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3 Dimensional Chat / Quik's models and media

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Quik
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Posted: 23rd Nov 2009 01:51
so, i was bored, since my humanoid not working out as i want, so i made a wood texture, and slapped it onto a box, tell me what u think do you think i should release it for free? just post here.

texture size: 128x128.



[Q]uik, Quiker than most
Master Man Of Justice
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Posted: 23rd Nov 2009 03:40
*BUMP MAP* heehee , do a bumpmap or, i guess a normal map(i dont know how to do normals) than render and post, it will look 10 times better


( > " ) > * BAM * < ( " < ) 2words:Mon-tage ( > " ) > *BAM* < ( " < )
Amyrildora
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Posted: 23rd Nov 2009 03:43
It looks good I guess, I suggest either making the box have edges like pieces of wood on the edges to make the metal piece look more in place..or just have the metal stretch all the way across the box.
Thats my 2 cents...lol

Give into The Night!
Master Man Of Justice
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Posted: 23rd Nov 2009 04:24
im not that great at wood but i made a metal texture with a kind of built in bump map, but the bump map im talking about is you know the grayscale and invert the texture then apply as bump, but this texture has a bump map on it

( > " ) > * BAM * < ( " < ) 2words:Mon-tage ( > " ) > *BAM* < ( " < )

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Quik
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Posted: 23rd Nov 2009 12:12
thanks for the crits^^ yea, i know it would look better with a normal/bump map=P iam NOT really that great with bump mapping, but i might give it a shot.


[Q]uik, Quiker than most
Quik
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Posted: 23rd Nov 2009 12:24
here is a update.


not much, can be seamless and look good if uvmapped correctly, as this one isnt^^ just applied texture.


[Q]uik, Quiker than most
Quik
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Posted: 23rd Nov 2009 12:29 Edited at: 23rd Nov 2009 12:50
sorry for double post, but here is another update, i made 2 more planks, at the sides and i removed the iron, better?





[Q]uik, Quiker than most
Master Man Of Justice
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Posted: 23rd Nov 2009 14:16
i like it alot good job

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nackidno
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Posted: 23rd Nov 2009 15:56
Looks cool, but I'm not really sure about the corners of the box though. Maybe you want to go for something like this, right now the edges interfere with each other.



Quik
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Posted: 23rd Nov 2009 17:54
nackido: and how the... am i supposed to do that?

i see ur point though^^

Master Man Of Justice: thanks


[Q]uik, Quiker than most
Quik
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Posted: 23rd Nov 2009 18:37
i have made an wood barrel now^^ iam pretty satisfied with it the iron thingies turned out imo pretty nice^^ going to try to fix the corners of the box now

what do u think? 620 tris.





[Q]uik, Quiker than most
nackidno
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Posted: 23rd Nov 2009 19:07
Haha, no sorry. Ididn't mean that you should retexture the crate, I was pointing out an UV error. See, in the corners, the edges are interfering with each other, I used that other crate to show how the UV could look instead.



Master Man Of Justice
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Posted: 23rd Nov 2009 19:08
wow that barrel looks nice. keep it up

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Quik
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Posted: 23rd Nov 2009 19:10
nackido: i will do my best to fix that we will see how nice it will turn out though

master man: thanks ^^ personally, i like it.


[Q]uik, Quiker than most
Quik
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Posted: 23rd Nov 2009 19:41 Edited at: 23rd Nov 2009 19:42
i made the edges brighter and i have added nails(?) to it^^ tell me, was it better?
edit: sorry the box aint in the middle



[Q]uik, Quiker than most
nackidno
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Posted: 23rd Nov 2009 20:10
Do you use the same texture for all sides? In that case, it might be troublesome fixing the issue. The thing is not texture related, it's an UV-error. The texture is and was fine. I'll try explain it further.

You've got some strange seem errors on the edges of the box (not the texture). The texture cuts off just on the edge of the box which doesn't look good, like the picture points out.



Try making some kind of seem to make it look a little more realistic, I just drew an image to show what I mean.



I hope this helps. And good luck with the modeling! The barrel looks great.

Quik
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Posted: 23rd Nov 2009 20:13
yes, i used the same texture for all sides=P basicly i was just practising wood, and then i slapped it onto a box, and it looked decent^^

thanks


[Q]uik, Quiker than most
Quik
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Posted: 23rd Nov 2009 21:29
here is my concrete pipeline or whatever its called^^ made through 3 diff pictures, some brushes, photoshops type tool ^^ and dodge/burn tool =P i kind of like it =P *VERY simple model indeed. just looking to improve my texturing skillz, and iam aware of that i could have relied(or however its spelled) more on my own text skills, rather than pictures, but hey, its the end result that counts eh? text size is 512x512 and model is 288 tris^^




[Q]uik, Quiker than most
Master Man Of Justice
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Posted: 23rd Nov 2009 21:43
wow that looks great

Quik
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Posted: 23rd Nov 2009 22:25
also, i just wanna say: iam making all these models for texturing practice ^^ working on a metallic barrel now aswell.


[Q]uik, Quiker than most
Quik
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Posted: 24th Nov 2009 20:43
i have been busy for some time but i bring good news!
1rst news: iam working on a pickaxe right now^^ posting pics at the end of this message.
2nd: i have decided to make a pack, with maybe 5-6 (or more) models, with whatever ive made in this thread, sounds good? or shall i just thrash this idea?

pics, only basic colour layout so far:





[Q]uik, Quiker than most
Quik
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Posted: 24th Nov 2009 21:34 Edited at: 24th Nov 2009 21:36
texturing part done, this one is going into the pack ^^
model is around 222 polys =P texture size 512x 512 =P iam pretty happy with the texture^^ it took me maybe an hour
tell me what u think!^^





[Q]uik, Quiker than most
Asteric
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Posted: 24th Nov 2009 21:42
Be more generous with the polies man

Quik
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Posted: 24th Nov 2009 22:14
you got a point there asteric these i believe are aimed for FPSC, though, ive never ever managed to export into FPSC.... anyhow, in my next (if i will ever make anotherXD) pack, ill make it more highpoly^^

btw, is anyone willing to export these to FPSC later on?


[Q]uik, Quiker than most
General Jackson
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Posted: 24th Nov 2009 23:47
You can with my tutorial
Here

SJHooks
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Posted: 24th Nov 2009 23:52
What a coincidence, I've been working on an ice axe, which is commonly reffered to as an ice pick

Typos, they can't live without me.
Quik
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Posted: 25th Nov 2009 07:03 Edited at: 25th Nov 2009 07:23
so, here is all the models i have so far in a nicely little scene right now iam concidering what to do next... maybe a weapon like a knife?.. maybe a weapon like a glock? or maybe just a static object.. anyhow, if i make a weapon, it is possible to borrow animations sort of right?

edit: can a MOD change the name of this thread to: "quik's model pack WIP" ?



[Q]uik, Quiker than most
Quik
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Posted: 25th Nov 2009 09:35 Edited at: 25th Nov 2009 09:41
working on a glock atm, aimed for FPSC so ill try keeping it at a maximum of 2k polys =P right now ive got the outline and some basic smooting done =P
wish me luck^^
will texture aswell, and its going into the pack




[Q]uik, Quiker than most
Quik
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Posted: 25th Nov 2009 12:53 Edited at: 25th Nov 2009 18:51
progress on the glock, i believe i will call it done, since it is 1754 polys (tris) now.
on to the texture aight
C&C would be nice aswell, also, if u need more pics, just lemme know
second pic is a *clay render* so called, i made one without skylight and one with becaouse the one with skylight (clay render) didnt show edges very well..
i think i have forgotten how to make proper clayrenders... XD
edit: i know that the stuff at the sides (hope u know what iam talking about...) adds a lot of polys, although, without them it would look quiet booring, also then we would have been down to 1k tris, therefore i thought, that i could afford them



edit: forgot the ammo.



[Q]uik, Quiker than most
Master Man Of Justice
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Posted: 25th Nov 2009 18:40
delete that top face on the clip so it looks hollow

General Jackson
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Posted: 25th Nov 2009 19:40
I'll rig that if you want

Quik
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Posted: 25th Nov 2009 20:26 Edited at: 25th Nov 2009 20:27
phew.. UV mapped now... time to texture.. FINALLY

General: Rig = placing bones and such right?
iam gonna need a couple of hands aswell..


[Q]uik, Quiker than most
General Jackson
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Posted: 25th Nov 2009 20:29
Correct.
I will rig it to MP6 hands

Quik
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Posted: 25th Nov 2009 20:33
but then i cant give it out for free, or? or does it only means they will *work* with the hands or such? =P

i gotta learn to animate then i know how to animate in MS3D, only not how to give animations names and such... =P very well


[Q]uik, Quiker than most
henry ham
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Posted: 25th Nov 2009 23:49
Quik its a nice model but i think its to high poly for what it is .you should lose the details on the sides of the topslide thats somthing you can easly add in the texture.you would be better to add a few extra chamfers on the edges of the topslide to give it a more rounded feel,also try removing the extruded poly on the end of the barrel again you can make it look good with the texture.remember if its going to be an fps model you wont really see the end of the barrel.
take a look at this wireframe of my mp5 model it may help you its only 1900 polys total but it still has pleny of detail but there are lots of areas that i will add with the texture.



hope this helps & keep up the good work

cheers henry

Quik
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Posted: 26th Nov 2009 07:53
thanks henry ^^ i can remove the two cylinders at the sides and the extrusion at the front... i believe i will keep it=P but since i beveled it, i could remove the bevel

also the things at the sides, i wanna keep them i believe^^

also, if were talking quads, mine is around 700-800


[Q]uik, Quiker than most
Quik
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Posted: 26th Nov 2009 10:50 Edited at: 26th Nov 2009 10:50
i'vs started on the texture now, and so far its pretty nice, its going to be darken ofc, and this is just a very small WIP =P




[Q]uik, Quiker than most
Asteric
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Posted: 26th Nov 2009 16:56 Edited at: 26th Nov 2009 20:54
Quick tip for FPS guns- High detail on the back/left, low detail on the front/right as you hardly or never see them.

Also looses the trigger and trigger guard chamfers, wasting geometry there.

Quik
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Posted: 26th Nov 2009 17:23
i would have to uvmap it then right? (not unwrap, UVmap)


i am not sure if i get what u mean with the first thing u said though,


[Q]uik, Quiker than most
General Jackson
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Posted: 26th Nov 2009 18:29
I'll rig it if you want.
and yes, you could give it out for free

Quik
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Posted: 26th Nov 2009 18:48
good ill give u credits, ofc^^
working on the texture atm.. wont btw be able to post anything this weekend - iam at grandpas place - 8 swedish miles away (80 kilometres) and he has no internet >.> i will try to finish it there though

btw, anyone here willing to export it when its textured + rigged?

iam uncertain i will make animations though, we will see^^


[Q]uik, Quiker than most
Quik
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Posted: 26th Nov 2009 19:01
wow, 2 pages sorry for double posting again... but i thought it was about time to post an update of the texture what do u think? btw, should it be even darker?



[Q]uik, Quiker than most
General Jackson
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Posted: 27th Nov 2009 00:30
Texture looks good.
And when I say rig I also mean animate and get into FPSC

Quik
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Posted: 27th Nov 2009 08:39
wow! that would be REALLY appreciated^^


[Q]uik, Quiker than most
Quik
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Posted: 27th Nov 2009 11:46
here is a update, textureed the ammo clip, not done yet, needs scratches and such



[Q]uik, Quiker than most
Afrokid
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Posted: 27th Nov 2009 12:03
nice texture, ive been trying for about an hour to get one like that but no luck yet

any chance you could tell me how?

~Afrokid

The End Is Nigh

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Asteric
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Posted: 27th Nov 2009 12:10
Hehe, looks like my upcoming metal gun texture tutorial will come in handy

Should have it by Saturday

Quik
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Posted: 27th Nov 2009 12:30
yeah it will Asteric my texture isnt good, its very very basic... but its decent, right?


[Q]uik, Quiker than most
Asteric
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Posted: 27th Nov 2009 12:40
For the wood, it is too saturated right now, tone down the saturation a tad.

Quik
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Posted: 27th Nov 2009 13:20
u meant at the box i made?
Will do after school

i wont be able to post here until sunday from now.


[Q]uik, Quiker than most

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