Love excavator models ![]()
The random model thread!
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some more tf2-models:
raygun replacement - was my 2nd tf2model from december 2008 - now finally unwrapped and textured (in a way
)[Blocked Image: http://acumen-design.de/projects/show/raygun_ingame2.jpg]
this map holder is meant to be customizable - so i included a separate map-texture that people can overlay their own map overviews on top

[Blocked Image: http://acumen-design.de/projects/show/map_holder_ingame1.jpg]
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I love them ! Really good models !
It totally fit to the TF2 ambiance !
Great !

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Really nice stuff Richard.
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Great models Acumen , you have the TF2 style down to a T!
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thanks Em' and D3ads - i'm totally digging doing this tf2-stuff - lots and lots of fun

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A games arcade mascot for Yama:
[attachment=0]mascot2.jpg[/attachment]
[attachment=1]mascot.jpg[/attachment]
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love it
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Diggin it' the0rthopaedicsurgeon.
Yay working on different parts at my leisure.
[Blocked Image: http://i35.tinypic.com/jt9s9g.jpg]
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a cartooncharackter I had to make for school
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Made me think of Santa!
[Blocked Image: http://tof.canardpc.com/view/cdced234-496a-4926-8085-8eac46c0abbe.jpg]
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You can see santa in every person

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Ah ah! I love that character!

[Blocked Image: http://tof.canardpc.com/view/e23e4ed6-fa0e-4178-b8d2-96dcaa4aef8c.jpg]
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His boobies are too big

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Hi! First time poster here. I'm looking for some critiques of my first model (a tent if you're still wondering) and texture, built in 3ds max for the purpose of becoming a prop. The skin itself is 2048x2048 which I'm not sure is too large for something like this, the transparency map for the skirt (the flaps of cloth hanging off the edges of the top) is missing (forgot to add to compile), I also haven't had the opportunity to create a normal map yet. The skin was my biggest concern because the geometry turned out pretty much how I envisioned it, the cloth texture was difficult for me because I wasn't sure how to add interesting detail to a plain washed out cloth without going overboard on dirt. The blue paint was something I added to help out some with this issue but I didn't want to go overboard on that either. The model is 788 polys and large enough to allow a player to walk in and out with little headroom.
Again any critiques are appreciated.
[Blocked Image: http://img21.imageshack.us/img21/9900/tenttest.jpg]
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Why is this thread so dead? >

Simple: What's with the top of the "V" (Upside down) where the tent flaps are... Looks like it goes through? >.>
[Blocked Image: http://i50.tinypic.com/2jfhitd.jpg]
Please, critique the shit out of it, out of edge flow, etc.
I'm aware it's missing a backpack, some tools (A mining axe).
Also: I need to stop looking at edgeflow. All of the 'professional' models I see never have straight lines for very long... My models always end up with straight lines.

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Quote
Simple: What's with the top of the "V" (Upside down) where the tent flaps are... Looks like it goes through? >.>
I forgot to add the transparency map to the model when I compiled it, and I just haven't had the opportunity to do another compile. So for now I'll just throw up this older render in Max.
[Blocked Image: http://img39.imageshack.us/img39/415/raytracerrender.th.jpg]
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Doesn't seem to be a lot of feedback going on in this thread.
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Quote from Lord Ned
Doesn't seem to be a lot of feedback going on in this thread.
You could have used that post to give feedback too

Besides, I thought the whole concept of these random model threads was to just show people what you are working on, like 1 WiP shot instead of making a new thread for it (which is something some people posting in these threads should do, as some post multiple WiP shots that don't have that much changes made to it, which is something that you can create your own thread for). But then again, maybe I'm missing the point of these threads...
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