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3 Dimensional Chat / Blackprofductions models 2010

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Camouflage Studios
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Posted: 15th Apr 2010 04:33
looks nice, but can't be completely sure without a wireframe

banner.jpg
Black Profductions
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Posted: 17th Apr 2010 04:28
Here, finished up my ump45 and to make a combo i am trying some new render settings thanks to Asteric
HK UMP 45

Cheers


Asteric
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Posted: 17th Apr 2010 04:28
Hah, no problem, glad it helped.

Black Profductions
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Posted: 20th Apr 2010 01:36 Edited at: 20th Apr 2010 01:47
Some progress in a new one, an mp5, will probablly do all the variations mp5k,mp5 and mp5sd, i think i might be going for a high poly mesh this time


Black Profductions
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Posted: 20th Apr 2010 17:54
Update on the mp5, i decided to have a go at the mp5sd first, hers the progress:

Enjoy

Master Man Of Justice
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Posted: 20th Apr 2010 18:13
I dont know for sure if you modelled the grip material on the barrel but if you did its wasted polygons, the same effect can be achieved by maps.

Asteric
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Posted: 20th Apr 2010 18:16
The idea is to use the high poly version which you see here, to bake onto the low poly version for the normal and AO maps.

Black Profductions
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Posted: 20th Apr 2010 18:20 Edited at: 20th Apr 2010 18:22
Quote: "I dont know for sure if you modelled the grip material on the barrel but if you did its wasted polygons"

I know
The low poly mesh wont have the grip material modelled, it will be baked in a normal map texture and all that polys will go away, remember this is the high poly mesh, that means i am adding all the detail i can

JLMoondog
Moderator
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Posted: 20th Apr 2010 19:03
...ugh, too many circles...everyone knows(this is the industry i'm refering too) that you can't have more then 62 circles in a mesh or else directx can't read it...jeeze!


Quik
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Posted: 20th Apr 2010 19:05
i actually didnt know that, thanks josh!


[Q]uik, Quiker than most
henry ham
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Posted: 20th Apr 2010 19:06
lol

Black Profductions
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Posted: 20th Apr 2010 19:32
Didnt know that josh, lucky me there will be only a few complete circles in the low poly and all the detail will be baked to the lowpoly

Asteric
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Posted: 20th Apr 2010 19:35
If modelled properly, there should only be 4 cylinders anyway, the receiver, grip and barrel can be made with just one, and 3 for the bolts.

Isocadia
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Posted: 20th Apr 2010 21:02
Wait, but what if I have a plane, I subdivide it and then make it look round, is it a circle then?

Isocadia

Black Profductions
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Posted: 20th Apr 2010 21:27
A circle is a complete circle, if its round but not complete i think it wont be a circle, not sure about it anyways, i just heard about it

Black Profductions
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Posted: 21st Apr 2010 02:55 Edited at: 21st Apr 2010 03:00
More progress on the gun, i still have to fix some polygonal errors, and smooth some parts, but i will get them done once i finished modelling all the parts of this mp5sd

Cheers

henry ham
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Posted: 21st Apr 2010 10:50
looks great mate apart from you having the cocking handle on the wrong side

cheers henry

Black Profductions
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Posted: 21st Apr 2010 12:31
Quote: "looks great mate apart from you having the cocking handle on the wrong side

cheers henry"

Actually, i have the gun mirrored, i need to model stuff where it really goes, i am finishing with some things and then moving to the details, i will fix it soon

AbdulAhad
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Posted: 21st Apr 2010 18:50
Black Profductions I have added you on msn.

Abdul Ahad
Black Profductions
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Posted: 22nd Apr 2010 12:57
Another quick update, didnt have soo much time, but heres an update

Have been modifying the handle and i wasnt able to finish it so there is a lot of polys errors in there

Black Profductions
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Posted: 25th Apr 2010 22:00
Quick update, a model i have been owrking on this weekend
Mossberg 590

Cheers


Black Profductions
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Posted: 26th Apr 2010 02:19
Finished with all the polygonal errors, and made a better render,so here it is:
Mossberg 590

Cheers


Mazz426
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Posted: 27th Apr 2010 23:02
very nice, not too sure about the back of the handel, could we see a wireframe?

Black Profductions
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Posted: 30th Apr 2010 01:46 Edited at: 30th Apr 2010 01:47
So well, i got some free time this afternoon after school so i was finally able to low "polyfy" my model, took it from 60000 polys to 1200 (1245 exactlly). So now i am ready to learn how to bake and then bake the high poly to this low poly mesh, i just need some time


Cheers


SJHooks
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Posted: 30th Apr 2010 04:28
Correct me if I'm wrong, but shouldn't you UVMap the model, as in the high poly, first? (Which hopefully you did, I think).

mike5424
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Posted: 30th Apr 2010 08:41 Edited at: 30th Apr 2010 13:13
Quote: "Correct me if I'm wrong, but shouldn't you UVMap the model, as in the high poly, first? (Which hopefully you did, I think)."

Not at all. It bake's into the low poly meaning it uses the low poly UV map. Or, from my experience anyway.

---
Black Profductions
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Posted: 30th Apr 2010 13:00
You have to uv map the low poly first, and then bake the high poly into the low poly

Master Man Of Justice
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Posted: 30th Apr 2010 15:21
Quote: "You have to uv map the low poly first, and then bake the high poly into the low poly
"

huh?

zeroSlave
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Posted: 30th Apr 2010 15:29
You only need to unwrap the low poly model. When you do a render to texture (baking a normal or light map, etc.), it creates a projection cage that surrounds the low poly model. Its kind of like it extrudes each poly that makes up the low poly model. When you render the texture, it grabs all the high details inside the projection cage onto the UV map of the low poly model.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Asteric
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Posted: 30th Apr 2010 18:14
Correct, the low poly uses a cage which relates to what areas are rendered from the high poly. If i had to uv map my 1,000,000 model i would literately commit suicide.

SJHooks
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Posted: 1st May 2010 00:03
Quote: "You have to uv map the low poly first, and then bake the high poly into the low poly"
Oh lol I was thinking that Black Profductions made the high poly and then manually deleted and added new faces

Black Profductions
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Posted: 1st May 2010 02:42
Quote: "Oh lol I was thinking that Black Profductions made the high poly and then manually deleted and added new faces "

Actually, i had to manually optimize the model, but the shape is basically the same, but a lot more low poly

SJHooks
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Posted: 1st May 2010 06:56
Quote: "Actually, i had to manually optimize the model, but the shape is basically the same, but a lot more low poly"
But then wouldn't you have had to unwrap the model first? -__-... I'm confused

Asteric
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Posted: 1st May 2010 14:52
You duplicate the high poly, and then make a low poly version of it, which you unwrap, the high poly is there for the AO and normal maps bake.

Black Profductions
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Posted: 1st May 2010 15:09
Exactlly what asteric said

SJHooks
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Posted: 1st May 2010 19:49
Quote: "You duplicate the high poly, and then make a low poly version of it, which you unwrap, the high poly is there for the AO and normal maps bake."
But then wouldn't the low poly be unwrapped and the high poly not being unwrapped, if I understand you properly?

Asteric
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Posted: 1st May 2010 19:51
That is correct, but the high poly details are not applied on the normal map via UV coordinates, instead you use a Cage which has faces that corresponds to each face on the model.

SJHooks
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Posted: 1st May 2010 19:53
Quote: "the high poly details are not applied on the normal map via UV coordinates, instead you use a Cage which has faces that corresponds to each face on the model."
Does that apply to all types of normal map baking for all/most 3D modeling programs that have this function? OR just 3DS Max?

Asteric
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Posted: 1st May 2010 20:00
For Baking, this is always what you will do, im not sure if the terms are the same, as i have only really bakes in max and xNormal.

Black Profductions
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Posted: 16th May 2010 04:43 Edited at: 16th May 2010 05:15
Finally, i was able to make myself a time to model again, here it is what i am working on right now, i still need to add more detail and finish some parts of the gun
A Styer TMP:


A r e n a s
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Posted: 17th May 2010 16:46
I really think that we need to get someone to texture these... They would look so good if we could find someone I'll ask Red Eye when hes next online if he has any spare time We can do the UMP45 first and then we can have a go at getting it working within the engine

Black Profductions
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Posted: 6th Jun 2010 15:39 Edited at: 6th Jun 2010 15:39
After some time away from modelling acouse of school, life and the bass i bought i wanted to model again, so i am making this mac11, i have already done one before, but i wanted to remake it becuse i wanted to make a highpoly.
So far, here it is:


Black Profductions
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Posted: 13th Jun 2010 04:23 Edited at: 13th Jun 2010 04:23
A saw(is it called that way?) i modelled today, just a quick highpoly model for fun, no textures, simple colored materials


Mazz426
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Posted: 13th Jun 2010 12:20
looks great, whats its polycount out of curiosity

Black Profductions
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Posted: 13th Jun 2010 15:15
Its 25.414 polys exactlly

lazerus
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Posted: 13th Jun 2010 15:35
So 25414? cause if thats 25.4 polies, ill eat my own tounge.

Anyway it looks good ^___^

Black Profductions
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Posted: 13th Jun 2010 15:53
Quote: "So 25414? cause if thats 25.4 polies, ill eat my own tounge.

Anyway it looks good ^___^"

Well, it was just supossed to look good and as i wanted to practice high poly modelling i just worried about its look and not about how it would work on a game engine, since it wont be in one
Glad you liked it

mike5424
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Posted: 13th Jun 2010 16:14
Your edges need softening

Nice work though!

---
Asteric
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Posted: 13th Jun 2010 17:30
Why would he need to do that? This is just a HP piece.

Quik
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Posted: 13th Jun 2010 17:32
that sure do look sub divved (subsurfed... meshsmooded..) so i believe laz is gonna have to eat his tongue, show a wireframe pic so he really has to eat his tongue!!

looks very good in my opinion^^


[Q]uik, Quiker than most

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