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3 Dimensional Chat / A big mining thingy

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Toasty Fresh
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 31st Jan 2009 11:35 Edited at: 31st Jan 2009 11:43
Yes, another annoying recreational model by Toasty that will never get used.

I just recently got a HD 4870 with dual screen support, so what better way to test it than doing some modeling?

I've honestly got no fudging idea what this bad boy is exactly, but I like it. I just know it's got caterpillar tracks and it's big. I recently watched Wall-E and was inspired to make something with caterpillar tracks.

Enough talk, here's some screens.






You want a wireframe? You asked for it.



25621 faces.
petsall
16
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Joined: 25th Apr 2008
Location: Finland
Posted: 31st Jan 2009 11:43
Cool work toasty

music is like candy - you throw away the rappers - Oppositing force
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 31st Jan 2009 11:47
Thanks.
Alucard94
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Location: Stockholm, Sweden.
Posted: 31st Jan 2009 12:39
Even though you didn't care about poly count the cylinders on those tracks are overkill, you could get the same look without all those divisions.


Alucard94, the member of the future of the past.
Errant AI
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Posted: 31st Jan 2009 12:55
Looks sweet, man. Like a chibi 40K land raider
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 31st Jan 2009 12:59 Edited at: 31st Jan 2009 13:01
Quote: "Even though you didn't care about poly count the cylinders on those tracks are overkill, you could get the same look without all those divisions."


True. If it weren't for the fact that it's recreational, I of course would have changed it. But seeing as it is recreational, I pretty much just made almost everything about it high-poly.

EDIT: Thanks, Errant, it means a lot coming from the likes of you.
AndrewT
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Location: MI, USA
Posted: 31st Jan 2009 19:31
Lookin' good, I would say you could add a little detail to the back of it, the part visible in the 3rd render. Also not sure what app you're using, but the ao is making it a little too dark and fuzzy, try upping the samples and lighting if possible.

Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 31st Jan 2009 23:54
I agree with you on the detail bit. It doesn't have as much mechanical bits 'n pieces as the rest.

I don't exactly agree with you on the AO bit, though. I dunno why, bit I like it in that grainy-ish style. But I'll post some more renders anyway.

Here you go.


Here's some screens of the detail I attempted to put into the track wheels.



CoffeeGrunt
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Location: England
Posted: 1st Feb 2009 01:07
Try using set smooth, the divisions are quite obvious...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Toasty Fresh
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Posted: 1st Feb 2009 01:29
I used smoothing groups as much as I could, but on some parts it looked like garbage...
Alucard94
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Location: Stockholm, Sweden.
Posted: 1st Feb 2009 09:48
Quote: "I used smoothing groups as much as I could, but on some parts it looked like garbage...
"

Stop saying that.

That's where you need to smooth the normals.


Alucard94, the member of the future of the past.
Toasty Fresh
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Posted: 1st Feb 2009 10:27


Please don't say I didn't warn you...
Alucard94
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Posted: 1st Feb 2009 10:35
Quote: "Please don't say I didn't warn you..."

Why would I?

And that doesn't look normal, could you post a shaded wireframe shot of that part?


Alucard94, the member of the future of the past.
Crav3
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Location: Down Under
Posted: 1st Feb 2009 10:41
It's Because you didn't change the values. Your meant to change them with each connect poly area to ensure smoothing groups are perfect.

Toasty Fresh
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Posted: 1st Feb 2009 10:55
Quote: "It's Because you didn't change the values. Your meant to change them with each connect poly area to ensure smoothing groups are perfect."


Ahhhh...

You learn something new every day.
tjaabee
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Posted: 1st Feb 2009 12:30
Ahh... (Quoted from Toasty ) I like that. Even though it's got that massive, bloody, overkill polycount. Wall-E's a good movie BTW. Have one:

Greetz.

Yor mod has been erased by a signature. (Oops... something is wrong)
CoffeeGrunt
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Location: England
Posted: 1st Feb 2009 13:12
Go into Edit Mode and check the normals, sometimes Blender makes them backwards, especially if you're using Booleans...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
PW Productions
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Posted: 6th Apr 2009 06:22
What did you use to make it? Like AC3D, World Studio, etc.

Nothing is too hard as long as you can achieve it (*Note* This does not apply to programmers).
-www.pwproductions.webs.com- Visit the new forum!!
Sid Sinister
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Posted: 6th Apr 2009 07:57
Quality

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Degrees: Computer Animation-

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