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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • ultradr3mer
    • May 22, 2010 at 9:26 PM
    • #3,561

    the dragon sems to have the same texture as the rocks, i think mainly because the specular is so similar.

  • -HP-
    • May 23, 2010 at 12:33 AM
    • #3,562

    that's waaaay better than the first time i tried to make a rock statue!

    Can we see the wires?

  • ElectroSheep
    • May 23, 2010 at 1:13 AM
    • #3,563

    okay !

    [Blocked Image: http://www.minerality.fr/images/stock/fountain03.jpg]

    I'm actually working on the materials, and the result is just like shit. I think I need more time on Ut...

  • -HP-
    • May 23, 2010 at 2:38 AM
    • #3,564

    Nice usage of tris, did you use an automatic retopo like Decimation?

  • ElectroSheep
    • May 23, 2010 at 2:45 AM
    • #3,565

    I used decimation to get a cheap mesh that I can open with max and 3D coat (my computer doesn't like millions of tris lol) but I used 3D coat to do the retopo manually

  • kab
    • May 25, 2010 at 9:01 PM
    • #3,566

    Hello. First time on new account. I've been browsing for a while in this thread and there's a lot of good stuff.

    I finally had the time to learn how to model, so I went through a few tutorials and gave the lamp in the livingroom a go:

    [Blocked Image: http://i177.photobucket.com/albums/w234/Kabelen/lamp.jpg]

    No texture, just colors. Also it's got waaaaay too many polys

    edit: need tips on good tuts for unwrapping and texturing(3ds max / photoshop), anyone?

  • -HP-
    • May 25, 2010 at 9:36 PM
    • #3,567

    UVW's:

    http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html

    http://www.renderhjs.net/textools/

    http://www.youtube.com/user/renderhjs#p/c/u (Tutorials and how-to videos for plugin textools)

  • kab
    • May 25, 2010 at 9:52 PM
    • #3,568

    Thanks [HP]

  • AlexM
    • May 25, 2010 at 11:48 PM
    • #3,569

    welcome kab, nice start.

  • m8nkey
    • May 26, 2010 at 2:28 AM
    • #3,570

    here's something i started playing around with in my spare time today. plan is to texture, rig and animate him.

    [attachment=0]theKing.jpg[/attachment]

  • S.W.A.T.Y
    • May 26, 2010 at 3:23 PM
    • #3,571

    A model that I made following a tut on cgtutsplus

    [Blocked Image: http://i48.tinypic.com/9gec8y.jpg]

  • FreeFall
    • May 29, 2010 at 1:49 PM
    • #3,572

    Something I made up this morning..

    [Blocked Image: http://www.vstanced.com/imgup/images/1nfn.jpg]

  • FreeFall
    • June 1, 2010 at 7:28 PM
    • #3,573

    Double post lol

    [Blocked Image: http://media.moddb.com/images/members/1/401/400025/2.jpg]

  • AlexM
    • June 1, 2010 at 9:30 PM
    • #3,574

    Hey looking good man On the top ridge, the highlight might be a bit strong on the side that's "unlit"

  • DysPatch
    • June 3, 2010 at 4:34 AM
    • #3,575
    Quote

    ":68utgex8]UVW's:http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html

    http://www.renderhjs.net/textools/

    http://www.youtube.com/user/renderhjs#p/c/u (Tutorials and how-to videos for plugin textools)

    Nice stuff, just bookmarked them. I gotta start using 3D Studio Max more.

  • kab
    • June 9, 2010 at 12:26 AM
    • #3,576

    First model that's going into a map. It's supposed to be some computery equipment kind of thing for my NS2 level. I think the basic geometry is done(that is if my assumption that small lights and a screen thing can be done fairly well with texture and bumpmaps etc. ?). It has 308 tris and 146 polys:

    [Blocked Image: http://i177.photobucket.com/albums/w234/Kabelen/compthingwip01.jpg]

    It's supposed to be placed in the opening here:

    [Blocked Image: http://i177.photobucket.com/albums/w234/Kabelen/spacing01.jpg]

    Is it too simple? Is it not? Also remember I spent all day working on this(since I'm a noob and all things take time) and trying to get a decent UVW Map done too(which I actually managed to pull off so now I'm practicing texturing as that's what I really suck at!!) so don't be too hard on me

  • Bunglo
    • June 12, 2010 at 4:11 AM
    • #3,577

    Some grass I'm working on for a project. Still not happy with it but it's getting there.

    [Blocked Image: http://i119.photobucket.com/albums/o157/bunglo/grass_06.jpg]

  • AlexM
    • June 13, 2010 at 1:54 AM
    • #3,578

    maybe the grass scaled a little too large

    are those alders? if so their trunks are pretty fat, at least compared to where I live, maybe they need to be scaled down a little too

  • Bunglo
    • June 13, 2010 at 11:07 PM
    • #3,579

    Those are actually Birch trees that I made a while ago. They're based on real world approximations though and it was meant to be the largest of all the Birch models.

    It could be the editor making it look a bit large or the scaling on the vegetation tool made it a bit too big.

    Think I might redo the grass though, going to aim at something more along the lines of Hell's Highway:

    [Blocked Image: http://ucables.com/img/extra/BROTHERS-IN-ARMS-HELL-R70537-3.jpg]

  • Chimeray
    • June 13, 2010 at 11:18 PM
    • #3,580
    Quote from kab

    First model that's going into a map. It's supposed to be some computery equipment kind of thing for my NS2 level. I think the basic geometry is done(that is if my assumption that small lights and a screen thing can be done fairly well with texture and bumpmaps etc. ?). It has 308 tris and 146 polys:[Blocked Image: http://i177.photobucket.com/albums/w234/Ka…pthingwip01.jpg]

    Is it too simple? Is it not? Also remember I spent all day working on this(since I'm a noob and all things take time) and trying to get a decent UVW Map done too(which I actually managed to pull off so now I'm practicing texturing as that's what I really suck at!!) so don't be too hard on me

    You can further optimize it like this:

    [Blocked Image: http://img683.imageshack.us/img683/1018/computerthingfix.png]

    If you count the triangles on the side, you save one less by doing this. Try to connect your vertices to corners instead of ending it in the middle of an edge. It's not gonna hurt your performance for this model, but if you don't focus doing stuff like this it might add up real quickly for a whole scene (or at least that's what my teachers say). You might be able to connect some vertices at the top as well, but this will screw with your 'curvature' of your display so I don't recommend that suggestion in this scenario as you probably won't be normal mapping over it? You probably also don't wanna be doing this cos you need an edge in your UV's or something.

    Not big issues though, just some pointers And it's pretty much nitpicking but if no one tells you... well, yeah... There's always more to learn.

    I don't think it's too simplistic, if you added a normapmap (or bump) you could create some panels, screws and make it look assembled together. A lot is gonna depend on the texture. You could add a lever perhaps and a small grate at the bottom for some ventilation, every computer needs ventilation! But you can just texture the grate.

    Oh BTW, why do you keep the side panels? From the looks of your scene, they won't be visible right? As your model fits right into the wall. So why not just delete them?

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