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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • dissonance
    • June 23, 2011 at 9:04 PM
    • #3,881
    Quote from Term!nator525

    and the next thing, only the mesh but it is modular [Blocked Image: http://bildupload.sro.at/a/images/spacestation_render_station3.jpg]

    Reminds me of Freelancer; me gusta!

  • TermInator525
    • June 24, 2011 at 12:53 AM
    • #3,882

    yeah, a bit. Its funny how everyone thinks different about the design and why it looks how it looks.

    Star Wars, Star Trek, Homeworld, Battlestar Galactica, Mass Effect and even Stargate.

    Btw. the current Spacestation with Textures (Spec, Bump, Diffuse)looks like this (rendered in 3ds max)

  • knj
    • June 24, 2011 at 10:00 AM
    • #3,883
    Quote from Pericolos0

    hehe it just looks like current day ISS modules to me . Would be nice if you would vary them up a bit. Throw in some versions with different sized shapes

    Same here, the first shoot with small station was ok, but this is way to repetitive

  • TermInator525
    • June 29, 2011 at 7:33 PM
    • #3,884

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  • Mr. Happy
    • June 29, 2011 at 10:30 PM
    • #3,885

    Well the front view of the spaceship looks like a ferengi (star trek) ship for sure.

    knj I think the spirals look weird because they are thin flat ribbons that spiral many times instead of a broader shape with a few cools, and the spaces end up being thin and deep. compare with these ionic columns:

    Ionic columns:

    [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/thumb/5/5c/Cincinnati-life-insurance-building-detail.jpg/800px-Cincinnati-life-insurance-building-detail.jpg]

    [Blocked Image: http://upload.wikimedia.org/wikipedia/en/c/cb/SixIonicOrders.jpg]

    in comparison to real ionic columns yours is more dizzying and broad with deeper channels

  • S.W.A.T.Y
    • June 30, 2011 at 12:49 AM
    • #3,886

    This is a fire simulation that I made in 3ds max using FumeFX.

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  • knj
    • July 2, 2011 at 6:37 PM
    • #3,887

    Mr. Happy thanks for a feedback, it will help :)

    but i've seen so many pic's of columns and i can say that there are LOADS of different variations of columns, i used ref where the spirals are the same thickness all the time

  • Steppenwolf
    • July 5, 2011 at 11:50 PM
    • #3,888

    Practiced some hipoly modeling, normal baking and texturing. This is the result:

    [Blocked Image: http://i.imgur.com/WoCsQ.jpg]

  • dux
    • July 6, 2011 at 1:27 AM
    • #3,889

    Supernicenice

  • Skjalg
    • July 6, 2011 at 10:09 AM
    • #3,890
    Quote from Pericolos0

    looks supernice!

    basically. too early to call it pretentious?

  • TermInator525
    • July 8, 2011 at 9:09 PM
    • #3,891

    [Blocked Image: http://cloud.steampowered.com/ugc/578927726945437254/248402383B87676BDEC3FA8B6C6F64A3C667D4FD/]

  • KoKo5oVaR
    • July 9, 2011 at 12:17 PM
    • #3,892

    It looks super cool Step !!

    @terminat0r : the interior of the antenna works nicely ! but you should work the bottom a bit more ! add it color variations and other patterns like bolts and stuff

    Here are somme assets i did for a scene i'd like to make finally reel

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

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

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

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

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

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

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

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

  • mjens
    • July 9, 2011 at 12:27 PM
    • #3,893

    awesome!

  • Nysuatro
    • July 9, 2011 at 12:37 PM
    • #3,894

    Hell yeah!

  • Evert
    • July 9, 2011 at 12:41 PM
    • #3,895

    Aye I love the material work Kokos

  • e-freak
    • July 9, 2011 at 2:11 PM
    • #3,896

    alter vadder... kokos! <3 that's awesome

  • D3ads
    • July 9, 2011 at 2:20 PM
    • #3,897

    Lovely work!

  • mjens
    • July 9, 2011 at 2:42 PM
    • #3,898

    Guys, I need a tutorial about baking HP model to LP + normal map. I'm making an ammo box:

    [Blocked Image: http://level-design.org/ammo_box-making_of_001.jpg]

    [Blocked Image: http://level-design.org/ammo_box-making_of_002.jpg]

  • knj
    • July 9, 2011 at 3:54 PM
    • #3,899

    http://%7boption%7d

    try this, your model is fairly simple, mostly flat surfaces, you just need to explode these elements

  • KoKo5oVaR
    • July 9, 2011 at 4:07 PM
    • #3,900

    Thanks guys ! =)))))))))

    seir you could use 3dcoat to do your retopology http://www.3d-coat.com/ ! it's very easy to use

    and then all the baking in xnormal http://www.xnormal.net/Downloads.aspx

    I also found this super awesome script for MAX on polycount that realign the normals of your lowpoly to help you have more clean normal maps :

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

    Quote

    GetVertNormalsFromFace by Enrico 'SyncViewS' Gullotti is a 3ds Max MAXScript tool that aligns all the vertex normals for the selected faces so they point perpendicular to their polygons. In other words, the same direction as the face normal would be facing. This is similar to the mig Normal Tools option "Fillet Outside".Once installed the script will be under the category Normal Tools, named Get Vert Normals from Faces. It works on Editable Poly objects only, and that must be the active modifier in the modifier stack. If an Edit Normals Modifier is not present, the script will add one right above Editable Poly. It should not mess with Smoothing Groups at all.

    Go into Face sub-object level, make a face selection and run the script. Every time a normal is modified by the script, it is made Explicit to retain the modifications. At the end the script will switch back to the base Editable Poly modifier and re-enter Face sub-object level (even if other modifiers are present in the stack). If you want to revert back to the original default normals, add an Edit Normals Modifier and reset the normals.

    http://wiki.polycount.com/VertexNormal? ... ace_0_2.ms

    GetVertNormalsFromFace_0_2.ms

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