomperi, some excellent tips. As you already noticed, the dirty one was made basicly by slapping some grunge brushes on top of the clean one.

    I do appriciate the paint-over, it gives me some ideas how to improve it .

    Didn't know you were in the Decadence team (I'm making this for a Decadence contributor/custom map).

    Is there any good tutorials you can point me at on creating rust/dirty surfaces?

  • Pomperi
    • December 19, 2008 at 11:32 PM
    • #3,099

    Haha sweet!

    My best tip for painting rusty surfaces is probably to stick with photo textures and using layer masks to get it in the right spots and with proper opacity. There isn't really any photoshop hax for it, just play around with photos, masks and blending modes and a little custom brushing to get some nice variation to it. Just make sure you put it in the right places (where it makes sense and adds definition to your model) and make sure the scale is right on your material, then you can go crazy. If you're going for a Decadence-look we used mostly a hand-painted base which we blended in photo materials to, and then added further detail and style by simply painting on top of the textures with a gentle brushing. If you wanna take a closer look to one of my psd's for a typical texture I made for Decadence, check this one: http://www.mediafire.com/?sharekey=e22f ... b9a8902bda.

    Cheers!

  • Acumen
    • December 21, 2008 at 7:27 PM
    • #3,100

    thanks for your comments, guys

    had another go at the tf2-models today

    if anyone knows a tutorial about using splines the proper way for the tubes and spiral on the model, I'd be sooo thankful

    its always so messy when i use it, and sometimes it gives just horrible results

    anyways, thats why the tubes are a bit blocky - made them by hand ^^

    edit: again this model was "very" inspired by the original tf2 models - so don't blame me, it's just for practise and fun :roll:

    [Blocked Image: http://bildupload.sro.at/a/thumbs/laser_cannon_render1.jpg]

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