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3 Dimensional Chat / Some blender models

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greenlig
22
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 13th Oct 2004 07:44
hey,

I made this yesterday afternoon in about 2-3 hours.

All done in blender wit mostly procedural textures, and ambient occlusion ect added. rendered with teh internal blender raytracer, not yafray.

Whatcha think? It isnt finished yet.


and another shot with more AO passes and AA passes


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Mucky Muck Ninja
22
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Joined: 4th Sep 2003
Location: im not entirely sure
Posted: 13th Oct 2004 08:18
Nice. The roof looks a little shiny though.

Am I an Idiot...or is everyone else just really smart?
i am foonman305
greenlig
22
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 13th Oct 2004 08:44
yeah, the ambient occlusion did that. the texture is actually a lot darker.

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John H
Retired Moderator
23
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 13th Oct 2004 09:46
Polycount?


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greenlig
22
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 13th Oct 2004 12:12
it isnt that high actually, because im only using primative shaped and a few boolean'd objects....im thinking about.....10000 maximum...easily

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Lord Aramus
21
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Joined: 8th Sep 2004
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Posted: 13th Oct 2004 16:46
Yet another good reason for me to learn blender.

Touch up the rust on the roof, it looks to glossy, but otherwise, mighty fine work.

Ack Thpppppt!

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Supremacy
22
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Posted: 13th Oct 2004 19:03
10000 ?! thats too much for what i see, anyway looks a really nice style, though that can be done with less then 1000 polys.

wbarrett 26
22
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Joined: 6th Feb 2004
Location: New Jersey
Posted: 14th Oct 2004 02:50
the house looks great & 10,000 polys is not too bad for a game model.
If you were to have a densly populated village of these homes you might want to consider optimizing the mesh a little. I think there are a lot of hidden poly faces to be deleted, ie. the polys under each step, the tops and bottoms of the posts.
you could always eliminate the edge of the roof on the end with he points and that would cut 18 polys off each roof plank x32planks=576polys eliminated form the model.
you could also cut down on a lot of the polys that are inline with each other by merging them together.

greenlig
22
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 14th Oct 2004 14:53
lol, if i was making this for a game, i would make it low polygon for sure! I know how to model low polygon, but when im making a scene for teh fun of it, i never worry about polys.

Ive been using blender for about 7 months now, and it is easily the best modeller i have ever encountered, and ive used 3dsmax, lightwave, maya, milkshape, gmax, etc. and it comes up very nicely beside them. I'd say blender is better than 3dmax the most, because it has the same features, but a way quicker work flow.

Oh yeha, and ive made an update to the image

Whattya think?



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greenlig
22
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 14th Oct 2004 14:54 Edited at: 14th Oct 2004 14:58
and a better version still...with a bit more AO

-----------------------> download attached file

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Narf The Mouse
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Joined: 16th Jul 2004
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Posted: 15th Oct 2004 14:34
Wow. 9.

Cheese!
Ilya
22
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Joined: 10th Aug 2003
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Posted: 15th Oct 2004 21:16
Here's it detailized, with light coming out of the windows.
greenlig
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 17th Oct 2004 20:10
lol, nice.

Thanks for teh comments

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