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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • KoKo5oVaR
    • September 27, 2009 at 3:55 PM
    • #3,301

    That's one tough exercise dude, making a lowpoly model out of a simple stylized character like that.

    What's important here is to respect the global masses and the dynamic lines of your character :

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

    Try to understand how it works in a global way before starting any detailing, i've drawn in red the masses and in blue the dynamic lines.

    Be also very careful of the animation, add some edge lines at the articulations. And do not make them straight, make them follow the volume

    I hope it helps and that it's not too late :x

  • tomdon
    • September 29, 2009 at 3:49 PM
    • #3,302

    Snow pine for dead be for xmas.

    [Blocked Image: http://tomdon.net/images/snow_pine.jpg]

  • -HP-
    • September 29, 2009 at 3:52 PM
    • #3,303

    Now that is one well made tree!!

  • dux
    • September 29, 2009 at 4:02 PM
    • #3,304

    Wow that's really good tomdon. I don't think I've ever seen a good snow tree before.

  • tomdon
    • September 29, 2009 at 4:04 PM
    • #3,305

    Thanks chaps, its a real pain doing snow branches, thats about the third revision I made over lunch. Its not perfect but its the best of a bad batch lol.

  • Skjalg
    • September 29, 2009 at 4:05 PM
    • #3,306

    It does look weird from underneath, tho, but it looks really well from the outside.

  • Zeta
    • September 29, 2009 at 8:04 PM
    • #3,307

    Looks great, you really sold the weight of the snow on the branches.

  • KoKo5oVaR
    • September 29, 2009 at 9:09 PM
    • #3,308

    Yeah it does look really cool, volumes work well, some slight baked shadows in the diffuse on the trunk would help too, but maybe you made it tile ?

  • tomdon
    • September 29, 2009 at 10:22 PM
    • #3,309

    Yeah the trunks tiling.

  • KoKo5oVaR
    • September 29, 2009 at 10:34 PM
    • #3,310

    Make a nice tillable texture of a trunk tree with some branch shadows then

  • AlexM
    • September 30, 2009 at 4:34 PM
    • #3,311

    whoa that's really cool, the branches look a little glowy underneath but it really looks nice overall. I love how you got the weight of the snow to come across.

  • ultradr3mer
    • October 11, 2009 at 8:30 AM
    • #3,312

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/vert_hrez_20001.jpg]

    a model of a sort of flying thing i made for my mod.

  • omega322
    • October 12, 2009 at 8:09 AM
    • #3,313
    Quote from ultradr3mer

    [Blocked Image: http://ultradr3mer.ul.funpic.de/MyHompage/uploads/thumbs/vert_hrez_20001.jpg]a model of a sort of flying thing i made for my mod.

    Needs some kind of legs, like for when it lands. It looks neat but odd without some kind of landing gear.

  • Pomperi
    • October 12, 2009 at 4:34 PM
    • #3,314

    Making a model for coulianos' new hl2 map

    [Blocked Image: http://pici.se/pictures/MWpaqrPWj.jpg]

    [Blocked Image: http://pici.se/pictures/MsvWKHcYT.jpg]

    1240 polys and 1024 diffuse normal and spec.

  • -HP-
    • October 12, 2009 at 4:42 PM
    • #3,315

    I absolutely LOVE that texture, especially the spec! great job man! Love the mix between toonish and real, for some reason..

    one thing to point out tho, your bake came out fucked.

    Which is pretty normal for cilindrical shapes, It's (almost) impossible to avoid so what you need to do is retouch the normal map in photoshop, check this:

    http://wiki.polycount.net/Normal_Map#he ... b02def61ff

    Check out this thread:

    http://boards.polycount.net/showthread. ... ant&page=2

    [Blocked Image: http://www.vigville.com/forum_images/NormalWavesBeGone.jpg]

    Good luck!

  • Pomperi
    • October 12, 2009 at 9:05 PM
    • #3,316

    Cheers HP, I'm gonna give it a shot

  • Zeta
    • October 12, 2009 at 9:09 PM
    • #3,317

    Awesome bomb.

  • alecmoody
    • October 14, 2009 at 10:12 PM
    • #3,318

    ~16,000 polys with normal map and AO. Im using xoliul's viewport shader with a cubemap ambient source and one omni. The tread extrusions are built to be easily removable for a first LOD stage.

  • Sindwiller
    • October 15, 2009 at 10:37 AM
    • #3,319

    Holy dogshit! Looks solid, can't say more

  • dux
    • October 15, 2009 at 5:45 PM
    • #3,320

    Big fuck off diggers rock

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