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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Steppenwolf
    • December 15, 2009 at 9:38 AM
    • #3,361
    Quote from alecmoody

    Is the cartoony feel of the geometry just coming from how simpified it is? The poly budget is pretty low since this is just a map prop. 1800 of the 2800 polys in the cab model are in the wheels.

    I think the cartoony feel comes from the flat and very simplified shapes and surfaces. The model would certainly benefit from a normal map that gives it back some 3d detail for a more realistic look.

    I saw the following truck today in the portfolio of a former coworker. This should give you an idea what i'm talking about. As you see the model itself is quite low poly too but the normal map adds quite a lot of nice details:

    [Blocked Image: http://i46.tinypic.com/33xj042.jpg]

  • penE
    • December 16, 2009 at 9:59 PM
    • #3,362

    Mh, Black Mesa has been delayed so I decided to make my own remake

    2 models, the hev charger and a charger for first aid. I'll add them into a little scene I remake of the chapter we've got hostiles:

    the original chargers:

    [Blocked Image: http://www.abload.de/img/originalctjm.jpg]

    highpoly / normal maps on lowpoly:

    [Blocked Image: http://www.abload.de/thumb/normalmapdqpb.jpg]

    polycount hev charger: 1010 (especially for all those cables) / polycount first aid charger: 176

    Texture Sheets (50% resized):

    [Blocked Image: http://www.abload.de/thumb/hev_texturesheetvo5q.jpg][Blocked Image: http://www.abload.de/thumb/med_texturesheetis1r.jpg]

    and in source engine:

    [Blocked Image: http://www.abload.de/thumb/tes00118sqe.jpg]

  • Seldoon182
    • December 16, 2009 at 11:13 PM
    • #3,363

    Looks too way better than those from Black Mesa imao! God job so far!

  • alecmoody
    • December 16, 2009 at 11:41 PM
    • #3,364
    Quote from Steppenwolf

    I think the cartoony feel comes from the flat and very simplified shapes and surfaces. The model would certainly benefit from a normal map that gives it back some 3d detail for a more realistic look.

    I saw the following truck today in the portfolio of a former coworker. This should give you an idea what i'm talking about. As you see the model itself is quite low poly too but the normal map adds quite a lot of nice details:

    [Blocked Image: http://i46.tinypic.com/33xj042.jpg]

    That truck looks great but wesley wants no interior, normal or spec masks for these.

  • Wesley Tack
    • December 17, 2009 at 2:05 PM
    • #3,365

    Damn that Wesley, he's a fool!!!

  • Surfa
    • December 22, 2009 at 10:29 PM
    • #3,366

    Hey guys I am new to these forums I joined because I wanted to improve my lighting in my scenes but I thought I might start with some prop and weapon work.

    [Blocked Image: http://www.cubeupload.com/files/76cc00airconrender.png]

    High poly of an air con unit. The lowpoly is done and baked but I need to do some touch ups in photoshop.

    [Blocked Image: http://www.cubeupload.com/files/5c9e00rendershotty.png]

    My latest weapon (unfinished highpoly messing around with rendering so don't mind the colours)

    [Blocked Image: http://www.icy-bee.co.uk/work/smith-wesson/render-1.jpg]

    This is a weapon done for NMRiH it is 100% diffused lit and that render contains no lighting. Since that image I have fixed he drum lighting and the indents on it are deeper.

    Comments would be most appreciated.

  • 2d-chris
    • December 31, 2009 at 12:48 AM
    • #3,367

    nice nice surfa, get um ingame gogogog

  • Surfa
    • December 31, 2009 at 7:46 PM
    • #3,368

    Omg marmoset fucking rules.

    [Blocked Image: http://www.cubeupload.com/files/ff2200pipedreamwrench.png]

    Admittedly the spec is a bit too noisy and most of them metal parts look like crap but omg marmoset.

  • -HP-
    • January 3, 2010 at 2:03 PM
    • #3,369

    oh yeah, It's pretty good.

    also play with different skys, it's phun

  • Acumen
    • January 9, 2010 at 10:16 AM
    • #3,370

    sooo, could finally come around to finish another "slightly" complex model for the tf2-guys - a tractor choooopchooop !!

    the concept is from a guy named Ethan Karnopp and can be found here:

    http://forums.tf2maps.net/geek/gars/ima ... ntover.jpg

    http://forums.tf2maps.net/geek/gars/ima ... rortho.jpg

    http://forums.tf2maps.net/geek/gars/ima ... tract1.jpg

    the finished model can be downloaded here:

    http://forums.tf2maps.net/downloads.php?do=file&id=3072

    did some modifications here and there since the concept wasn't too clear on some important areas for me, so.... well here it is

    [Blocked Image: http://www.acumen-design.de/projects/show/tractor_ingame.jpg]

    [Blocked Image: http://www.acumen-design.de/projects/show/tractor_ingame2.jpg]

  • FrieChamp
    • January 9, 2010 at 10:29 AM
    • #3,371

    That's a cool concept and a nice model! I like the grill in the concept better though.

  • Em'
    • January 9, 2010 at 12:43 PM
    • #3,372
    Quote from Acumen

    sooo, could finally come around to finish another "slightly" complex model for the tf2-guys - a tractor choooopchooop !!

    I hate you, because I planed to realize it in a few weeks or days.

    But by the way, you made a pretty cool and awesome model !

    I'm so far of your skills !

    edit : what a shame ! I wrote "et" instead of "and"...

  • Acumen
    • January 10, 2010 at 6:15 PM
    • #3,373

    yeh the grill was kinda made up, cause i hadn't found nic refs at that time and then i was too lazy to remodel it into the other "thing"

    sry Em' !

    you're part of the crazy tf2 theme guys - man i love your work alltogether ! been waiting for a next set of update - you better hurry up !!

  • Zeta
    • January 11, 2010 at 9:50 AM
    • #3,374

    Excellent model and skin. Agree that the grill could have been a bit better.

  • -HP-
    • January 11, 2010 at 10:04 AM
    • #3,375

    omg, that's is an outstanding prop! You nailed the style man, grats

  • I3yG-MaK
    • January 13, 2010 at 3:16 PM
    • #3,376

    I think you confused, its Team fortress 2 not Disney's fortress 2.

    I mean, good job with the textures but i think you dont get the tf2 feeling on the model. just my opinion :megaman: .

  • e-freak
    • January 13, 2010 at 4:32 PM
    • #3,377

    i think the art style is pretty spot on. although there are little objects of that size in the actual maps (only containers) i think it fits pretty good. you might want to do a wood version maybe as well (like the cow you can place in the skybox) with just a good render for the texture.

  • Seldoon182
    • January 14, 2010 at 9:40 PM
    • #3,378

    U definitely should CONTRIBUTE! Great Stuff so far Acu!

  • Acumen
    • January 15, 2010 at 4:26 PM
    • #3,379

    hey guys, thank you for the comments !

    i got these comments on various sites that it's "slightly" cartoooonier than the tf2-stuff. my guess would be that it's just something that came from the original concept. i had a deep look at all the vehicles that come with tf2 and their shapes are not that exaggerated, at least that's what came to my mind.

    so i agree with I3yG-MaK, it's not 100% tf2 - but that wasn't the ultimate goal with the concept in mind. i just had a blast creating this model and haven't done a "huge" object like that in years and actually got it ingame.

    well apart from the whalerace model

    http://acumen-design.de/projects/show/w ... rt_rim.jpg

    well and since it's not a hat, item or weapon. it kinda makes not too much sense to submit it

    maybe they'll loosen up the rules a bit later on

  • Jenn0_Bing
    • January 16, 2010 at 1:31 PM
    • #3,380

    It looks great. I think it's the cab that's really throwing the style off. If that was a little more reserved it would fit a bit better. Impressive work at any rate.

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