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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Minos
    • August 12, 2013 at 10:28 PM
    • #4,601

    The presentation kinda sucks to be honest, I spent way too much time on the car and ran out of time to do a proper skybox/dioarama


    Nanostray is the best looking "low poly" game imo, but it's kinda obscure sadly. Not sure if it was a good idea to call it one of my references but oh well, who cares now XD


    http://www.youtube.com/watch?v=L8-ygTKBLYc

  • kanine01
    • August 13, 2013 at 5:02 AM
    • #4,602

    [Blocked Image: http://i.imgur.com/OtwTLq8.jpg][Blocked Image: http://i.imgur.com/53aRyRH.jpg][Blocked Image: http://i.imgur.com/7QhkXWk.jpg] Work in progress.

  • knj
    • August 13, 2013 at 6:14 AM
    • #4,603

    WHY zbrush and WHY no perspective

  • kanine01
    • August 15, 2013 at 4:46 AM
    • #4,604

    It's Max with clay rendering mode and it's in perspective with 75 degree fov.

  • knj
    • August 15, 2013 at 5:52 AM
    • #4,605

    WHY u try to trick me ?

  • Sigma
    • August 16, 2013 at 4:59 PM
    • #4,606

    Just thought I would share this piece that I am working on for a mod. Low poly is the goal (~500). Model is complete, could use a slight clean-up probably but its not bad, UV maps are complete. Working on diffuse texture. I don't have copy of engine so I'm not sure if I can use a bump/normal/AO map at all yet . Oh well!


  • LATTEH
    • August 18, 2013 at 7:42 PM
    • #4,607

    Crown Vic for the Useful props contest on gamebanana. No high poly bake or anything (mostly because i didnt think i would have time to finish. but ill make one later.)

    [Blocked Image: http://i.imgur.com/oXvEpK0.jpg]

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

  • kanine01
    • August 18, 2013 at 7:54 PM
    • #4,608
    Quote from knj

    WHY u try to trick me ?

    cuz i luv u bbz <3

  • kanine01
    • August 18, 2013 at 9:35 PM
    • #4,609

    M3 Fighting Knife W.I.P. (click to view in 3D)[Blocked Image: http://sketchfab.com/urls/b4fe82416cea4a00a4c15533feff189d/1376850481/thumbnail_448.png]Criticism would be appreciated.

  • Fuzyhead
    • August 19, 2013 at 9:43 AM
    • #4,610
    Quote from kanine01

    Criticism would be appreciated.

    Looking good, but- I took a closer look at the original M3 Fighting Knife and your proportions doesn't seem to fit. For me it looks like the blade itself is to width if you compare it with the haft. Would be also great if you could say if this knife is actually for a game, for presentation only, etc.?

  • Sigma
    • August 22, 2013 at 2:52 PM
    • #4,611

    Just sharing a little update on my core. It is rigged, now its onto animation, and a little more touch-up work needed on the texture.


    [Blocked Image: https://pbs.twimg.com/media/BSOpg2WCMAA5PoJ.jpg:large]

  • Sprony
    • August 26, 2013 at 11:27 PM
    • #4,612

    I just spent 3 hours in a modeling program for the first time ever. Amazing what you can do with it. This is the result. Of course it's not much, but I'm happy with the start. Didn't expect to have something so quick.


    [Blocked Image: http://i.imgur.com/7NAbszf.jpg]

  • blackdog
    • August 29, 2013 at 4:23 PM
    • #4,613

    Sorry, not mine but it's fun


    Quote

    While going through Reddit, we saw this Danny Devito + Gears of War CG model by Alan Lee. It is amazing.

    Alan Lee's portfolio: http://alanleeportfolio.tumblr.com/]http://alanleeportfolio.tumblr.com/

    Reddit Thread: http://www.reddit.com/r/gaming/comme…el_by_alan_lee/

    [Blocked Image: https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash…634201319_n.jpg]

  • selmitto
    • August 29, 2013 at 5:26 PM
    • #4,614
    Quote from blackdog

    Sorry, not mine but it's fun


    [Blocked Image: https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/q71/s720x720/526524_10151649445146633_634201319_n.jpg]

    DeVito is so iconic! He should be an unlockable character in every game

  • Sigma
    • August 31, 2013 at 11:49 PM
    • #4,615

    So I finally got the animation done on my little core. There are parts I am happy with and other parts I am not (mostly due to poor planning of the rotations)-- but due to my schedule I do not think it is worth it to go through it any further and result in a delay for the mod. There are 2 cores still to do (and I hope I can get them ready in time). Anyway, here is the animation in full, sound was provided by another person and that is what I based my animation on.


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    And the second core that I did today. Getting a little faster, and a little more foresight. Simple steps. Keeping it simple.


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • penE
    • September 2, 2013 at 3:44 PM
    • #4,616

    Been working on a bunch of train models. They are for an improved version of de_train that's quite popular on the workshop, made by Volcano. (http://steamcommunity.com/sharedfiles/fi…s/?id=171336276)


    [Blocked Image: http://i.imgur.com/w5mlQF0.jpg]


    [Blocked Image: http://i.imgur.com/lLzT9UK.jpg]


    Flats:

    [Blocked Image: http://i.imgur.com/TW1t1PY.jpg]


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


    Ingame:


    [Blocked Image: http://i.imgur.com/zpfzm0y.jpg]


    Also made a green, white and blue skin for the wagon:


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


    The new version of the map together with the new train cars will probably in the workshop tonight.

  • Rick_D
    • September 2, 2013 at 4:41 PM
    • #4,617

    not sure they really fit into the level that well?

  • Vilham
    • September 2, 2013 at 4:45 PM
    • #4,618

    Yeah, kind with rick there, they stand out stylistically as something else. Also not sure about those wheel box things.

  • penE
    • September 2, 2013 at 4:59 PM
    • #4,619

    mh, is it the style of the texture?, or the type of wagon? Now I'm not sure anymore too .


    I was told that the bogies had to be kinda boxy and that you can't look through them at any point for gameplay. But yeah, I guess it's too much, could try to break it up a bit more while keeping the silhouette.

  • Vilham
    • September 2, 2013 at 5:04 PM
    • #4,620

    Yeah thought it was for gameplay reasons, would it not be better for the level designer to block up the bottom of the tracks where the wheels are with some debris or something.


    And for me the geo at the top of the cart is fine, its the texture that stands out.

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