a mod about cartoony models? lol
The random model thread!
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maybe some people will remember that i started a DOD map project weeks ago. I had a german 88 flak cannon unfinished on my computer. now i finished the LOD 0 modelling. total of 10.600 polygons. i will texture it as soon as possible. i want to try some different techniques on it.
click the image to view a turntableanimation of the model!
[Blocked Image: http://thomashess.net/german_88_flak_turntableanimation.0.jpg]
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God damnit hessi, your just a regular jack of all trades, eh? Can map, texture, model, skin... what can you not do? By the way, awesome model.
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Quote from SinisterSquirrel
God damnit hessi, your just a regular jack of all trades, eh? Can map, texture, model, skin... what can you not do? By the way, awesome model.
i cant programm 3d games. maybe within my studies i will get experience with that. i have ideas on maya plugins too, but no skill to realise them

well and creating animations from scratch isnt one of my skills or i didnt try that hard in the past

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hessi makes vivi smile lots






















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very hot hessi. Now animate it on the turn table to extend and fire a shell at the camera

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very detailed Flak. Looks toute like tigarrr
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Looks great, Hessi

Here is a window that i just finished
[Blocked Image: http://img74.imageshack.us/img74/6374/window040al.jpg]
wire
[Blocked Image: http://img159.imageshack.us/img159/4721/window04wire8ve.jpg]
184 polies
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sexy window!
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great job on the window
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Sex for hessi and Nooba

hessi is that the 88 model that is in Anvil?

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no this is my own 88 model. the anvil model is crappy. too less geometry detail.
Quote from Pericolos0awesome model
looks like a fun uv job too 
autounwrap is pretty cool in maya while you are working with boxy lowpoly meshes. snapping uv borders isnt a that big deal. then rescale everything. overall this uv map would require 1-1,5 hours
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very wip. 2 days work. Modelling a bit after a lotr orc. Supposed to use it for my assignment where im to make a biped walkcycle, so the model itself is not all that important. Let me know what you think, cc is allways good

edit: and here is the wire, tho its the meshsmoothed one, in a bit of a hurry, will get the non-smoothed tomorrow.
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omai that orc is just like in Lotr, good work.
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skin texture could use some work. I dont like the white paleness of it. Also why are you mesh smoothing? You aren't really getting definition in doing so. You'd be better off just throwing him into zbrush and getting better sculpting options.
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his image says its an orc

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sweet jesus that cannon's awesome nice job!
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Somehow reminds me of the horrifying graphics of EQ2 :E
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for the goblin comments: i agree that they looks like goblins should look, but in lotr they are called orcs, and then you have the uruk-hai or whatever they are called who are a tad more badass.
Ferret: i meshsmooth because im no fan of squarish outlines (thats what they are called? sortof like the silhouette around the figure.) I take the meshsmooth into consideration when i model, so i tend to blow up the proportions of for example the cheekbones a bit, cause when i meshsmooth they tend to get smaller. Dunno if that helped explain. Allthough for game modelleling its very important to know how to spare the polys and still make the silhouette look good (and fix the smoothness with smoothing groups instead), its not relevant on this model as its only for a walkcycle, and i can therefore knock myself out a bit with the meshsmooth. I will try to fix the skin colour a bit, but i dont want it to go too green as its a bit too clichè (sp), but perhaps a little tint of blue. I prefer to have it rather pale, as they are supposed to live in darkness/inside caves and the likes, and would obviously not look all that tan.
Anyways, thanks for crits, keep them coming!
Edit: here is the low poly non smoothed wire, imageshack seems a bit slow today.
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