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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • RedYager
    • November 10, 2012 at 7:40 PM
    • #4,321

    Nearly finished the High poly of this asshole, result is kind of shit but I need to finish the vehicle this thing sits on.

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

    [Blocked Image: http://i.imgur.com/ieAoW.jpg][Blocked Image: http://i.imgur.com/nb5IB.jpg]

  • Em'
    • November 11, 2012 at 9:44 PM
    • #4,322

    Ok, you guys, made me want to model a weapon ^^

    First true try at hardsurface for weapons , any crits welcome, i've done so many mistake with that

    [Blocked Image: http://simon-aublet.com/devblog/wp-content/uploads/2012/11/SVD_wip.jpg]

  • kanine01
    • November 12, 2012 at 5:23 AM
    • #4,323

    (View in 3D)

    [Blocked Image: http://p3d.in/model_data/snapshot/O3AiA]

    Hey guys, I'm learning modelling in 3DS MAX at the moment and I was wondering if there's anything extremely wrong with this model I'm working on. It's not near finished yet but would you mind looking at the wireframe and tell me if there's any glaringly obvious problem?

  • Rick_D
    • November 12, 2012 at 12:43 PM
    • #4,324

    great app!

    there's nothing "wrong" but you can see you have some very long, thin triangles that are going to cause some smoothing issues. Also, the entire model doesn't need to be a single mesh, you end up with wasted tris and only end up saving yourself a tiny bit of texture space that might be hard to fill anyway.

    Are you going to do any high poly modeling? Then you might want to have a more even distribution of triangles to begin with and clean that up when you go to do the low poly version for baking.

  • Pampers
    • November 12, 2012 at 1:05 PM
    • #4,325

    this forum could use p3d integration, I know some other sites have it

  • kanine01
    • November 12, 2012 at 9:52 PM
    • #4,326

    shotgunwip2 (View in 3D)

    [Blocked Image: http://p3d.in/model_data/snapshot/CzJrv]

    Here's an updated version.

  • RedYager
    • November 18, 2012 at 7:11 PM
    • #4,327

    Low poly with AO and normal, I'm quite happy with this so far, its my first time doing something like this. Just under 3k tri's.

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

  • TermInator525
    • November 19, 2012 at 8:32 PM
    • #4,328

    [Blocked Image: http://michael-z.info/images/moritz7_small.png]

    It's the first "human like" head i've ever made. It took me one day and a lot of tweaking to get the head at this stage. I used a concept art made for our computer animation. I don't know if i will ever finish this head because i used it to study a technique...

    [Blocked Image: https://blog.hdm-stuttgart.de/cg/files/2012/10/moteddy-01.jpg]

    I also made this room (also for the ca). Its for a night scene in an older villa. Props like the childs bed (mentioned a view pages before that) are missing.

    I've used the vray Renderer in version 2.3 for 3DSMax 2013.

    [Blocked Image: http://michael-z.info/images/room_by_night4.png]

    [Blocked Image: http://michael-z.info/images/night_room_with_door.png]

  • kikette
    • November 22, 2012 at 9:39 PM
    • #4,329

    Hey guyz !

    Here's a WIp of my school project. I don't use normal map for since I push out the detail of my texture in geometry directly.

    An other point ; We'll only use dynamic lighting under Unity to render our work so I didn't create lightmap to render these screen, sorry =)

    [Blocked Image: http://uppix.net/d/f/0/e9bd7679bbf9204f5bff54a79068dtt.jpg]

    [Blocked Image: http://uppix.net/5/4/a/7cce91d9b2536119f8d3d8448e362tt.jpg]

  • penE
    • November 23, 2012 at 6:24 PM
    • #4,330

    Unfortunate that you can't use normal maps and proper lighting on these meshes, but still looks cool.

    I had some time to spend on stuff for my udk scene:


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

    [Blocked Image: http://i.imgur.com/4RRKG.jpg]

  • kikette
    • November 23, 2012 at 7:16 PM
    • #4,331

    Hey, that's interesting ^^ This is a completly different style from your previous scene !

  • Thrik
    • November 26, 2012 at 11:36 AM
    • #4,332
    Quote from penE

    Unfortunate that you can't use normal maps and proper lighting on these meshes, but still looks cool.

    I had some time to spend on stuff for my udk scene:

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

    [Blocked Image: http://i.imgur.com/4RRKG.jpg]

    Looks so sweet! I actually thought it was just a concept art you'd posted when I scrolled past. Great composition. Are you going for quite a sparse desert environment with the odd structure like this punctuating it, or is this going to become something much more full of buildings?

  • penE
    • November 26, 2012 at 5:07 PM
    • #4,333

    thx, it's more going to be like a small town or fortress in the middle of the desert. Atm I'm trying to create a basic set of modules, with which I'll build the env from there on.

  • knj
    • December 4, 2012 at 11:21 PM
    • #4,334

    [Blocked Image: http://knj-environment.com/img_test/gora.jpg]

    some mid-fast scuplt i've just finished - crits very welcome !

    (can some one point me where i can find good matcaps to show a stone surface?)

  • FMPONE
    • December 4, 2012 at 11:34 PM
    • #4,335
    Quote from penE

    Unfortunate that you can't use normal maps and proper lighting on these meshes, but still looks cool.

    I had some time to spend on stuff for my udk scene:

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

    [Blocked Image: http://i.imgur.com/4RRKG.jpg]

    it's got really awesome style. I like it a lot.

    my only criticism is the "boxiness" of it, which prevents it from looking as fun as it could. maybe some of the planks could be displaced or chipped or more visibly crooked, with more stuff going on around them

  • penE
    • December 6, 2012 at 4:31 PM
    • #4,336

    Yeah, you're totally right, silhouettes are quite weak atm. Gonna work on it when I've got some more time.

  • kanine01
    • December 8, 2012 at 7:42 PM
    • #4,337

    (View in 3D)

    [Blocked Image: http://p3d.in/model_data/snapshot/0e6eu]

    Based on this picture by Sprockethead.

  • kikette
    • December 12, 2012 at 4:32 PM
    • #4,338

    Some new stuff o/

    [Blocked Image: http://uppix.net/2/e/0/22a1abeb4592bb133cfe390b81664tt.jpg]

    I've to fix that ugly transition on the bottom of my wall =s

  • tomdon
    • December 19, 2012 at 1:17 AM
    • #4,339

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

    Working on some bespoke stairs for a L4D map, not finished so there are some dodgy bits.

  • Dejavo
    • December 21, 2012 at 7:51 PM
    • #4,340

    Just finished a one week school assignment: Weapon of choice, 1024*1024 textures max 3000 tris. Went as follows. Sry for bloated presentation and logos and shizzles.

    [Blocked Image: http://i.imgur.com/1kMD4.jpg]Oh btw, I could use some crits on my edge flow. I tried to look at 3Dnjs shotgun wireframe to get an idea of where to put them edges. But there's probably room for optimization.

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