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3 Dimensional Chat / Henry Hams models 2011

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henry ham
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Posted: 3rd Jan 2011 22:12
hi guys

thought i better set myself up with a new thread for 2011.so heres my first model of the year a simple lowpoly model of a junction box 150 polys 512 x 512 textures.



cheers henry

PrimalBeans
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Posted: 3rd Jan 2011 23:41
Hey that looks good!
Nice texture work

PW Productions
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Posted: 4th Jan 2011 03:24
Awesome, nice textures as always. Can't wait to see more!


Redoing my entire website... again. EDIT: Finished it! Whew.
CumQuaT
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Posted: 4th Jan 2011 03:28
Nicely done!

Malevolence: The Sword of Ahkranox
The infinite RPG
http://swordofahkranox.blogspot.com
SH4773R
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Posted: 4th Jan 2011 08:17
I just love that grungy look, MOAR
As allways good work henry
henry ham
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Posted: 11th Jan 2011 00:07
heres my entry for a modeling comp over on 3d-for-games.com c & c welcome.





cheers henry

Eminent
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Posted: 11th Jan 2011 00:16
Looks nice! Poly count? One thing I don't like is that all the curtains are closed when it says "Open".


Vent
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Posted: 11th Jan 2011 00:21
Love it.



Camouflage Studios
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Posted: 11th Jan 2011 02:41
before I say anything I think that this model in particular would have benifitted EXTREMELY with a nice high poly bake, and a spec and gloss map.

that being said, the textures could use a mega overhaul.

The ground is blurry as hell, don't really know why... either your images are really low res, or the UV space isn't distributed well. Flats would be cool.

The weakest parts texture-wise I believe are the bottom and the top. The harsh smoothing group seams aren't helping that situation.

The just need more dirt, grab some custom brushes and add some variation, add dust, cloudy dirt, and then beautiful texture overlays, and since there's no normal, paint some lighting!

the damage on the red thingy is pretty good, I wish that I could say that for everything else.

the grunge on the bottom is so uniform and obviously overlayed, go in with brushes and add and take away, add some color variation to make it more natural.

I think you're using just pure photosource, which isn't good...at all. And also, bake a lighting map and an AO map, I think that would be extremely helpful for you in this situaiton.

Hope this was helpful

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henry ham
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Posted: 22nd Jan 2011 23:25
i made a start on this last night ,its still in the blockout stage with loads to do yet.





cheers henry

AutoBot
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Posted: 22nd Jan 2011 23:32
Awesome job henry.
The only critique I have is make sure to add a 'lil more poly detail to the larger back of the gun and less detail in some of the unnecesary, less noticable parts. The upper spinal part I believe to be an exception to this, as it very well contributes to the silhoutte of the model.


henry ham
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Posted: 23rd Jan 2011 15:01
Quote: "make sure to add a 'lil more poly detail to the larger back of the gun"


thanks im still working on it ,starting to get a bit close to my poly limit now so i will have to make a few choices as to what i model & what i texture in.




cheers henry

The Zoq2
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Posted: 24th Jan 2011 23:30
That models looks awsome, can't wait for the texture

Srry about my english im from sweeden
Master Man Of Justice
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Posted: 25th Jan 2011 00:58
billy you and your next gen talk

Henry, im diggin the gun. The restaurant was ok.

SH4773R
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Posted: 25th Jan 2011 04:58 Edited at: 25th Jan 2011 04:59
OHHHHH i love it scars and g36's are my fav guns!! Have you done a g36c yet, if not you should so do one!
The Zoq2
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Posted: 25th Jan 2011 23:34
There are allready so many g36's around.

Srry about my english im from sweeden
Master Man Of Justice
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Posted: 26th Jan 2011 02:20
Quote: "There are allready so many g36's around."

Maybe people like it.
You shouldnt tell people what NOT to model.

You could alternatively say something like:
Quote: "Hey, you should make a(n) [insert weapon here]"


Camouflage Studios
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Posted: 26th Jan 2011 05:03
well said kenny (MMOJ)

and henry, i think you can get rid of some of floating detail on the right side of the gun because I'm assuming this is an fps weapon, you really wouldn't ever see that side, making those polies wasted, hell you could probably get rid of some of the faces, of course assuming this is an FPS Weapon

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Master Man Of Justice
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Posted: 26th Jan 2011 05:33 Edited at: 26th Jan 2011 05:33
and to add on to what billy said, on the scar you can put the charging handle on either side so if you wanted to keep that you could

Quik
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Posted: 26th Jan 2011 07:18
This really is up to the animation, what if the animations makes it show of a lot of the right side? and considering, that todays models can have what, twice that amount of detail? on them, it really isnt a BAD thing to be having the OPTION to animate however you want to.


[Q]uik, Quiker than most
Camouflage Studios
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Posted: 26th Jan 2011 21:39
well yes but considering this ins't a next gen model he has to follow last gen guidelines

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The Zoq2
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Posted: 26th Jan 2011 23:07
Quote: "Maybe people like it.
You shouldnt tell people what NOT to model."


I know and if he makes one it dosn't matter, but if he would want to sell a pack, it would be better if he makes some guns that don't allready exist, like the scar.

Srry about my english im from sweeden
henry ham
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Posted: 26th Jan 2011 23:22 Edited at: 26th Jan 2011 23:24
thanks for the comments guys this gun is one of a few i am making for fpsc so i need to keep the polycount down .i want to keep the details i have as the anims i have planned involve seeing both sides of the gun.but i have leftout a lot of detail from the butt as most of the time it wont be seen.


final model



cheers henry

Master Man Of Justice
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Posted: 27th Jan 2011 01:01
cant wait to see the texture :3

PrimalBeans
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Posted: 27th Jan 2011 03:41
^ Id say definately, texture results are definately the highlight | moment for his models... Great work all around though actually!

henry ham
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Posted: 27th Jan 2011 23:38 Edited at: 29th Jan 2011 23:43


i give up cant get this stupid youtube link to play on the forum.so heres a the link
http://www.youtube.com/watch?v=A5cYHncCG9U
this is my first try at animating a gun,i know it needs work but im just happy to have it working ingame.

cheers henry

Master Man Of Justice
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Posted: 28th Jan 2011 00:53
its good, but when i reload my pistol at the gun range, i keep it at chest or neck level.

Although i havent gotten around to animation so your many steps ahead of what i can do

PrimalBeans
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Posted: 28th Jan 2011 02:48
Hey i think that looks great. Even if MMOJ does it a certain way in real life it would almost be cool to be able to see the reload action on screen. Holding the gun at slight angle and seeing the other had reload would be a nice touch. Its great the way it is too though and it would work either way... I just think it would be that much greater if it showed the reload. Great work!

Master Man Of Justice
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Posted: 28th Jan 2011 03:35
thats the point i was trying to make primal xD

PrimalBeans
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Posted: 29th Jan 2011 00:23
I realize... i was just re-iterating and I thought maybe just making it a bit more clear... and i was bored... so there you have it. (Mainly the bored part...) The animation is great the way it is though.

OutdoorGamer
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Posted: 29th Jan 2011 02:23
You could get a job doing this. I am jealous. lol. What do you use to model in?

Master Man Of Justice
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Posted: 29th Jan 2011 04:23
Im pretty sure he has a job doing it. Or maybe im mistaken.

henry ham
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Posted: 29th Jan 2011 19:23
Quote: "You could get a job doing this. I am jealous. lol. What do you use to model in?"


thanks mate i use 3ds max 2009 for modeling & photoshop cs2 for texturing

Quote: "Im pretty sure he has a job doing it. Or maybe im mistaken."


your mistaken mate im just a bigginner but thanks it made me feel good

heres a speed model i did today for a comp on another site,total time taken 40 mins



cheers henry

Design Runner
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Posted: 29th Jan 2011 19:49 Edited at: 29th Jan 2011 20:59
some cit on that texture for you henry: Assuming you made it yourself(i would hope you did) Here is a small lesson for graphic design, that is, advertisement and box design. A good graphic designer would NEVER use more than 3 fonts on something, it just ruins the feel, and messes with consumers eyes. It looks like you have about 5 different fonts on their... EDIT: by this I meant I hope he was the resource for the texture.. never said I thought it wasn't a photo)

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
kamac
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Posted: 29th Jan 2011 19:50
It's cool man. How did you create the texture for it

In progress of making Archery Simulator... Or maybe not simulator x]?

@There'll be a sig @
Master Man Of Justice
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Posted: 29th Jan 2011 20:26 Edited at: 29th Jan 2011 20:29
Quote: "Assuming you made it yourself(i would hope you did)"


Im highly doubting he hand made (all of) that. And why do you hope he did? there is nothing wrong with using real world pictures as textures.

I think he did some of the text and other designs in the corner, then added a grimey overlay.

People seem to be misconceived that if you dont hand paint a model, its not worth anything.

Here is a blue box i found online, a similar design

But as i said again, there is no reason not to use pictures, unless it specifically states a license somewhere, its perfectly legal to.

BiggAdd
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Posted: 29th Jan 2011 23:44 Edited at: 29th Jan 2011 23:47
Edited your post Henry Ham, You only need to include this part between the youtube tags:

http://www.youtube.com/watch?v=A5cYHncCG9U



Excellent work btw!

henry ham
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Posted: 30th Jan 2011 02:45
Quote: "Edited your post Henry Ham, You only need to include this part between the youtube tags"


thanks mate i had maybe 20 trys at it before i gave up lol

Quote: "It's cool man. How did you create the texture for it"


its just a simple texture i found a few photos on the net cut & pasted them into photoshop then edited them till i had the look i was after.then uv mapped the model to my texture sheet

cheers henry

Quik
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Posted: 30th Jan 2011 13:06
Quote: " there is no reason not to use pictures, unless it specifically states a license somewhere, its perfectly legal to."


not really, but i dont think any normal person would mind
you see, as soon as a picture is created, it is copyrighted to the owner
therefore you really need to ask the owner before using it.
but like i said, usually, people dont care at all.


[Q]uik, Quiker than most
henry ham
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Posted: 5th Feb 2011 02:08
finished uv mapping my scar & ive made a start on the texture,very early wip shot



cheers henry

henry ham
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Posted: 12th Feb 2011 19:19
heres my finished scar texture



cheers henry

PrimalBeans
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Posted: 12th Feb 2011 23:58
Hey thats great work!!

henry ham
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Posted: 22nd Mar 2011 20:09
heres a simple low poly model i made the other night



cheers henry

mgarand
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Posted: 22nd Mar 2011 21:18 Edited at: 22nd Mar 2011 21:18
nice job mate! would love to see the texture map

henry ham
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Posted: 22nd Mar 2011 23:53
Quote: "would love to see the texture map"

its nothing special mate



cheers henry

mgarand
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Posted: 24th Mar 2011 08:10
looks good

altair
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Posted: 25th Mar 2011 20:36
nice models the scar seems to be setting a very high standard.

altair
Gencheff
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Posted: 28th Mar 2011 21:32
Excellent work as always, henry.

One thing I'd like to see is a bigger render of the SCAR (fully textured)


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
henry ham
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Posted: 29th Mar 2011 00:16
Quote: "One thing I'd like to see is a bigger render of the SCAR (fully textured)"


here you go mate





cheers henry

Mazz426
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Posted: 29th Mar 2011 18:24 Edited at: 29th Mar 2011 18:25
very impressive work henry, although I think the Scar would benefit from a normal map, or if there's one present one which is more intense, as all the shapes are there, but they dont seems to have form.

I really like the gas bottles as well, I'm curious, are your normal and specular maps larger than your diffuse, as the detail in the specular highlights are rather detailed.

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