Some of you might remember that a little over 2 years ago, I came into this thread and posted the result of me messing around in 3DSMax (Or was it maya?) for the first time ever, without any knowledge or understanding of 3D stuff.
I was trying to make a bullet, since my Brother wanted one to use in a thing he was doing in Garrysmod.
Remembered now that I never actually gave one to him;
So I spent an hour or so making this:
[IMG]http://dl.dropbox.com/u/37546036/WhatExactlyISACustomTooledCartridgeAnyways.png[/IMG]
This is literally a remake of the first thing I ever made. :v:
[b][/b] ([url=http://p3d.in/72Nga]View in 3D[/url])
[url=http://p3d.in/72Nga][img]http://p3d.in/model_data/snapshot/72Nga[/img][/url]
Based on the rifle thingy in [URL="http://25.media.tumblr.com/tumblr_maxqhiSOcN1rv17uqo1_1280.png"]this image[/URL].
The concept is by [URL="http://facepunch.com/member.php?u=537415"]Sprockethead[/URL].
Having a crack at a modular environment for a change from singular assets, here's a start.
[img]http://img580.imageshack.us/img580/3725/floor1s.jpg[/img]
[img]http://img594.imageshack.us/img594/6499/wall1z.jpg[/img]
the sculpted damage looks unrealistic on that floor tile, it would look better if it was more subtle imo
Modeling part almost finished.
Oh and, this question have been answered a lot of times but.. How many polygons can handle source for a model ?
[IMG]http://i564.photobucket.com/albums/ss81/cepink_photo/7.jpg[/IMG]
[QUOTE=azgag;38680004]the sculpted damage looks unrealistic on that floor tile, it would look better if it was more subtle imo[/QUOTE]
I tried this first time around, everything has a 2k map to show but doing anything smaller starts to look like normal map errors, it'll then look even worse when I take it down to 1k, however, I'm able to spin it 180 to vary it up a little and it's only used 4/5 times in the scene, so for now I'll stick with it until I've made everything else, then go back and tweak the stuff that needs to be.
Nice detail cepink, but I'm pretty sure you're going to need to split that model up to get it into source, just split it in half or quarters, given the shape of the model that shouldn't take much effort.
[QUOTE=cepink;38680912]Modeling part almost finished.
Oh and, this question have been answered a lot of times but.. How many polygons can handle source for a model ?
[IMG]http://i564.photobucket.com/albums/ss81/cepink_photo/7.jpg[/t][/QUOTE]
it's not really how much polys Source can handle but how much it can compile, the max I've tried was about 15k triangles for the Alien Swarm version of Source.
@Livewire, depending on the shapes of the object, an uncompressed 1k normal map will look better than a compressed 2k normal map (both should have around the same size), you might wanna try that
[QUOTE=cepink;38680912]Modeling part almost finished.
Oh and, this question have been answered a lot of times but.. How many polygons can handle source for a model ?
[IMG]http://i564.photobucket.com/albums/ss81/cepink_photo/7.jpg[/IMG][/QUOTE]
just split the model up if it's too much
[QUOTE=- Livewire -;38681071]I tried this first time around, everything has a 2k map to show but doing anything smaller starts to look like normal map errors, it'll then look even worse when I take it down to 1k, however, I'm able to spin it 180 to vary it up a little and it's only used 4/5 times in the scene, so for now I'll stick with it until I've made everything else, then go back and tweak the stuff that needs to be.
Nice detail cepink, but I'm pretty sure you're going to need to split that model up to get it into source, just split it in half or quarters, given the shape of the model that shouldn't take much effort.[/QUOTE]
you could just not put damage in the normals - metal doesn't really chip away that often
[QUOTE=cepink;38680912]Modeling part almost finished.
Oh and, this question have been answered a lot of times but.. How many polygons can handle source for a model ?
[IMG]http://i564.photobucket.com/albums/ss81/cepink_photo/7.jpg[/IMG][/QUOTE]
Is that supposed to be Midgar? That looks pretty damn good.
[QUOTE=- Livewire -;38679352]Having a crack at a modular environment for a change from singular assets, here's a start.
[img]http://img580.imageshack.us/img580/3725/floor1s.jpg[/img]
[img]http://img594.imageshack.us/img594/6499/wall1z.jpg[/img][/QUOTE]
How did you make all these? I'd like to know how to make such modular things. Because all my modular models are sucks.
[QUOTE=DOG-GY;38684181][img]http://25.media.tumblr.com/tumblr_mefs5raPxZ1qk6eteo1_400.gif[/img][/QUOTE]
Dat 3D
[QUOTE=F T;38684187]can I use that as an avatar?[/QUOTE]
sure. I'll pm you an 80x80
[QUOTE=DOG-GY;38684251]sure. I'll pm you an 80x80[/QUOTE]
You are gonna go far kid.
He's got hutspa!
Working on this power droid to go with my Tantive IV hallway.
908 polys so far, there's not much left to do but add some power outlets on the opposite side, rig, unwrap, and texture.
[IMG]http://puu.sh/1wBb2[/IMG]
[QUOTE=GoOR;38684087]How did you make all these? I'd like to know how to make such modular things. Because all my modular models are sucks.[/QUOTE]
Get the right scale of everything by blocking stuff out and work with the snap tool on, all you need to do is make sure the edges of your model are on the grid and anything inside of that can go anywhere really.
[QUOTE=ShoTGuNGuY49;38685032]Working on this power droid to go with my Tantive IV hallway.
908 polys so far, there's not much left to do but add some power outlets on the opposite side, rig, unwrap, and texture.
[IMG]http://puu.sh/1wBb2[/IMG][/QUOTE]
GONK
you better make the texture properly aged. I think they came out of the factory heavily rusted.
The bullet from last page looked lonely, so I made it some friends:
[IMG]http://dl.dropbox.com/u/37546036/Ammonition.png[/img]
266 Tris for the shotgun shell, 204 for the 9MM and 316 for the big rifle shell for some reason.
Getting better at baking :dance:
[QUOTE=Lt_C;38690048]GONK
you better make the texture properly aged. I think they came out of the factory heavily rusted.[/QUOTE]
I'll make a few different versions of the texture, clean, dirty, leaking, rusting, and maybe one that's just gross. After the assignment is turned in, I'll release it on the Workshop with animations.
The gross version should have a big poop stain on it. As if somebody just took a fresh poo and then decided to wipe their bum on it. Maybe some hair stuck to the stain.
[QUOTE=DOG-GY;38684181][img]http://25.media.tumblr.com/tumblr_mefs5raPxZ1qk6eteo1_400.gif[/img][/QUOTE]
Did you make this btw?
yes, why?
[QUOTE=DOG-GY;38696829]yes, why?[/QUOTE]
because it's fokken sexy of course.
Forgot to post this here. It's a quickie from last night.
[img]http://files.gamebanana.com/bitpit/render001.jpg[/img]
[QUOTE=Kosai106;38699195]Forgot to post this here. It's a quickie from last night.
[img]http://files.gamebanana.com/bitpit/render001.jpg[/img][/QUOTE]
Cold steel GI tanto?
[QUOTE=Kosai106;38699195]Forgot to post this here. It's a quickie from last night.
[img]http://files.gamebanana.com/bitpit/render001.jpg[/img][/QUOTE]
Blade is way soft but the rope grip is awesome
[QUOTE=mdeceiver79;38699915]Cold steel GI tanto?[/QUOTE]
I'm not sure, I went off of an old picture I had, but it does look like a Tanto knife.
[QUOTE=NeoDement;38700991]Blade is way soft but the rope grip is awesome[/QUOTE]
Already fixed the blade after some crits from Millenia. And thanks.
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