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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Pampers
    • December 24, 2013 at 4:59 PM
    • #4,821

    is this the year 2005?

  • knj
    • December 24, 2013 at 6:48 PM
    • #4,822
    Quote from Pampers

    is this the year 2005?

    LMFAO

    anyways, all of us started somewhere, so keep progressing

  • Pampers
    • December 24, 2013 at 10:25 PM
    • #4,823

    I was aiming more at the people telling him to use a lower resolution, it doesnt really matter.

  • Sigma
    • January 4, 2014 at 2:45 AM
    • #4,824

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


    A little more work on this done today. I think its finally ready for unwrapping and baking... as soon as I decreased the thickness of those goggles straps.

  • Pampers
    • January 4, 2014 at 3:12 AM
    • #4,825

    I think you should define the edges on the googles a bit more, same thing with the helmet along the bottom curve

  • Sigma
    • January 4, 2014 at 3:46 AM
    • #4,826

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


    I see what you mean. Is this better? Put in some supporting edge loops.

  • Pampers
    • January 4, 2014 at 4:28 AM
    • #4,827

    Yus, now do the same with the hat interior thingy, looks like turbosmooth is doing most of the work there. Anything that makes it look like the real helmet and I guessing you have some reference for that, I'm no helmet shape connoisseur

  • Spherix
    • January 4, 2014 at 12:02 PM
    • #4,828

    Might be the perspective but the glass shape of those goggles seems to be oval on one side and circular on the other ;o

  • penE
    • January 5, 2014 at 9:56 PM
    • #4,829

    After some quality time with the family, I finally had a few days to work on my ejection seat again . Started texturing today and while it's still a bit rough I like where it's heading . (Sorry for spamming so much images).


    [Blocked Image: http://i.imgur.com/Q3iWtdS.jpg]

    [Blocked Image: http://i.imgur.com/NSXbv4w.jpg]

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

    [Blocked Image: http://i.imgur.com/SxKoig8.jpg]

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

  • Jenn0_Bing
    • January 5, 2014 at 10:26 PM
    • #4,830

    You can spam all the images you want when they look that good!

  • ShockaPop
    • January 6, 2014 at 9:33 AM
    • #4,831

    penE, spamm all you want, that still doesn't make your super-quality stuff look bad! Keep it up man!

  • Fuzyhead
    • January 7, 2014 at 10:04 PM
    • #4,832

    Meh, you always get the loss if you post after penE...

    Made my final bake for the M2 Browning - 5,6k Tris / 3k Polys - 2k² Normalmap


    [Blocked Image: http://www.abload.de/img/m2_screenshot_v21_25yjaa.jpg]


    [Blocked Image: http://www.abload.de/img/m2_screenshot_v21_1y4j7f.jpg]

  • Sigma
    • January 8, 2014 at 2:25 PM
    • #4,833

    Fuzyhead I see some scalloping on the barrel and possibly your handles as well. Don't know if angle of the render or if the normal map. Otherwise...

    ACE! Just start posting right after me and you will always look like the best

  • charlie
    • January 8, 2014 at 11:17 PM
    • #4,834

    [Blocked Image: https://dl.dropboxusercontent.com/u/238592222/models/shack02b.jpg]


    For a UDK scene I'm working on.

  • Fuzyhead
    • January 14, 2014 at 2:42 PM
    • #4,835
    Quote from Sigma

    Fuzyhead I see some scalloping on the barrel and possibly your handles as well. Don't know if angle of the render or if the normal map.


    Yeah true, tried to fix it yesterday together with some other errors I've been told. So the reworked version:


    [Blocked Image: http://www.abload.de/img/m2_screenshot_v25_1yxkxg.jpg]


    [Blocked Image: http://www.abload.de/img/m2_screenshot_v25_24nkts.jpg]


    The model itself is quite lowpoly, but I invested some more polys on the round elements like the handle. If someone still sees some errors don't hesitate to tell me please

  • knj
    • January 14, 2014 at 2:51 PM
    • #4,836

    can you post wires ? looks like you don't split uv's where hard edge is, at lest at the front part with holes in it,

  • Fuzyhead
    • January 14, 2014 at 4:08 PM
    • #4,837
    Quote from knj

    can you post wires ?

    Sure, but I just received a strange render error with the normal map after reducing the normal to 2k. No idea what caused that problem... nvm mind them pls


    [Blocked Image: http://www.abload.de/img/m2_screenshot_v25_1_w3gr2m.jpg]


    But indeed, I didn't split the inner rings of the holes from the barrel in uv layout, but assigned different smoothing groups. That solution worked best for me so far. Tried both different smoothing groups and spilt uv shells (the transition between was quite obvious) as well as same smoothing group and uv shell (strange artifacts/gradients on the barrel). Would appreciate tips if you have some

  • knj
    • January 14, 2014 at 5:40 PM
    • #4,838

    [Blocked Image: http://pics.tinypic.pl/i/00489/flnbwvoml86f.jpg]

    1. where i see a seam (a diffuse will probably cover this up) but you should split uv here and make a hard edge,

    are you are using one smooth group or several ?
    2. i would just bake out those screws, but if you want those as a geo, i would model it not bake it

    of course this is just my take on it, there are many ways to accomplish your goal

  • Fuzyhead
    • January 14, 2014 at 11:15 PM
    • #4,839
    Quote from knj

    1. where i see a seam (a diffuse will probably cover this up) but you should split uv here and make a hard edge,

    are you are using one smooth group or several ?


    I'm using 2 smoothing groups, but they aren't split in the uv. Currently that works best for me like (see post above). I might check this again later, but unfortunately I have quite some thing to do. But thanks for the tips, I really appreciate it.


    Anyway, just finished my lowpoly bake of the Foxhound I'm working on as well- exterior only 9,7k Polys and 17,8k Tris:


    [Blocked Image: http://www.abload.de/img/screenshot_v55_4tdo0s.jpg]

  • Fuzyhead
    • January 21, 2014 at 10:22 PM
    • #4,840

    Finally baked the AO and normal and imported everything into the UDK. Feedback is welcome !


    [Blocked Image: http://mathiswidrat.com/images/foxhound/Foxhound_02.jpg]


    Oh and knj, I also split the holes of the M2 Browning in the uv layout as well and looks much better now, thx

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