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3 Dimensional Chat / Scfi Models WIPs

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zeroSlave
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Joined: 13th Jun 2009
Location: Springfield
Posted: 18th Nov 2009 21:08
I've been working on a smallish 2.5D Scifi game and have been busy making models that will appear in it. I have lots made so far(mostly props like crates, barrels, wall/ceiling lights, cubicle walls, rocks, etc.) but decided to show off some of the ones that I was more pleased with. Some of the poly counts are embarrassing, but I haven't had any major FPS issues importing them into DB so I might just leave them be for now.

Apparently the protagonist likes the throwing potential of a modified Japanese Type 97 hand grenade It runs 1,828 polys, but I also have a 360 poly version for in-game purposes:



Still needs to be textured, but I liked the idea of a ship that transforms somewhat for space/atmosphere navigation. Definitely not finished with the texture. 1,070 polys:



A larger ship that will be used for the beginning level. This model will mostly be used in cut-scenes, but it did set a foundation for the level design. No texture yet, but I am calling the model done with 7,284 polys:



Again, mostly a cut-scene model. But also again, gave me a foundation for the level design. This will be where most of the game takes place 24,558 polys(!). No texture as of yet:



It's a large project to undergo, but I am learning a lot and am getting some pretty decent models out of the deal! Thanks for looking!

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Quik
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Location: Equestria!
Posted: 18th Nov 2009 21:21
some really great models there!


[Q]uik, Quiker than most
henry ham
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Posted: 18th Nov 2009 21:38
the models look great mate .any chance we can see the grenades texture file i would like to see how you laid it out.

cheers henry

zeroSlave
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Posted: 18th Nov 2009 22:35 Edited at: 18th Nov 2009 22:35
Thanks for the comments, guys!!

As for the texture files... Definitely not pretty or professional, but i'd be glad if you would take a peak!

Without wire

With wire

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Asteric
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Posted: 18th Nov 2009 23:01
Nice work, however you could have uvm mapped nearly all of it as a single piece.

henry ham
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Posted: 18th Nov 2009 23:03
nice job mate thanks for showing them

cheers henry

zeroSlave
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Posted: 19th Nov 2009 01:52
Thank you! How do you mean I could have mapped it as a single piece? Do you mean like unwrapping it like a cylinder with a cap or something similar? I'm always looking at better/easier/more efficient ways of doing things! I'm not super great at texturing. It's usually a hit or miss and by the time I consider myself to be done with something, I've got tons of layers. It is also sometimes hard to maintain a certain visual style between various models.

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Quik
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Posted: 19th Nov 2009 07:26
tons of layers is good, as long as you name the layers... wich i tend to forget so it becomes a pain later the nades texture looks ok, a little messy and smudgy-looking but, doesnt look bad ^^


[Q]uik, Quiker than most
Asteric
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Posted: 19th Nov 2009 20:21
If you are a max user i mean you can use point to point seam creation, use it to make seams an all harsh edges, and use a pelt map, and followed by a relax, give me a bit and ill find a tutorial.

zeroSlave
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Posted: 19th Nov 2009 20:54 Edited at: 19th Nov 2009 20:57
Ya, I use max. I always use point to point/peltmapping/relaxing when modeling organics. I can usually get a pretty good unwrap, it's just that me and photoshop don't get along to well.

For the grenade, I modeled the grip area as one block, UV unwrapped it, cloned it down, then cloned those around the Y axis. Attached then welded.

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zeroSlave
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Posted: 22nd Nov 2009 05:12
Here is an update on the "Mothership" that I am modeling. I did some more work with the mesh, and have broken it apart for texturing purposes. For the most part, the mesh will be mirrored and a few parts, like the round "Living Habitats" will be cloned.









Hope you like it!

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Asteric
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Posted: 22nd Nov 2009 19:02
Can i see a boring grey render? Hard to tell depth and such with a rainbow ship

Azunaki
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Posted: 22nd Nov 2009 19:55
asteric his first post has a grey one(that post is after he UV mapped it)

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Asteric
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Posted: 22nd Nov 2009 20:19
Yeah but he has new details

Master Man Of Justice
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Posted: 22nd Nov 2009 20:22
Asteric why not just save the image then go into your image editor and change to grayscale?

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Quik
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Posted: 22nd Nov 2009 22:00
master man: that would make it a grayscale rainbowship, wont help much in that matter^^


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Master Man Of Justice
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Posted: 22nd Nov 2009 22:02
oh yah lol i feel stupid now.

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zeroSlave
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Posted: 23rd Nov 2009 16:37
Asteric: Ya, I'll upload it when I get home tonight. I'm at work right now and can't render from here. Sorry it's such high contrast, it looked much cleaner on my home PC. Here, it just makes my eyes water.

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zeroSlave
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Posted: 24th Nov 2009 03:09 Edited at: 24th Nov 2009 03:09
Here is a rendering of the bottom of the ship in gray. It's where I added most of the detail.
Quote: "that post is after he UV mapped it"

I really haven't finished the UV map yet. For a model with this many random pieces sticking out of it, I like to break the model into different manageable chunks. For me, it's easier to see what's going on.



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Asteric
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Posted: 24th Nov 2009 18:42
I like it however some parts look quite random, like they don't serve a purpose, and i feel that it makes the ship a bit messy. I would revise some extrusions and try to give them a purpose.

Quik
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Posted: 24th Nov 2009 20:34
could not have said it better myself asteric.
it is a great model, but it looks a little messy =P i would take asterics advice and revise some extrusions and such, but i would also have a *backup* so i later could compare the result and see whats best^^


[Q]uik, Quiker than most

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