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  3. psychickitten

Posts by psychickitten

  • The random model thread!

    • psychickitten
    • June 5, 2015 at 1:13 AM

    Update[Blocked Image: https://www.dropbox.com/s/3xkbj16rdxx0lj5/ir_wide_4286.bmp?dl=1]

  • The random model thread!

    • psychickitten
    • June 3, 2015 at 4:13 AM

    Atrium I'm working on.


    [Blocked Image: https://www.dropbox.com/s/u6k78k5wznx065j/1.bmp?dl=1]


    [Blocked Image: https://www.dropbox.com/s/7vhfn2ahjmql412/2.bmp?dl=1]

    [Blocked Image: https://www.dropbox.com/s/r1mg1hm5r4n92oi/3.bmp?dl=1]

  • The random model thread!

    • psychickitten
    • November 30, 2014 at 11:22 PM

    Working on a destroyer.


    [Blocked Image: https://www.dropbox.com/s/g3x6c49sfcu20i9/gun.png?dl=1]

  • The random model thread!

    • psychickitten
    • November 24, 2014 at 10:01 PM
    Quote from Sigma

    No, they are the same thing (I think). Unfortunately other programs like Modo and ZBrush (Sculpting programs) have more intuitive versions of subdividing that allows you to target specific polygon amounts (and distributes them fairly evenly in comparison as well) whereas Max is just a straight subdivider of the pre-existing topology (density of the underlying mesh matters).

    Thanks dude.


    Update on my Gamecube! I've finished the geometry and textured it.

    I think it's about done now, aside from some texture adjustments.


    [Blocked Image: https://www.dropbox.com/s/jhiowxr41bnp8hc/gamecubetextureddiagonal.jpg?dl=1]


    [Blocked Image: https://www.dropbox.com/s/6jbqvp71s5ku6fl/gamecubetexturedback.jpg?dl=1]


    [Blocked Image: https://www.dropbox.com/s/ptoqlcptprf8uh3/gamecubetexturedfront.jpg?dl=1]

  • The random model thread!

    • psychickitten
    • November 24, 2014 at 5:54 PM
    Quote from Steppenwolf

    Chamfering? Learn to subdivide m8.


    Is subdividing different from turbosmooth?

    I don't know what it is lol.

  • The random model thread!

    • psychickitten
    • November 24, 2014 at 9:55 AM

    Finished up the geometry on my Gamecube! It took me so long to figure out how to chamfer the sides...

    I'm probably gonna start texturing this. Any critiques are welcome though!


    [Blocked Image: https://www.dropbox.com/s/rvbag0swm7gcnd8/gamecubefrontnew.jpg?dl=1]

    [Blocked Image: https://www.dropbox.com/s/v8vko6nerfx26ib/gamecubebacknew.jpg?dl=1]

    [Blocked Image: https://www.dropbox.com/s/ggbt672bz85h40a/gamecubetopnew.jpg?dl=1]


    Bonus pic:

    [Blocked Image: https://www.dropbox.com/s/d601y882q9f71e6/2014-11-23%2023_46_39-Greenshot.png?dl=1]

  • The random model thread!

    • psychickitten
    • November 23, 2014 at 7:03 AM

    Working on a gamecube!

    Tons of fun so far. Looking forward to getting this finished. (just spent about half an hour fixing a pinching issue from an accidental weld though)


    [Blocked Image: https://www.dropbox.com/s/ffksejlvy5lzwq7/gamecubefrontclose.jpg?dl=1]


    [Blocked Image: https://www.dropbox.com/s/pxcguypy97k8ka1/gamecubefront.jpg?dl=1]


    [Blocked Image: https://www.dropbox.com/s/67i3gh6qxd5r7ag/gamecubeback.jpg?dl=1]

  • WIP in WIP, post your level screenshots!

    • psychickitten
    • August 22, 2014 at 1:10 AM

    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/abandoned_go/JPEG/2014-08-21_00005.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/abandoned_go/JPEG/2014-08-21_00011.jpg][Blocked Image: https://dl.dropboxusercontent.com/u/23729405/abandoned_go/JPEG/2014-08-21_00016.jpg][Blocked Image: https://dl.dropboxusercontent.com/u/23729405/abandoned_go/JPEG/2014-08-21_00007.jpg]

  • The random model thread!

    • psychickitten
    • May 22, 2014 at 5:36 AM

    Loving that piano Red Yager. I feel like you could improve the texturing on the seat a little bit though. It's a little flat atm. How many poly's is it? It would be cool to show the wireframe as well.

  • The random model thread!

    • psychickitten
    • May 11, 2014 at 6:42 PM
    Quote from Setin

    Looking good. I would imagine a normal map could give you those indented lines.

    How would I do that? Would I need to unwrap the glass first? Or would it be possible to blend 2 glass textures to make that effect?

  • The random model thread!

    • psychickitten
    • May 11, 2014 at 3:16 AM

    Update on my lamp. Thanks for the suggestion about the lamp cage, PogoP.

    I slapped on some autodesk materials on it.

    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/walllamp2.bmp]


    I am modelling this lamp off of a real world reference. Does anyone know how to make the glass look like my reference photo?

    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/reallamp.jpg]

  • The random model thread!

    • psychickitten
    • April 27, 2014 at 10:56 PM

    WIP lamp.

    No lighting or textures yet

    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/walllamp.bmp]

  • [CS:GO] Bloodbath in Paradise [Final 2 - 08-20-2017]

    • psychickitten
    • April 22, 2014 at 9:34 PM

    Looks great man! If you are running close to the func_detail limit, consider making stuff into props or turning it into a func_brush.Also, displacements are generally cheaper than brushes so I would recommend replacing some of the flat outside areas with them

  • The random model thread!

    • psychickitten
    • April 20, 2014 at 9:09 PM
    Quote from AlexM

    nice modeling work but that material is doing your pieces very little justice. The reflection is

    Thanks for the feedback. I'm still a noob at texturing, so i just slapped on a default autodesk material.

  • The random model thread!

    • psychickitten
    • April 20, 2014 at 2:45 AM

    3d chess set i made in 3ds max.


    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/Chess%20Project/Camera%20Black.bmp]


    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/Chess%20Project/Side%20Angle%20White.bmp]

    [Blocked Image: https://dl.dropboxusercontent.com/u/23729405/Chess%20Project/Side%20Angle%20black.bmp]

  • [CS:GO] WIP Sewers (seeking feedback and opinions)

    • psychickitten
    • November 27, 2013 at 4:15 PM

    Thanks for the suggestions. The bridge was a copy paste from a previous map, which is why it doesn't fit. I'll be changing that soon, as well as detailing the canal more. As for water going into the tunnel, there are metal blastdoors on the side to prevent that. Sewers is a wip name, ill be making a better one later.

  • [CS:GO] WIP Sewers (seeking feedback and opinions)

    • psychickitten
    • November 27, 2013 at 6:19 AM

    Hey everyone. I was working on my map and experimenting with 2 water levels in my map. I'd like to ask you guys which water level looks better. Any feedback and criticism is much appreciated! Thanks!


    Water High:


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220106.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220131.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220120.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220142.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220155.jpg


    Water Low:


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220738.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220748.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220756.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220804.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220810.jpg


    https://dl.dropboxusercontent.com/u/23729405/wat…31126220815.jpg

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