JacK Posted October 29, 2005 Report Posted October 29, 2005 God I wish I could model.. I have XSI installed but, hell, it aint easy! Why couldn't the uhh. "brushwork" be modified the same way as in the Hammer Editor?!??! - Ah well. I guess I ain't made for modeling :D Quote
KIIIA Posted October 29, 2005 Author Report Posted October 29, 2005 Although it doesn`t have anything to do with my actual mapping project i felt like modeling a tree today PARTY! Quote
KoKo5oVaR Posted October 29, 2005 Report Posted October 29, 2005 it seems good to me, but i wonder how it will looks ingame Quote
KIIIA Posted October 30, 2005 Author Report Posted October 30, 2005 It looks like this......(low quality game settings due to my slow hardware) Quote
KoKo5oVaR Posted October 30, 2005 Report Posted October 30, 2005 yay that's really nice with this lighting, stylish Quote
mike-0 Posted October 30, 2005 Report Posted October 30, 2005 that looks great, can we see the texture? Quote
KIIIA Posted October 30, 2005 Author Report Posted October 30, 2005 that looks great, can we see the texture? Not too much of a sight to be honest: Quote
hessi Posted October 30, 2005 Report Posted October 30, 2005 texturespace wasteage D: the treetrunk doesn't need any alphas. so why is it on the same texture? why did you leave so much space unused? remove the white parts of the colormap (slecet by color range) and replace them with a green. Quote
PS_Mouse Posted November 2, 2005 Report Posted November 2, 2005 dabbling in max + working on my texturing skillz (yo) Quote
PhilipK Posted November 2, 2005 Report Posted November 2, 2005 Not bad. On the skin tho if you are trying to get it rusty looking I suggest you change the yellow tones to a more red tone. Quote
Minos Posted November 4, 2005 Report Posted November 4, 2005 That looks hot mouse! I'd sugest you decreasing the contrast of the skin, it looks too contrasty imo. Quote
ReNo Posted November 4, 2005 Report Posted November 4, 2005 I'm gonna make a simple top down racing game (think Mashed/Micro Machines) for my uni networking project, so it follows that I'd need a car or two. And so at long last, I cracked open 3dsmax and made a decent effort to learn how to use the thing. I followed a tutorial on box modelling a car to get used to the tools then broke away from it as I didn't want it so hi-poly, nor looking TOO much like a Nissan 300zx Any comments and suggestions welcome. Polycount is currently 292 (602 tris), and the only significant additional modelling work I'm planning is to put in the back wheel arches and add some depth to the rear bumper. Oh, and a question. There is a horrible seam down the middle of the car where the cloned side meets the original side. I figure I have to weld the vertices together, but my attempts to do so don't seem to make any difference to anything. Is there some trick involved or something? Quote
Defrag Posted November 4, 2005 Report Posted November 4, 2005 If you have smoothing groups applied pre-weld, you'll need to redo them to account for the seam. Quote
KungFuSquirrel Posted November 4, 2005 Report Posted November 4, 2005 dabbling in max + working on my texturing skillz (yo) Image First thing I thought of looking at that was the grimier bits of the x-men legends games, and not in a bad way. Looks like something that might fit well into a similar type of game, especially as a level prop for an isometric sort of thing... Maybe not what you're aiming for, though :X Quote
ReNo Posted November 4, 2005 Report Posted November 4, 2005 Updated the car, and now finished with the modelling I think. I'm tempted to improve the sides by modelling in the windows, but given that this is for a top down racing game, I can't help but feel I've already used too many polys. Currently stands at 480 polys / 1010 tris. Max rocks the socks off Milkshape - I have seen the light EDIT: Oh yeah, the images Quote
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