That's super clean Pogop ! Love that design
The random model thread!
-
-
[Blocked Image: http://i.imgur.com/pu5RCyNl.jpg]
Did another pass on the leaves. They're still a bit pixely and hard to see the branches underneath, but I think it's better. I'm not sure what else to do to them.
Also have cards to fill out the background now.
-
Yeah they get mipmapped into oblivion from a distance, there are some tweaks you can do in the .qc file with some commands. Can't remember what they are called though, something about alpha threshold.
-
Nice. I think foliage is a pain to do in source but that's looking good. Didnt know it was the mipmapping doing that btw. Just thought it was a limitation in source or something.
-
you can disable mipmapping in the texture also you can provide your own mipmaps. Never used this feature though.
-
Sometimes disabling mipmapping works, but more often it just leaves horrible flickering artifacts.
-
Beauty wip of my Dota 2 Radiant Golem : Already outdated, i've resized the head to be bigger.
[Blocked Image: http://uppix.net/EaWi2V.jpg]
-
-
[Blocked Image: http://i.imgur.com/xDotiDx.jpg][Blocked Image: http://i.imgur.com/ersAaS7.jpg][Blocked Image: http://i.imgur.com/nRwkOnc.jpg][Blocked Image: http://i.imgur.com/oNmBMNL.jpg] I'd be willing to gift a copy of Super Hexagon to anyone who ported this to F:NV for me.
-
I've been working on a P99 Highpoly
[Blocked Image: http://i.imgur.com/RuzZhgX.jpg][Blocked Image: http://i.imgur.com/gYK19lf.jpg]
[Blocked Image: http://i.imgur.com/MO4wUqO.jpg]
-
looks good but, you have some wires done wrong, and it makes the overall model look baloon like, ande mirroring is giving you very easy to see seam
[Blocked Image: http://images.tinypic.pl/i/00472/5cdbeexzl3do.jpg]
-
Yep looks like plenty of wonky geometry all over the place. Think i see some missing support loops aswell. Can you post wires of your hipoly? That should help to give you some pointers.
-
[Blocked Image: http://i.imgur.com/NU6WUtZ.jpg?1]
[Blocked Image: http://i.imgur.com/Qij4LAf.jpg?1]
Tried to point out some other possible errors. I can't tell if they are smoothing errors but a couple look like an erroneous vert and/or needing support loops to straighten/conform the line more in those spots as well.
-
I did a little practice, I took two photos from cgtextures and made the model, no hipoly no other shit, just pure modeling, it was soo easy but sooooo frustrating with mapping all the lil parts ehh,
after that i gave the texture a lil love, made a spec and normal out of the diff, some tweaks and the finish product is decent i hope 
[Blocked Image: http://files.tinypic.pl/i/00472/iw3sylf3smxz.jpg]
-
[Blocked Image: http://i.imgur.com/2jhc10O.png] Just a quick blocking out, I'll move on to the high polygon version in a few hours.
-
A little more of the scene I am working on. Would like to fix all the smoothing errors and do the back cushion some more but I am pretty much out of allotted time for modeling. :*( Anyway, here it is thus far...
[Blocked Image: http://i.imgur.com/A0sxR6W.jpg]
-
Quote from Dr. Spud
[Blocked Image: http://i.imgur.com/pu5RCyNl.jpg]
Did another pass on the leaves. They're still a bit pixely and hard to see the branches underneath, but I think it's better. I'm not sure what else to do to them.
Also have cards to fill out the background now.
you should also build a base for the trees so it blends into the ground better, right now they stand on top of the terrain instead of melting into it
-
Currently working on a highpoly model for my bachelor thesis. Exterior is finished, interior still wip.
Any criticism and comments are welcome

[Blocked Image: http://www.abload.de/img/screenshot_v14_1cedap.jpg]
[Blocked Image: http://www.abload.de/img/screenshot_v14_28kci9.jpg]
-
Is there any renderer like this in maya ?
-
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!