[QUOTE=DOG-GY;25411173]Greeneyes, you may want to consider working with vertex colours.[/QUOTE]
No not really, he has absolutely no reason or need to do that
[QUOTE=Kybalt;25403885]
also another render, this time with double balconies in front[/QUOTE]
I don't really like the stripy walls. It's just that I've never seen anything like that in real life.
Also, they usually have small windows on the street level for the basement.
[editline]15th October 2010[/editline]
And for that character thingy on the last page, showing the wires would probably help with crits. ;)
Showing wires helps on everything
[QUOTE=ULTRA :D;25411020]Did you use a tutorial video? Cause that model seems familiar.[/QUOTE]
I followed 'Peters massive blender tutorial' on youtube for low poly characters but the model is completely my own design
[editline]15th October 2010[/editline]
[QUOTE=DOG-GY;25411173]Greeneyes, you may want to consider working with vertex colours.[/QUOTE]
Sorry no idea what vertex colours are. Thanks anyway!
This was the first object i made in maya back in febuary.
[media]http://www.youtube.com/watch?v=PrA16yFNSvw[/media]
[img]http://dl.dropbox.com/u/20632/Test%20render%202.jpeg[/img]
Just starting work on a model for another project at uni. After I've got the basic mesh sorted I'll be chucking it into zbrush getting some detail maps and then get it into source or ut3 or something.
I should be looking at around 6-7k polys max for either source or unreal3 right?
I made this for a clan, while making it I discovered a bit about script and expression motion controllers which are fun.
[media]http://www.youtube.com/watch?v=eXDORYXSep8&hd=1[/media]
(I'm sure you'll spot an error, it's not like there aren't any)
dude thats really nice!
I even tried to find errors, but found none.
Though those lights by the side of the text looked a bit wierd
[QUOTE=~ZOMG;25403175]Love the street lamp, but the rake is pretty shit. It's blocky, lacks detail, and the grain of the wood appears to be going the wrong way.
[/QUOTE]
Yeah, I know. Thanks.
[QUOTE=Lazore;25417688]dude thats really nice!
I even tried to find errors, but found none.
Though those lights by the side of the text looked a bit wierd[/QUOTE]
The letter A clips the cog.
Circular thing in the background clips the pole.
Circular thing clips through another circular thing going down.
Thing going into a box.
And that's all I can find.
[IMG]http://imgur.com/Tdrtm.jpg[/IMG]
anims by sparkwire
just minor things left to tweak now
Sporkwire
[QUOTE=Flon22;25416301][img_thumb]http://dl.dropbox.com/u/20632/Test%20render%202.jpeg[/img_thumb]
Just starting work on a model for another project at uni. After I've got the basic mesh sorted I'll be chucking it into zbrush getting some detail maps and then get it into source or ut3 or something.
I should be looking at around 6-7k polys max for either source or unreal3 right?[/QUOTE]
That's pretty high for Source for whatever that thing is.
[QUOTE=~ZOMG;25418864]That's pretty high for Source for whatever that thing is.[/QUOTE]
its going to be a flat rock scorp, obv wip :)
well what's the polycount for characters in source?
[QUOTE=Flon22;25419832]its going to be a flat rock scorp, obv wip :)
well what's the polycount for characters in source?[/QUOTE]
more then 60k
[QUOTE=PLing;25412360]
And for that character thingy on the last page, showing the wires would probably help with crits. ;)[/QUOTE]
[IMG]http://i55.tinypic.com/2gua3x1.jpg[/IMG]
Done :)
[QUOTE=Jimmg;25419946]more then 60k[/QUOTE]
60k? i'd say around average 5k
[QUOTE=Jimmg;25419946]more then 60k[/QUOTE]
I highly doubt that would even compile.
[QUOTE=Kybalt;25403573][img_thumb]http://img99.imageshack.us/img99/2595/ss20101014163100.jpg[/img_thumb]
what do apartment building usually have on the bottomest floor anyway[/QUOTE]
Usually there are also some steps or just one step leading from the sidewalk to the entrance of an apartment block. Sometimes it also has a ramp nearby. Some of them have small roofs covering the space in front of the entrance. I'll get a picture for you, if you want to.
At least that applies to Eastern European buildings. My block was built in the Soviet Union, so it's kinda old, but it looks similar to yours.
Edit: Oh wait, you have steps. Disregard that part.
[img_thumb]http://www.majhost.com/gallery/PopuIus13/stuff/Minecraft/minecraftlogo2.jpg[/img_thumb]
:v:
3 Vray lights for basic light and omni lights for the torches.
looks awesome, though you are missing the stars.
[img]http://img375.imageshack.us/img375/7664/ptrdwip.png[/img]
My internet went down for about an hour, so I started working on this. Might UV map it this weekend.
the minecraft thing needs a chicken
[QUOTE=Overworld;25428097][img_thumb]http://img375.imageshack.us/img375/7664/ptrdwip.png[/img_thumb]
My internet went down for about an hour, so I started working on this. Might UV map it this weekend.[/QUOTE]
Could we get some screenies from a different angle?
Also, it's [B]really[/B] unoptimised.
[editline]16th October 2010[/editline]
[QUOTE=Not_Yet;25420984]60k? i'd say around average 5k[/QUOTE]
It depends on what you're making. Characters in HL2 were all around 7k, in L4D2 the survivors are around 13k, but at the same time there are model that are less than 100 polys.
snip
[QUOTE=~ZOMG;25421490]I highly doubt that would even compile.[/QUOTE]
That's the joke.
[QUOTE=~ZOMG;25435681]Could we get some screenies from a different angle?
Also, it's [B]really[/B] unoptimised.[/QUOTE]
[img]http://img139.imageshack.us/img139/4154/ptrdoptimizewip.png[/img]
I didn't get a chance to optimize it last night, got some optimization done here. down from 1200 to 1000 quads.
[QUOTE=~ZOMG;25435681]It depends on what you're making. Characters in HL2 were all around 7k, in L4D2 the survivors are around 13k, but at the same time there are model that are less than 100 polys.[/QUOTE]
Of course there are. You wouldn't expect small models to have tons of detail. They prioritize polycount based on importance, distance from plaer and world unit size.
I worded that really badly, sorry. What I was getting at is that you have to judge when you have to throw in a few extra polys and when you have to seriously limit the number of polys for a prop.
I made the Polysics' glasses cause they're awesome :v:
[img_thumb]http://i56.photobucket.com/albums/g171/Pr0no0b/Vorne.png[/img_thumb]
[img_thumb]http://i56.photobucket.com/albums/g171/Pr0no0b/Hinten.png[/img_thumb]
[img_thumb]http://i56.photobucket.com/albums/g171/Pr0no0b/PolysicsBrille.png[/img_thumb]
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