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3 Dimensional Chat / henrys models

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djmaster
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Posted: 12th Aug 2009 13:27
Looks pretty nice.

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"Im British you muppet!"-Psycho
henry ham
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Posted: 23rd Aug 2009 19:06
ive been playing with an old model i made take a look & see what you think ?







cheers henry

mike5424
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Posted: 23rd Aug 2009 22:16
i think you should stop stealing stuff then taking pics of it and start learning to model seriously, that's how good i think your models are.

dark basic keywords: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
my models and textures: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
Asteric
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Posted: 23rd Aug 2009 22:22
Only one thing, i would kill some of that light of the horse, especially on the back area, just seems to much like a pasted texture, just to get rid of the artificial lighting look.

SJHooks
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Posted: 24th Aug 2009 01:06
Wow nice model! The tail you could just clump a few faces and use some alpha mapping to make it look like individual pieces of hair, and it would be nice if you added a mane across the back of the neck
mike5424
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Posted: 1st Sep 2009 15:14
what you planning on making next?

dark basic keywords: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
my models and textures: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
henry ham
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Posted: 2nd Sep 2009 00:22
Quote: "what you planning on making next?"


just started a new model a tonight ,its going to be a sci-fi style gun (im crap at guns )its to early to show any renders yet will see how far i get & maybe post some tomorrow.

cheers henry

SJHooks
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Posted: 2nd Sep 2009 05:37 Edited at: 8th Nov 2009 17:27
Quote: "im crap at guns "
What, is it the modeling or texturing? Sci-Fi guns are always complicated with many things about them
Cheers.

henry ham
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Posted: 2nd Sep 2009 21:14
rifle so far





cheers henry

zeroSlave
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Posted: 3rd Sep 2009 00:11 Edited at: 3rd Sep 2009 00:12
For the horse, I would straighten the top bit from its ears to the tip of the nose:

And maybe make the head and neck a bit smaller. Seems a bit out of proportion to the body.

As far as the texture... Superb as everything else I have seen from you! The rifle is a neat design! Can't wait to see it textured as well!

There's something in this room that makes you can't speak well.

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SJHooks
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Posted: 3rd Sep 2009 01:25
Hmm... looks like you're making a sci-fi P90 . Nice job
mike5424
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Posted: 3rd Sep 2009 12:42
amazing model, as allways!

dark basic keywords: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
my models and textures: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
henry ham
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Posted: 4th Sep 2009 01:56
heres a small update to the sci-fi rifle model





cheers henry

SJHooks
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Posted: 4th Sep 2009 02:08 Edited at: 4th Sep 2009 02:09
Dang, can't wait till it's textured! Looks cool . And I stand by what I said, definantly looks like a sci fi P90.
mike5424
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Posted: 4th Sep 2009 12:22
even better!

dark basic keywords: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
my models and textures: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
HowDo
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Posted: 4th Sep 2009 15:00
henry ham always amazes me how you make a not very complicated model look complicated when textured.

makes me wonder how amazing you could make a cube when textured.

Dark Physics makes any hot drink go cold.
henry ham
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Posted: 4th Sep 2009 18:29
Quote: "definantly looks like a sci fi P90"

sort of yeh but its based on the fs2000

HowDo /thanks mate i may try that one day lol

todays update





cheers henry

tjaabee
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Posted: 4th Sep 2009 19:11
Looks nice, but the barrel looks a bit long (making it look a bit weak...).

Best.

It's very good to know all links to Youtube that contain Rick-rolls. Sadly I don't.
CoffeeGrunt
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Posted: 5th Sep 2009 00:05
I don't think so, put a scope on it, and you've sot yourself an awesome looking sniper rifle...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
SJHooks
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Posted: 5th Sep 2009 00:25
Quote: "its based on the fs2000"
Oh yeah, forgot about that gun. I remember reading somewhere that the trigger (and I think safety) mechanisms were copied from the P90. And their names both start with FN. Though, I personally think a P90 is better, more ammo in the cartidge, quick shooting, even made to be stronger against body armour. The weird thing that one would think is that the P90 was made in the late 80's, and the FS2000 at the turn of the new mellenia. But seeing as your making a sci fi gun, what I said really doesn't matter. And I kinda agree with tjaabee, the barrel just looks a bit too long, unless like CoffeeGrunt said, it would make an awesome sniper rifle.
Alt Schule
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Posted: 5th Sep 2009 01:22
Very nice work.


Terrestrial Productions
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Posted: 5th Sep 2009 03:29
Geez. Do you like get payed 5 billion dollars per modelto make those. You should seriously put them in a game and get a pro to write the script for you.; The game would kick butt!


Terrestrial Productions
SJHooks
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Posted: 5th Sep 2009 03:58
WAIT A MINUTE! where's the ammo go?
henry ham
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Posted: 5th Sep 2009 04:05
Quote: "WAIT A MINUTE! where's the ammo go?"

lol give me time to finish it ! its still only a wip got to build the mag next.

high poly wireframes







cheers henry

djmaster
User Banned
Posted: 5th Sep 2009 14:10
Looks nice,could use slightly less polys but its still good.

[href]http://sites.google.com/site/chargedstudios/home[href]
"Im British you muppet!"-Psycho
Quik
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Posted: 5th Sep 2009 14:38
the high poly has a lot and i mean a LOT of unneccesary polys =P mesh itself looks good^^


[Q]uik, Quiker than most
henry ham
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Posted: 5th Sep 2009 14:55
the high poly mesh is for making the normal map for the low poly model


cheers henry

SJHooks
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Posted: 5th Sep 2009 20:37
Me want
Azunaki
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Posted: 6th Sep 2009 03:47
henry you have a Ngon on your the barrel of the gun. just curios how do you make a normal map that way(do you know of a tutorial or anything?)

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
tjaabee
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Posted: 6th Sep 2009 10:54
Quote: "just curios how do you make a normal map that way(do you know of a tutorial or anything?)"


Google is your friend, it depends on your 3d app. In Max and Maya you have tools for baking the maps from hi-poly to lo-poly meshes, but I'd guess you'd have to use something like xNormal or Crazybump for other packages with less functions...

Best.

It's very good to know all links to Youtube that contain Rick-rolls. Sadly I don't.
Azunaki
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Posted: 6th Sep 2009 20:40
ok thanks.(yea its just something i asked as a spur of the moment thing)

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visit my site.(still in progress)
tjaabee
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Posted: 6th Sep 2009 22:40
No problems, sorry for hijacking your thread henry.
Keep those models coming!

Best.

It's very good to know all links to Youtube that contain Rick-rolls. Sadly I don't.
Terrestrial Productions
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Posted: 7th Sep 2009 03:07
I'm still amazed and just wondering... How do you texture the objects so neatly, and could you make a tutorial or just a quick tell how to make that so neatly, Because when i do it tey are just absolutely disgusting.


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Asteric
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Posted: 7th Sep 2009 03:19
So for the low poly, have you got rid of the unnecessary loops? Looking pretty neat so far.

Azunaki
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Posted: 7th Sep 2009 03:50
the loops are so he can get a normal map. he probably duplicated the model and added smoothing to do it.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Asteric
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Posted: 7th Sep 2009 04:57 Edited at: 7th Sep 2009 04:59
The best idea would be to optimise the low poly, then uv map it, then add more loops and poly's to the high poly afterwards.

Azunaki
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Posted: 7th Sep 2009 06:31
...the reason i said duplicate it is becasue then he wouldn't have to worry about un-smoothing it. he could just continue on with textureing it.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
anayar
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Posted: 7th Sep 2009 16:45
I just visited your website and was amazed... I mean just looking at the free stuff (which you should really charge for)I liked it. Hope you keep modeling Henry Ham

A.N
Azunaki
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Posted: 7th Sep 2009 20:39
i also went there and noticed he had a fem texture tutorials.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
henry ham
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Posted: 7th Sep 2009 20:42 Edited at: 7th Sep 2009 20:48
i use 3ds max for my modeling so if i want to make a normal map for my model i build a low poly model unwrap it then build a high poly model,lay one ontop of the other then use projection mapping to bake the normal map down to the low poly mesh,this is then cleaned up in ps/cs2.

some people build the high poly model first before starting the low poly its really down to finding the best way for you.

anayar/ thanks mate glad you like it
also thanks for the guestbook post over 9000 veiws & only 15 people have signed.

cheers henry

Terrestrial Productions
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Posted: 8th Sep 2009 01:31
henry... I am a big fan now. I am working on a simple sci-fi water assoult ship, and i need to know wether you texture seperate parts to make it more detailed or the whole thing at one?


Terrestrial Productions
henry ham
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Posted: 8th Sep 2009 01:54
Terrestrial Productions/im not really sure what you mean ?

but heres how i work

1 build model
2 uv map model
3 import uv map into ps
4 block out basic textures eg metal wood glass etc
5 import back into max to see how it looks
6 back to ps to add details like rust & scratches etc
7 back into max & so on till im happy with the texture

hope that helps

cheers henry

Azunaki
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Posted: 8th Sep 2009 04:04
terrestrial productions when you UV map it separating parts. say you made a spider you would separate the legs from the body (but you would leave the model alone. depending on how you made your ship you would separate parts.

im assuming you do know what a UV map is though(if not please say so)

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
henry ham
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Posted: 11th Sep 2009 02:31
heres a quick sci-fi model i made tonight

transport tube render


texture map


cheers henry

BiggAdd
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Posted: 11th Sep 2009 02:58
Very nice! You could do with dirtying up the green areas though (assuming its coated with glass), with scratches or slight cracks, looks too clean compared to the metal casing.

I really like the metallic texture you've used as well, goes really well!

SJHooks
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Posted: 11th Sep 2009 04:24
Quote: "dirtying up the green areas"
good idea, unless he's planning on a glow there . At first I thought that was the ammo for the new gun you're making; it would have been cool Youre texturing skills are great, unfortunately in comparison mine are horible... they're horrble compered to anyone's . Ahh well, in due time... Nice job!
feiting shadow
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Posted: 11th Sep 2009 12:22
I just have to say, your models are amazing.

Also, make sure Shredder doesn't get that green can. Bad things could result

Signed
------
henry ham
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Posted: 11th Sep 2009 17:37
thanks for the comments guys

biggadd added some dirt for you



cheers henry

Aaagreen
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Posted: 11th Sep 2009 18:07
Wow.. You have to sell this awesome stuff!

Its a good day to do what has to be done by me and help my brother to defeat the enemies
Terrestrial Productions
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Posted: 11th Sep 2009 23:46
Nice. Thanks, what I meant was to you model in steps or wait until the whole models done before texturing. You answered it though and I apprieciate it!


Terrestrial Productions

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