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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • dux
    • February 25, 2010 at 2:48 PM
    • #3,401

    He's been making lots of comments that we have no idea what the meaning of it is lately.

  • tonystockert
    • February 25, 2010 at 9:52 PM
    • #3,402

    yeah, i don't get it. they're obviously not sprites because you can clearly see they have 3 dimensional value. is he trying to say it would look better as keyframe_ropes? i'd have to disagree.

  • Rick_D
    • February 26, 2010 at 5:22 PM
    • #3,403

    it would look better with more sides.. or as a sprite.

    so he's right :S

  • Skacky
    • February 26, 2010 at 6:33 PM
    • #3,404

    I think he's referring to the cables supporting the lift that are actually metal bars.

  • tonystockert
    • February 27, 2010 at 7:09 AM
    • #3,405
    Quote from Rick_D

    it would look better with more sides.. or as a sprite.so he's right :S

    thats craaazy. cable sprites normally look bad, especially up close. i wouldn't want to see one any closer than a power line up high in the sky.

  • Wesley Tack
    • February 27, 2010 at 10:29 AM
    • #3,406

    It's not like it's in a place players will hang out a lot I figured. I think people wont see it that much that it's a square cable. Those who will are campers and deserve to see a low poly cable

  • DELTATHUND3R
    • February 28, 2010 at 9:36 PM
    • #3,407

    dont be lazy Wesley lol.You should know every detail counts..

  • Wesley Tack
    • March 1, 2010 at 4:16 PM
    • #3,408

    pffff, okayyyy..... pffff

  • ElectroSheep
    • March 3, 2010 at 6:26 PM
    • #3,409

    And this is a tree !!!

    [Blocked Image: http://www.minerality.fr/images/stock/tree_01.jpg]

  • -HP-
    • March 3, 2010 at 7:01 PM
    • #3,410

    the planes needs to be a little bit more tessellated, just smooth them out a bit and add a few more as well it feels unfinished, make it more "bushy". It would be great if you made a separate texture for branches as well, and put them here and there. It breaks the monotony.

    And I can tell an white outline on your leafs, just paint the background of your texture (All the parts where the alpha wasn't supposed to render) the same color as your leafs, and you'll fix this.

  • ElectroSheep
    • March 3, 2010 at 8:43 PM
    • #3,411

    yes sir thanks !

    But te branches are on another texture texture already So more branches, more subdivision on it... how many polys count a tree like that basicelly ? (i'm actually around 2700 tris)

    I take your advice presciously, I really like to do some trees and I would like to specialize on it (and I think some english lesson could help me too -_- )

  • -HP-
    • March 3, 2010 at 9:12 PM
    • #3,412

    have you seen this link posted on this thread?

    Polycount is the least of our problems on games on this gen! You can take this to 4k without probs, and if it's for portfolio just go wild!

  • ElectroSheep
    • March 3, 2010 at 9:21 PM
    • #3,413

    That a cool link. I'll take it. the problem is that I work at school on next Gen but on psp too and sometimes I usually tend to the low poly. But yes, because I want to make some mesh for my port...

    Thanks !

  • Seldoon182
    • March 3, 2010 at 9:26 PM
    • #3,414

    Cool stuff 3Dnj!

    To second [HP] I would say that polycount doesn't really matter on that kind of stuff compared to occulers and LoDs!

  • PogoP
    • March 5, 2010 at 11:35 AM
    • #3,415

    My first ever Zbrush sculpt! Going to finish it, and then get it in the Unreal engine. Let me know what you think. Obviously the face isn't done, as well as the hands.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/sculptform2.jpg]

  • Minos
    • March 5, 2010 at 12:58 PM
    • #3,416
    Quote from PogoP

    My first ever Zbrush sculpt! Going to finish it, and then get it in the Unreal engine. Let me know what you think. Obviously the face isn't done, as well as the hands.[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/sculptform2.jpg]

    Is that a fat pint-sized slasher?

    Looks pretty good for a first sculpture!

  • 2d-chris
    • March 5, 2010 at 5:56 PM
    • #3,417

    eeew

  • DaanO
    • March 8, 2010 at 12:27 AM
    • #3,418
    Quote from Rick_D

    awww yeaaa sign me up

    Quote from 2d-chris

    me too

  • DaanO
    • March 8, 2010 at 12:29 AM
    • #3,419

    looking good, (next thing can and will probably be used against me) especially the back and the ass. looks very natural. but what's the thing on his head?

  • PogoP
    • March 8, 2010 at 1:22 AM
    • #3,420
    Quote from DaanO

    looking good, (next thing can and will probably be used against me) especially the back and the ass. looks very natural. but what's the thing on his head?

    Haha! That's just his hair tied back. It'll make more sense when I sculpt the head! It's not very defined at all, it'll hopefully make more sense when sculpted.

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