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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Flight40
    • January 11, 2006 at 6:04 AM
    • #281

    Simply stunning.

  • cdxx
    • January 11, 2006 at 7:34 AM
    • #282

    im jealous. I wanna learn how to model.

    what app should I chose to learn first if I were to start?

  • teeluu
    • January 11, 2006 at 1:36 PM
    • #283

    cdxx, 3d studio max or if you want a free one, get blender. Of course someone might have better suggestions.

    Here's a monitor, skin is wip and it might suck, i think it's too dirty/dark, anyway i already got blind to it :roll:

    130 polygons

    [Blocked Image: http://swifty.hl2central.net/wip/monitori_render.jpg]

  • st0lve
    • January 11, 2006 at 1:56 PM
    • #284

    cool shit man.

  • von*ferret
    • January 11, 2006 at 3:59 PM
    • #285

    looks nice, only problem I have is the vent things look wobbly

  • KIIIA
    • January 12, 2006 at 9:43 PM
    • #286

    Little Render ( without Skylight SHadows due to a weird Max problem ) of an SM from my actual map project for UT2k3:

    [Blocked Image: http://www.kiiia.com/Bilder/tower_render1.jpg]

  • hessi
    • January 12, 2006 at 10:36 PM
    • #287

    you learned a lot kiiia. the walledges are a bit annoying but overall i like it.

    the map will surely be cool too if you keep on the good work, man

  • nooba
    • January 17, 2006 at 4:47 AM
    • #288

    Been practising my low poly skills

    [Blocked Image: http://img35.imageshack.us/img35/1069/wall012tq.jpg]

    [Blocked Image: http://img35.imageshack.us/img35/1499/wall020rn.jpg]

    [Blocked Image: http://img35.imageshack.us/img35/1918/wall038hh.jpg]

    C&C welcome

  • cdxx
    • January 17, 2006 at 6:54 AM
    • #289

    pretty cool, i wish i knew how to do that.

    only thing i think looks a little odd is the arch, seems a tad too thin.

    nice work, keep it up.

  • von*ferret
    • January 17, 2006 at 7:28 AM
    • #290

    prett neat, but you probably dont need all of those subdivisions unless working in a vertex lit engine.

  • von*ferret
    • January 17, 2006 at 7:29 AM
    • #291

    prett neat, but you probably dont need all of those subdivisions unless working in a vertex lit engine.

  • KoKo5oVaR
    • January 17, 2006 at 11:10 AM
    • #292

    yeh, that's a waste of polys

  • nooba
    • January 17, 2006 at 11:19 AM
    • #293

    Thanks for the comments. I am working with a vertex lit engine, so that is why there are lots of subdivisions

  • Grinwhrl
    • January 17, 2006 at 4:19 PM
    • #294

    cool

  • von*ferret
    • January 17, 2006 at 4:31 PM
    • #295

    in that case, very simple, yet very nice

  • Acumen
    • January 17, 2006 at 6:59 PM
    • #296

    yus, simple but nice

    but i would make those 5-sided (and more) polygons to 4-sided ones. just to make sure the engine doesn't mess the triangulation up too much. maybe minor, but i had my one shockin experience with this ;D

  • nooba
    • January 19, 2006 at 6:21 AM
    • #297

    thanks

  • General Vivi
    • January 19, 2006 at 8:48 AM
    • #298

    awsome work killa and nooba keep pimpin those nooba skillz

  • DomiX
    • January 21, 2006 at 10:38 PM
    • #299

    hi there,

    last week when I was deleting some useless files on my hard drive, I found Gmax ^^

    never really used it, I was just messing around with it...but last week I thought: why not trying to gain some experience in modeling...

    and this WIP is what I made so far:

    [Blocked Image: http://mitglied.lycos.de/zerofoxtrott/Modelling/wip_human_1.jpg]

    the ear looks a bit weird after meshsmooth, but, you know,

    its still a wip ;)

    btw, head and body are 2 different files, but I dont know how to get the 2 parts into one file....can anybody help me?

  • KIIIA
    • January 21, 2006 at 10:45 PM
    • #300
    Quote

    btw, head and body are 2 different files, but I dont know how to get the 2 parts into one file....can anybody help me?

    Export one Model as .3ds and import it in the other scene. Thats how i use to do it!

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