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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • KoKo5oVaR
    • December 21, 2008 at 7:54 PM
    • #3,101

    It looks really cool acumen, you nailed it, i like how you did different colors for the keypad .

    Personally, i use splines too to do cables / tubes with the render in viewport option on. (3dsmax i assume)

    I do that with a bezier curve to have a lot of subdivisions, i collapse it's modifier pile into an edit poly, and then optimize the mesh by selecting the edges with loop selection and delete them with CTRL + BACKSPACE ( or add some by chamfering a loop).

    Never really had a problem

  • Acumen
    • December 22, 2008 at 3:11 PM
    • #3,102

    hm, right, the line tool works fine for the cables !

    but um, let me tell you a little story, mister !

    yesterday i spent lots of time figuring out how to do that spiral - and the thing was - i fought my way through the internet searching for some tips on how the helix stuff works...

    cause i had found the "renderable" and "display render mesh" options but i couldn't figure out how i could decrease the height segments - it was too hipoly for my model...

    so what i did was extruded a cylinder primitive along the helix spline, which often resulted in weird objects. sometimes it was alright but rotated in a weird way and i couldn't figure out how that could be stopped - then it was extruded quite deformed - it was really annoying.

    and that's why i didn't even think about doing the cables/tubes with the line tool...

    thanks, for giving me the the right hint again !!

    but still, if you should know how to get the helix problem solved, you'd be my hero of the rest of the year

    it just has too many height segments (something like 42), which i don't know how to change, so it adapts to my low poly model

  • Nysuatro
    • December 23, 2008 at 2:33 PM
    • #3,103

    Thanks for the psd Pomperi. I learned a lot of it.

    But for what is the glow in the corrugationlayer ? I see the effect but i can't image what

    you reason was to do this.

    And are those creases from a photo, or did you paint those ?

    And could you say something about your way of approaching a texture like this?

    You way of thinking when texturing ...

  • Nysuatro
    • December 25, 2008 at 12:50 PM
    • #3,104

    Somebody has a sollution for these bad schadowes ?

    EDIT : excuse me for the bad link

    The pictire is just a render from 3ds max.

  • hessi
    • December 25, 2008 at 2:50 PM
    • #3,105

    ehm posting urls from that http://www.game-artist.net forum requires that we are logged in there...

    you should also specify application/engine etc.

  • -HP-
    • December 26, 2008 at 8:34 PM
    • #3,106

    Try using mentalray or something.

    But why would you need shadows? The mesh isn't even textured.

    Also, you can always import the mesh into an engine, for better view of the materials!

    But, if you insist on using max's viewport, then I suggest using a DX shader, like Doylles shader over at Game-artists

  • Buddy
    • December 26, 2008 at 10:08 PM
    • #3,107

    If you're using Shadowmaps then increase the shadowmap resolution and/or play around with bias. The object might be also really small.

  • Acumen
    • December 28, 2008 at 7:41 PM
    • #3,108

    tried some modular modelling today, not sure if that makes sense in the end, but it was fun doing these parts ^^

    i also have all the elements made with only one and not the double connecting pieces

    [Blocked Image: http://bildupload.sro.at/a/thumbs/pipe_render1.jpg]

  • Jenn0_Bing
    • December 28, 2008 at 11:44 PM
    • #3,109

    That looks like a nice set of props Acumen, pipes are one of those tings i havent found a comfortable way of doing yet .

    Here's some shots of my work I'm doing for Uni, it's for a first year assignment and I've got to model a house for a VR environment to help people undergoing "shoulder rehabilitation". This is the most complete room so far.

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/SOFTME%20UNI/TV_Room_Render2.jpg]

    [Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/SOFTME%20UNI/TV_Room_Render3.jpg]

    Ive never really played with lighting a scene before so any comments on that would be cool, i didn't make it too bright because it isn't the focus of the marking for this particular assignment (the kitchen is).

  • Nysuatro
    • December 29, 2008 at 8:04 PM
    • #3,110

    Its a bit empty. Maybe some extra props to make it more interesting ?

    Small update of my lowpolyscene

  • Acumen
    • December 30, 2008 at 4:52 PM
    • #3,111

    Jenn0_Bing, i'm not sure if i understood correctly but that room looks veeeery scary for a shoulder rehabilittitioans thingie

    and Nysuatro, mighty fine as it is right now. i'd love to see some closeups when you're done to see the texture en detail !

    and there goes more modular pieces

    i made the 2nd railings with varied middle sections, but i guess you can all imagine what it looks like

    after some discussing in forums concerning performance we said, it'd be best if the modeler can combine these small assets in his editor and i'll put the models together for a big one in each room (for example), so it can be compiled together, sharing one texture and collision box.

    [Blocked Image: http://bildupload.sro.at/a/thumbs/railing1_render_modules.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/railing2_render_modules.jpg]

    edit: now that'll be the last railing for a while - need a break from these things !

    [Blocked Image: http://bildupload.sro.at/a/thumbs/railing5_render.jpg]

    and some more other models, i forgot to render in the first place^^:

    [Blocked Image: http://bildupload.sro.at/a/thumbs/bull_bulb_render1.jpg]

  • aaron_da_killa
    • January 4, 2009 at 11:44 PM
    • #3,112

    [attachment=0]roadsign01a3ds01lk2.jpg[/attachment]

    [Blocked Image: http://img128.imageshack.us/img128/5338/nightterror010009tj7.th.jpg] [Blocked Image: http://img75.imageshack.us/img75/148/roadsign01a3ds02ds9.th.jpg] [Blocked Image: http://img224.imageshack.us/img224/9224/roadsign01askinhd5.th.jpg]

    My second model I've ever made, a sign warning that Koalas, Wombats and Kangaroos may be found ahead. These signs are commonly found on Australian roads in bushland, rural and outback areas.

  • insta
    • January 5, 2009 at 4:41 AM
    • #3,113

    Someone make a mod that replaces the headcrabs with wombats.

  • -HP-
    • January 5, 2009 at 10:44 AM
    • #3,114

    Not bad aaron_da_killa!

  • aaron_da_killa
    • January 5, 2009 at 9:53 PM
    • #3,115

    Haha, thanks guys .

  • mjens
    • January 8, 2009 at 7:52 PM
    • #3,116

    Looks nice in game but there's a lot of contrast from ground to sign's pipe. It's like that:

    [Blocked Image: http://img405.imageshack.us/img405/8619/76435405zi4.th.jpg]

    1 - big contrast

    2 - smaller contrast at the edge of model and ground

  • WD
    • January 14, 2009 at 7:04 PM
    • #3,117

    Been working on this tank for awhile and I'm pretty satisfied how it turned out since I haven't worked anything this large before.

    I'm planning to texture it aswell so I want to know how you like it before It's finished

    [Blocked Image: http://img57.imageshack.us/img57/3913/renderittb0.th.jpg]

  • KoKo5oVaR
    • January 15, 2009 at 2:04 AM
    • #3,118

    Looks cool white devil, but you should really work the back of the tank, it's a bit uninteresting right now

    A little prop to show i'm doing something

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

  • hessi
    • January 15, 2009 at 8:50 AM
    • #3,119

    the elephant is on crack? nice though!

  • Bic-B@ll
    • January 15, 2009 at 8:19 PM
    • #3,120

    that's war paint

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