[QUOTE=DrarrkS52;41480475]Here is the updated version of my ship. I've modified it into a fighter by removing the back pole things, flattening it and lengthening it. I also made the back end of the ship a bit wider and I've extended the engines outwards.
[img_thumb]http://filesmelt.com/dl/Fighter_1.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/Fighter_2.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/Fighter_3.jpg[/img_thumb]
I will eventually get around to texturing it once I've finally got it how I like. Let me know what you guys think.[/QUOTE]
Will it have an interior? Because there really aren't that many ship models that have anything you can walk into.
[QUOTE=adamsz;41491328]Will it have an interior? Because there really aren't that many ship models that have anything you can walk into.[/QUOTE]
I don't actually know yet, I might expand on an interior later on but I originally started creating these models ready for my 2nd year at college.
If I have time after I've finished making a few more models I'll start on their interiors because I have to admit, it would be interesting (and very difficult).
[QUOTE=Long Nange;41490665]lol, pump is just hidden[/QUOTE]
Unless you are really lazy and don't want to put that much effort into it or are creating it for some handheld game with bad graphics making those holes merely floating geometry is going to make it really look ugly close up. Graphic cards nowadays can handle the few extra polygons from those holes.
[QUOTE=FlyingAlien;41491879]Unless you are really lazy and don't want to put that much effort into it or are creating it for some handheld game with bad graphics making those holes merely floating geometry is going to make it really look ugly close up. Graphic cards nowadays can handle the few extra polygons from those holes.[/QUOTE]
well, i'm not lazy, it's just the only way to make high poly model i know at the moment. And i do have good graphic gard
[QUOTE=FlyingAlien;41491879]Unless you are really lazy and don't want to put that much effort into it or are creating it for some handheld game with bad graphics making those holes merely floating geometry is going to make it really look ugly close up. Graphic cards nowadays can handle the few extra polygons from those holes.[/QUOTE]
a) baked holes are still perfectly servicable
b) it can easily double the time taken
c) it's not a 'few extra polygons' it's like double the tricount
I started modeling the bow for my character, but every normal or AO bake give bad-looking results...
[img]http://i.imgur.com/IHJjcue.png[/img]
That looks really nice, I dunno what you are talking about.
Made a gun pew pew
[img_thumb]http://i.imgur.com/P6T3KqZ.png[/img_thumb]
[thumb]http://i.imgur.com/UBoM45H.jpg?1[/thumb]
[thumb]http://i.imgur.com/Eq1iK2w.png?1[/thumb]
[thumb]http://i.imgur.com/arBUp7m.png?1?3855[/thumb]
[media]http://www.youtube.com/watch?v=_zHbNpdsz0U&feature=youtu.be[/media]
the text is there since it's for this contest [url]http://facepunch.com/showthread.php?t=1290257[/url]
the text is really bothering me now though and I plan on redoing screenshots tomorrow without the text there.
EDIT: updated the first 2 images with new renders and without the text
[QUOTE=Johnny Guitar;41500769]That looks really nice, I dunno what you are talking about.[/QUOTE]
Yeah, I'm happy with the model itself, but baking AOs or normals give annoying artifacs. Especially around places where those parts are clipped to other parts (So the model isn't a one uniform mesh. I tried that, but then it would've needed too many smoothing groups, which just double the vertices...) I've managed to get some decent results by baking normals a piece by piece, but they'll still need some editing afterwards. That doesn't work nicely with AO though, since the shadowed areas aren't good-looking anymore if the baking is done with the piece by piece technic...
But, I'm doing my best to fix those. The program Xnormal gave slightly better results already. (;
EDIT: That pic is just a render of the high poly version where I'm baking details to the low poly from, and Blender's internal render with AO just looks nice there, without any problems. :D
Well, I got it done, almost. It still needs some tiny retouching on the attachments of the string though...
[img]http://i.imgur.com/hm7UhaA.jpg[/img]
As you can see the shit going on, on the unwrapped string... :P
[img]http://i.imgur.com/Sx4SPAp.jpg[/img]
Just a quick shot from the hi-poly:
[img]http://i.cubeupload.com/slXJs5.png[/img]
[QUOTE=SMasters;41503582][thumb]http://i.imgur.com/UBoM45H.jpg?1[/thumb]
[thumb]http://i.imgur.com/Eq1iK2w.png?1[/thumb]
[thumb]http://i.imgur.com/arBUp7m.png?1?3855[/thumb]
[media]http://www.youtube.com/watch?v=_zHbNpdsz0U&feature=youtu.be[/media]
the text is there since it's for this contest [url]http://facepunch.com/showthread.php?t=1290257[/url]
the text is really bothering me now though and I plan on redoing screenshots tomorrow without the text there.
EDIT: updated the first 2 images with new renders and without the text[/QUOTE]
I see your diffuse, normal and spec, but whats the map in the upper right? also it looks real nice
I think im getting a pretty good rythm between blocking out - touching up and texturing.
[IMG]http://s24.postimg.org/pcigpjsit/polearm.png[/IMG]
Getting the hang of this moddeling thing.
[URL=http://imgur.com/b4IiHTc][IMG]http://i.imgur.com/b4IiHTcl.jpg[/IMG][/URL]
not so bad for first time, i think
[QUOTE=More Ragtime;41507260]I see your diffuse, normal and spec, but whats the map in the upper right? also it looks real nice[/QUOTE]
The upper right is actually the spec, marmoset allows colored spec maps. From top > right and top > bottom it goes diffuse, specular, gloss, normal.
[QUOTE=SMasters;41507822]The upper right is actually the spec, marmoset allows colored spec maps. From top > right and top > bottom it goes diffuse, specular, gloss, normal.[/QUOTE]
thanks
Made a truck:
[img]http://files.1337upload.net/Rekka-auto.png[/img]
[QUOTE=oskutin;41508435]Made a truck:
[img]http://files.1337upload.net/Rekka-auto.png[/img][/QUOTE]
what's it modeled after? Looks like European design.
Well, its my own design :v:
But it's still "eurotruck".
[QUOTE=Long Nange;41507616][URL=http://imgur.com/b4IiHTc][IMG]http://i.imgur.com/b4IiHTcl.jpg[/IMG][/URL]
not so bad for first time, i think[/QUOTE]
niceee
[t]https://dl.dropboxusercontent.com/u/1157653/work/crowbar.jpg[/t]
also crowbar
I bet that was one of the hardest ones to approach, eh Juniez? :v:
[QUOTE=ZombieDawgs;41519737]I bet that was one of the hardest ones to approach, eh Juniez? :v:[/QUOTE]
it was hard but ... i persevered
[QUOTE=oskutin;41519741]Update:
[img]http://files.1337upload.net/trukki.png[/img][/QUOTE]
Texture it, put some stones in the back using displacements and that'll look pretty cool.
welp this isnt source sdk but still modeling rite (3ds max) no? if no I wont post anymore :(
[t]http://puu.sh/3nSCN.png[/t]
[t]http://puu.sh/3md8B.png[/t]
[t]http://puu.sh/3mgjr.png[/t]
Just started working on another ship, its going to be a cargo ship when it is finished but its a long way from it, hence the blockness and how basic it looks at the moment.
[img_thumb]http://filesmelt.com/dl/Cargo_1.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/Cargo_2.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/Cargo_3.jpg[/img_thumb]
Havent had much time to make stuff recently because we're starting to prep for our 3rd year Uni game which we start in September. However here's a small rock pile and a [b]WIP[/b] Halo AA turret.
[img]http://imageshack.us/a/img19/3756/h8y6.jpg[/img]
[img]http://imageshack.us/a/img843/4921/5b3u.jpg[/img]
[QUOTE=Dr Ben Dover;41521052]welp this isnt source sdk but still modeling rite (3ds max) no? if no I wont post anymore :(
[t]http://puu.sh/3nSCN.png[/t]
[t]http://puu.sh/3md8B.png[/t]
[t]http://puu.sh/3mgjr.png[/t][/QUOTE]
I know what I'm going to say might sound useless but...
You're using tons of San Andreas stuff, I can recognize everything from the heads to the shoes :P
yeah I know im on my phone at the moment and these are the ones I could find thst I posted somewhere else. I do way better shit now with custom models/textures
[t]http://i.imgur.com/dgRPUoi.jpg[/t]
new flashlight model, not too shabby, eh?
Sorry, you need to Log In to post a reply to this thread.