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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Squad
    • February 14, 2009 at 1:13 PM
    • #3,141

    I like it. Looks very 'Belgian'

  • Nysuatro
    • February 14, 2009 at 1:30 PM
    • #3,142

    hehe thanks

  • voodoochopstiks
    • February 17, 2009 at 10:30 AM
    • #3,143
    Quote from Nysuatro

    My exam of 3D. Just forgot to put a model of a prop (streetlamp) in my final render Very stupid i know, I was just way to tired at the moment.

    Maybe you could render it with some nicer lighting? It's a bit flat and dull at the moment. Don't know what kind of rendering tools you have access too, but some light bounce and softer shadows or so would probably be nice I would guess. I like the buildings a lot though!

  • Nysuatro
    • February 17, 2009 at 4:49 PM
    • #3,144

    We had to work with a template with some lights in it. So I didnt had my own say in it.

    If I got some time, I will check it out for some nice render. Btw: I got an A ^^

    Thx for the comments

  • the0rthopaedicsurgeon
    • February 18, 2009 at 3:54 AM
    • #3,145

    I spent an inordinate amount of time making this tower for my L4D map earlier, it's a watch tower type thing, but depending on the view distance the players probably wont be able to climb it.

    [Blocked Image: http://img150.imageshack.us/img150/9624/tower1az4.jpg][Blocked Image: http://img150.imageshack.us/img150/3908/tower2fr6.jpg]

  • aaron_da_killa
    • February 18, 2009 at 5:51 AM
    • #3,146

    I like it .

  • JeanPaul
    • February 20, 2009 at 6:59 AM
    • #3,147

    Well for one its really cramped up there

    BUT

    If you had hoards of zombies climbing up the outer parts of that, it potentially could be very awesome

  • -rt-
    • February 23, 2009 at 1:05 PM
    • #3,148

    First experiment Zbrush - max

  • zaphod
    • February 23, 2009 at 7:25 PM
    • #3,149
    Quote from Warby

    for my new super secret project that will make me STINKING FILTHY RICH !!!!!! :awesomeness

    please excuse the place holder gras blob

    this is freaking rad! I must know what it is for!!!!

  • kleinluka
    • February 23, 2009 at 11:12 PM
    • #3,150
    Quote from Warby

    for my new super secret project that will make me STINKING FILTHY RICH !!!!!! :[Blocked Image: http://warby.bitproll.de/wip/hand_painted_rock_texture_01.jpg]

    please excuse the place holder gras blob

    hehe, i was making these things when i was working on Surf's Up nice!

  • dissonance
    • February 28, 2009 at 9:00 AM
    • #3,151

    [Blocked Image: http://media.moddb.com/images/mods/1/11/10667/auntitled2.jpg]

    [Blocked Image: http://media.moddb.com/images/mods/1/11/10667/ref.jpg]

    Considering that these are the fourth and fifth (respectively) models I have ever made, I'm kinda proud.

  • Em'
    • February 28, 2009 at 12:10 PM
    • #3,152

    Is the escalator animated ?

    'Cause i know someone who want to do the same thing, but he think that in Source, an animated model can't be physic...

    Is it ?

  • dissonance
    • February 28, 2009 at 6:09 PM
    • #3,153

    No it's not, I can't imagine how to rig that.

  • Seldoon182
    • March 9, 2009 at 8:52 AM
    • #3,154

    Malp for a Stargate Modification.

    [Blocked Image: http://pix.nofrag.com/b/c/4/89e8d89f8eeba12ee62014e3338ba.jpg]

    [Blocked Image: http://pix.nofrag.com/8/7/6/e4c470f3caf215572afaf835e3c4e.jpg]

    [Blocked Image: http://pix.nofrag.com/b/3/7/ec833fa1a791716b898ca136cda71.jpg]

    [Blocked Image: http://pix.nofrag.com/1/a/9/83b9e353347bd70fd5a261a5be2a0.jpg]

    The Unwrap is almost done, I'm working on the diffuse texture now.

  • AlexM
    • March 27, 2009 at 2:11 AM
    • #3,155

    for the miyajima scene. I forgot to model the handle on the right lol. I'll fix that

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/051.jpg]

  • Rick_D
    • March 27, 2009 at 4:05 PM
    • #3,156

    One thing I'd make sure you deal with when you're putting it all together, is to take care that you use appropriate dirt, grime or shadow to make them blend into the environment; ie: avoid a sharp transition from super clean to gritty.

    also, how long is your scene taking to render at the moment?

  • AlexM
    • March 27, 2009 at 7:33 PM
    • #3,157
    Quote from Rick_D

    One thing I'd make sure you deal with when you're putting it all together, is to take care that you use appropriate dirt, grime or shadow to make them blend into the environment; ie: avoid a sharp transition from super clean to gritty.also, how long is your scene taking to render at the moment?

    between 1-3 mins on a quad core. That coke machine is on the lighter end because the camera is facing away from the scene.

    Yeah I'll definitely make sure I do a final pass to make sure the grime matches. I tend to go too far in the grime or clean direction, I really have to work on my balance.

    EDIT: just did arender after adding a lot of new textures (many reflective) and it's now closer to the 5-10min range

  • Rick_D
    • April 9, 2009 at 9:31 PM
    • #3,158

    Just a little something for my portfolio -

    [Blocked Image: http://g.imagehost.org/t/0202/Clipboard01_2.jpg]

  • KoKo5oVaR
    • April 9, 2009 at 10:41 PM
    • #3,159

    Nice use of the fluidity filter, rickD !!

    This is really great , is that some of the assets you made for Ins ?

    Maybe it's just lacking something on the right in your composition ? You could try to add some very far background elements, like hills or mountains to fill the composition and add more depth to your scene ?

  • Grinwhrl
    • April 9, 2009 at 11:15 PM
    • #3,160
    Quote from Rick_D

    Just a little something for my portfolio -[Blocked Image: http://g.imagehost.org/t/0202/Clipboard01_2.jpg]

    Damn that looks great. I almost thought it was a reference photo. I really like that smooth style of the materials.

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