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3 Dimensional Chat / Henry Hams models 2010

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SJHooks
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Posted: 15th Mar 2010 06:45
Are you making a weapons pack or something? (Not that I'm complaining )

Typos, can't live with em, but somehow I do
General Jackson
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Posted: 16th Mar 2010 03:42
Forgot about the dumpster, thanks man

Now I will put it in Unity 3d with my all-time favorite shader - bumped-specular

zaphos
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Posted: 16th Mar 2010 13:07
I really like the design looks cool, looks a lot like the nerf N strike maverick =)
http://www.hasbro.com/en_GB/nerf/shop/details.cfm?guid=9274D285-6D40-1014-8BF0-9EFBF894F9D4&product_id=15953&src=endeca

darimc
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Posted: 17th Mar 2010 17:35
Well it is clearly based off of the Nerf gun. But still, a very nice model.

farmkid4
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Posted: 19th Mar 2010 02:40
Quote: "Well it is clearly based off of the Nerf gun. But still, a very nice model."


Just about to say the same thing my brothers have 3 of those

henry ham
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Posted: 21st Mar 2010 02:45
Quote: "Are you making a weapons pack or something?"


thats my plan

Quote: "looks a lot like the nerf N strike maverick"


yep its based on one

got bored of modeling guns today so started somthing different an old abandoned car,it stands at 1400 polys right now but i still need to add a few bits & bobs to it before i move on to the unwrap & texture



cheers henry

Black Profductions
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Posted: 21st Mar 2010 04:47 Edited at: 21st Mar 2010 16:25
One again Henry, great work
Lookign forward to see it textured
BTW, do you think you can help me with some uv maps for my models?

charger bandit
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Posted: 23rd Mar 2010 16:00
Awesome car model


A.K.A djmaster
Link102
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Posted: 25th Mar 2010 17:04
...what about some dents ?


Humor aside, I think your models are great.

Keep up the good work.

Frap
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Posted: 25th Mar 2010 22:36
Looking great Henry as always, perhaps a head light hanging out the front or maybe a slighly damaged door left half open ?

henry ham
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Posted: 25th Mar 2010 23:42
Quote: "BTW, do you think you can help me with some uv maps for my models?"


sure mate let me know what help you need

Quote: "what about some dents ?"


i think theres an echo in here lol,dont worry there will be some when its finished

Quote: "Looking great Henry as always, perhaps a head light hanging out the front or maybe a slighly damaged door left half open ?"


cheers frap yeh i plan on banging it up a bit after i get the base texture down

made a start on the base texture



cheers henry

SJHooks
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Posted: 26th Mar 2010 00:11
Nice texture, but I kinda get the feeling that its too bright or the corner edges of the car aren't rusted up enough yet... Or maybe its the contrasting colors of the finished and not finished parts of the texture ; Can't wait to see it finished

Link102
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Posted: 26th Mar 2010 10:14 Edited at: 28th Mar 2010 18:17
@SJHooks
Well the texture is far from finished, but the rust is kind off random on the current texture.

lada 1
lada 2

edit: here is valve's take on a lada-ish car:
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1986327
(it's one of 5,they all look like lada's, this one in the least trashed)

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charger bandit
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Posted: 27th Mar 2010 10:55
Awesome texture,cant wait to see it finished.


A.K.A djmaster
Black Profductions
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Posted: 30th Mar 2010 03:40
Henry, that car looks totally neat! keep it coming, maybe you can bake some lights and shadows in the texture if its not going to use shaders for shadows
Btw, thanks a lot for uv maping my glock 18, you have helpedme a lot, i will give you credits in the game and in the forums once i post my work on the texture

henry ham
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Posted: 17th Apr 2010 16:10
made a start on a new model today a simple bayonet,poly count 682, its uvw mapped & im now ready to start the texture.



cheers henry

Asteric
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Posted: 17th Apr 2010 16:46
Sub-d i see, nice one, but there are some nasty tubrosmooth seams going on.

henry ham
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Posted: 17th Apr 2010 17:20
Quote: "Sub-d i see, nice one, but there are some nasty tubrosmooth seams going on"


no mate thats just the basic low poly no turbosmooth there like i said its only 682 polys the seams your on about are the smoothing groups for the diffenent materials wood , metal etc & the 2 lines down the grip are grooves in the wood this screenie may help you to see it better.



cheers henry

Asteric
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Posted: 17th Apr 2010 17:45
Oh yeah, now i look at it again, silly me. But i have to say the vertical seems are bothering me, they look more like errors more than anything.

Quik
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Posted: 17th Apr 2010 19:04
Quote: "But i have to say the vertical seems are botherng me"


what seams?


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Asteric
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Posted: 17th Apr 2010 19:07
I should say "dents" instead.

henry ham
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Posted: 17th Apr 2010 19:51
Quote: "But i have to say the vertical seems are bothering me, they look more like errors more than anything"


well if you take a look at one of my reference shots you will see them on there to.remember that a model is only half done till its fully textured



cheers henry

Asteric
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Posted: 17th Apr 2010 19:56
Yeah, i just think you maybe should have gave them more depth on the mesh, so you an tell they are intentional, but you probably can solve this with the texture.

Azunaki
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Posted: 17th Apr 2010 21:47
henry will more then likely normal map the model to give everything more depth.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
henry ham
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Posted: 18th Apr 2010 14:08
ok guys going to call this model finished

screenies





texture map



cheers henry

SJHooks
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Posted: 18th Apr 2010 16:24
Oh that's looking real nice. but on the specularity map (if you made one) I'd recommend toning it down just a little bit, it's shining a bit too much in the light (like its somewhat glowing on the third pic, second knife. Or is that the lighting in general

Camouflage Studios
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Posted: 18th Apr 2010 19:03
Wonderful work henry looks awesome Do you use images for your textures or do you paint them? I've been wanting to ask that question for a while. Although I do notice that you paint lighting onto your textures, this isn't really a huge deal but you're really not supposed to add highlights into the diffuse map since real-time lighting makes those highlights, as well as normal maps, spec maps etc.

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henry ham
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Posted: 18th Apr 2010 19:09
Quote: "Do you use images for your textures or do you paint them?"


its all hand painted mate

Quote: "Although I do notice that you paint lighting onto your textures, this isn't really a huge deal but you're really not supposed to add highlights into the diffuse map since real-time lighting makes those highlights, as well as normal maps, spec maps etc."


im old school mate i just cant help myself lol

cheers henry

Camouflage Studios
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Posted: 18th Apr 2010 19:11
Haha alright lol looking foward to new models

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Asteric
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Posted: 18th Apr 2010 21:21
Nice work man, if i have to crit something it would be: Pitch black shadows on some places, too dark and monotone.

Some more edge highlighting on the blade would be cool.

You could have overlapped the handle UV's and rendered a rectangle UV map to save space.

Good work.

Quik
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Posted: 18th Apr 2010 22:24
Quote: "Nice work man, if i have to crit something it would be: Pitch black shadows on some places, too dark and monotone."


i dont see what u see tbh, it looks very clean, not too dark and not too light either. it looks perfect really lol


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Asteric
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Posted: 18th Apr 2010 22:28
If you look at the shading on the blade, you will notice that there are very harsh shadows, which are not realistically replicated in real life due to light reflection and ambient light.

lazerus
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Posted: 18th Apr 2010 22:45
Looks very nice. Planing on importing to FPSC?

Lookngi forward to your next piece ^_^

-Con

Quik
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Posted: 18th Apr 2010 22:54
maybe he was going for a stylized blade, asteric? that way it doesnt matter and it looks way cooler, but yeah, i see ur point, uf he was going for realism that would be bad


[Q]uik, Quiker than most
Asteric
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Posted: 18th Apr 2010 23:04
Quote: "maybe he was going for a stylized blade"


If that was true, one of the key things when painting stylised textures is to not use black, because of the fact that stylisation still follow the basic rules of realism, you will find that for brown materials, dark areas are painted with slight greens, and with metal/greys, you will often find blue.

lazerus
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Posted: 18th Apr 2010 23:10 Edited at: 18th Apr 2010 23:14
I use heavy black shadowing in my work. It is classed as stylisation, a style can be anything you fancy every artist has thier own and most can mimic others. He may like the dark lines, i do, i use them all the time in work, even in art class. What it comes down to is taste. It obviously works in this piece so i cant really complain.

So basically you choose a single style and applied it as a generic standard for all others. As for the realism part well i dont think youv studied art, since thats completly wrong.

Gah third edit, im not trying to be a jerk, i just cant phrase it properly.

Asteric
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Posted: 19th Apr 2010 01:14
Oh well, you know more than me, its strange though, because a lot of professional artists over at polycount tell me to never use black when shadowing. I am probably wrong saying it from realism, maybe it is so that it is more interesting to use colour variation, will have to look it up.

henry ham
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Posted: 19th Apr 2010 02:14
Quote: "Looks very nice. Planing on importing to FPSC? "


yes mate i think i will

Quote: "If you look at the shading on the blade, you will notice that there are very harsh shadows, which are not realistically replicated in real life due to light reflection and ambient light."


theres no black in the texture ,only grays blues & browns.
i have 4 bayonets on my desk right now & all have very dark discoloration on the blades due to age & dryed oil.one even has some black paint on it to help cut down on shine from the metal.

Quote: "Oh well, you know more than me, its strange though, because a lot of professional artists over at polycount tell me to never use black when shadowing."


every artist has there own way of doing things,i never use pure black as in most engines its read as transparent so it would screw up the whole texture.

take a look at this render you will see that most of the dark areas on the blade are from my lighting setup.



cheers henry

Asteric
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Posted: 19th Apr 2010 14:51
Ok, i wll take your word for it. I think the problem is that i am used to more next gen texturing, whilst you do prelighting, which is your style. If i could suggest something, why dont you try out HP to LP modelling, i myself find it rather enjoyable, just something i thought that i would put out. I say this because the issue with pre-lit textures is that if there is a light source beneath the knife, it sort of ruins the whole effect, however if you slacken up on the pre-lighting and use more next-gen shading, combined with small pre-lit texturing, you can pull it off quite nicely. However i dont want to take you away from your favourite style if thats what you enjoy.

Link102
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Posted: 19th Apr 2010 19:35 Edited at: 19th Apr 2010 19:39
Henry,
could you post a closeup of the dent in the blade on the wire model?

such geometry is always breaking my back, I'd like to see how you do it.

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henry ham
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Posted: 19th Apr 2010 19:51
Quote: "I think the problem is that i am used to more next gen texturing, whilst you do prelighting, which is your style"


yeh could be, dont get me wrong i always appriciate your crits but like you say we have our own styles,(of course mine is better lol )

just joking mate.i have done some hp 2 lp stuff but i think its important that i learn the basics of low poly game modeling first before i move onto nextgen stuff ,ive still got a lot to learn on lastgen before i move on im not what you would call an arty person & its taking me a long time to learn the skills i feel i should have before i move on.

im in no real rush as i only do this as a hobby ,i couldnt afford to take the pay cut needed to get a job in the 3d modeling world anyway .

i should think by the time i get to nextgen it will be lastgen anyway lol

cheers henry

henry ham
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Posted: 19th Apr 2010 20:02
Quote: "could you post a closeup of the dent in the blade on the wire model?"


here you go mate hope this helps,if not just ask




cheers henry

Aertic
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Posted: 20th Apr 2010 21:23
Pretty noisy looking. x(
Quik
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Posted: 20th Apr 2010 21:31
pretty what looking?


[Q]uik, Quiker than most
henry ham
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Posted: 22nd Apr 2010 11:03
added a M1 bayonet + scabbard ,still need to work on the textures but i think ive done enough to show for now.



cheers henry

Link102
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Posted: 22nd Apr 2010 12:08
Quote: "here you go mate hope this helps,if not just ask "

thank you very much

henry ham
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Posted: 24th Apr 2010 15:11
finished the M1 bayonet & scabbard



cheers henry

Black Profductions
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Posted: 24th Apr 2010 17:24
Looks great henry

Hassan
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Posted: 24th Apr 2010 18:37 Edited at: 24th Apr 2010 18:37
very nice, i really like it.

Quik
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Posted: 24th Apr 2010 20:27
whats the texture size for that? looks awesome


[Q]uik, Quiker than most

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