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3 Dimensional Chat / Some of my work

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Timber Wolf
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Posted: 23rd Oct 2005 22:07 Edited at: 23rd Oct 2005 22:25
Here are a few pics of some of my 3d models. I mostly specialise in weaponry but can do other things too.






I have a website where I put pics of all my work (Timber3d.com). I try to update weekly at minimum, but I've got alot going on and get minimum modeling time. I use 3ds max 7


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Maps
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Posted: 23rd Oct 2005 22:10
Nice weapons
how many polygons ?
could we see the wireframes ?
Xenocythe
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Posted: 23rd Oct 2005 22:14
Really nice
Timber Wolf
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Posted: 23rd Oct 2005 22:23
Polies are as follow

M4 - 3000
M16 - 2500
M249 - 3000
Tower - 300

The guns could be lower poly, but they have some barrel details and other uneeded things. Heres some of the wires






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IceCube
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Posted: 23rd Oct 2005 23:37 Edited at: 23rd Oct 2005 23:37
/edited

Seppuku Arts
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Posted: 24th Oct 2005 01:51
@Ice cube mmmkay


Noooo!!! NOT GUNS NOT MORE Bloody guns, actually we haven't seen any for a while, and they are good, so I won't run into the wall screeming guns repeatedly..

Anyway, nice and smooth models you got there, I like em

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Maps
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Posted: 24th Oct 2005 01:55
Yeah amazing models, but 3k polygons, argh!
Timber Wolf
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Posted: 24th Oct 2005 03:03
I'm not experienced with Dark Basics abilities to handle 3k objects, but if you were to mod a present game such as BF2, they could more then handle it as first person models. A good third person model can be acheived merely by replacing the present cylinders with 6 sided cylinders, rather then the 10-12 sided ones present right now, and replacing the rest of the body with objects that are closer to the original primitive, and getting rid of the real tiny details


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Frozen Flame
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Posted: 24th Oct 2005 03:58
[b][/b][b]


Heckno
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Posted: 24th Oct 2005 03:58
Those are nice gunz....I know Lukas was looking for some weapons for his Zombie game maybe you could donate some killing tools to him....
John H
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Posted: 24th Oct 2005 05:10
3k polies for a gun is fine....if its the one on your screen. Entity guns that enemies have that you dont see close up are usually much lower. But look at it this way. 3k polies for your RPG's main character is reasonable, correct? Now think about the 3k poly gun as your main character The weapon close on screen can be 3k polies, as long as 'entity' guns are lower poly - will run great and still look good


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The admiral
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Posted: 24th Oct 2005 10:34
Immpressive would you be looking for a project??

The admiral
Van B
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Posted: 24th Oct 2005 12:23
Guh! - 3000 polies!

None of those guns look like 3000 polygons, I'm guessing theres a lot of miniscule detail that'll never be seen.

For example, never put a lot of polygons on handles, you won't see it anyway so it could just be a box.

The actual mesh construction is great, but unfortunately guns need to be low polygon, a lot of detail needs to be handled with clever texturing, and 3000 polygons is about 2000 too much.

Texturing should be the next stage, but it's quite fun to texture weapons, you really learn to love your firepower when you make them yourself - texturing is a big part of the fun when guns are concearned because there's such a massive resource of images etc online.


Van-B

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Timber Wolf
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Posted: 24th Oct 2005 13:42
Looking at the screens you can se that the gun has alot more details then can be seen as a third person, so simply reduce them, and take away those little cuts into parts like the iron sites. Otherwise as RPGamer said, its a perfectly acceptable as a first person weapon. Those details will make the game seem more real. If your real picky, you can delete the stock if the programmer doesn't plan on adding in some animation that would show it (example: rifle slap) or even delete all the faces on the opposite side of the gun.

I've skinned 2 objects myself so far. While I'm fine at applying the skin, its making the skin that I need practice in


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dark coder
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Posted: 24th Oct 2005 14:38
oh van allways fussy about your lowpoly meshes, if you made hl2 everything would be boxes :p or maybe triangle based pyramids to save polys.

the guns do look nice, but as said above you did seem to put more detail in the bits you dont see, and you could optimize bits that are just extruded, like the top part of the stock on the m16 you could weld alot of those wasted verts at the top same for the handles and the frame.

and are you going to texture these models?


Van B
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Posted: 24th Oct 2005 15:20
DarkCoder, dude, 3000 polygons for an M16 and you don't see how that's overkill?

None of the guns I've made have been over 1000 polygons, but they are all textured, I just think it's about time we seen some textured guns here - all we ever see are countless untextured M-whatevers at uselss poly counts. It would be nice to see some useful weapon packs for FPSC or something like that. The best way to maintain polycounts is to stay low, and that's clearly not what's happening.

But your right, I should stop telling people that 3000 polys is too much, I mean I'm assuming the guns are for DBPro, silly me .


Van-B

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IceCube
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Posted: 24th Oct 2005 15:30
Man, I love these models.

Where have you learned modelling like that?
Have you used any tutorials?
You use box modelling, don't you?

Seppuku Arts
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Posted: 24th Oct 2005 16:35
I agree with van, someone helping me was fretting that the castle model he made was about 1000 polys

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BiggAdd
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Posted: 24th Oct 2005 18:37
Those models are excelent. Well done.


SSDD
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Timber Wolf
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Posted: 24th Oct 2005 21:54
I understand what your getting at van. I guess these models may be too high for DB as is. But, I would like you to know they were all originally intended for one modding comunity or another (BF2 for instant), though none of those projects took off. I'll go over my M16 today and show you that I can be under 1000


not a great skin, only 256x256 and made from cutouts on a picture. I'm not good at making skins. Now if I took those barrel cuts off, and all those tiny little addons, it could easily be 1000-1500 and look the same.

This on the other hand was never intended for games, skinned or not



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BiggAdd
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Posted: 24th Oct 2005 22:44
Are you using 3DS Max?


SSDD
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IceCube
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Posted: 24th Oct 2005 23:07
Quote: "I use 3ds max 7"


Yes he is.

Seppuku Arts
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Posted: 24th Oct 2005 23:33
how much you betting?

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Timber Wolf
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Posted: 25th Oct 2005 00:04
Quote: "I use 3ds max 7"





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BiggAdd
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Posted: 25th Oct 2005 00:31
where did it say that? oops sorry for missing that


SSDD
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Evil stick
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Posted: 25th Oct 2005 01:09
Can I have the concrete bridge?

I ALWAYS have flame proof jacket...just in case...and a shotgun. If you want any, just ask!

We are all nice,except for that one who's name starts in a m and ends in erranvo.
Timber Wolf
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Posted: 25th Oct 2005 01:26
Heres my M16 at 1200 polies. replaced cylinders with 6-8 sided ones, reduced magazine to a 2 segment peice rather than 6, reduced some other segment amounts. was able to keep iron site details, though if I needed to recduce the detail in that too, I could reduce it to under 1000.



I've uploaded the bridge, have fun. If you want to reduce it more then you can make the post cubes instead of the 5 sided cylinders they are now. saved it as a 3ds as I don't know what you use. Don't anybody ask for anything else now , bridge is ok because I don't plan on using it for one thing or another.


I known: HTML, How to 3dmodel
learning: Javascript, C++, Basic

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Van B
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Posted: 25th Oct 2005 13:36
Looks cool Timber - good to see you can do low poly and texture too - any other plans for your models?


Van-B

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Evil stick
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Posted: 25th Oct 2005 14:10
Thanks! I'll probably use it for a place holder in this game. And not in the real thing.

I ALWAYS have flame proof jacket...just in case...and a shotgun. If you want any, just ask!

We are all nice,except for that one who's name starts in a m and ends in erranvo.
Neodelito
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Posted: 25th Oct 2005 16:45
nice... more more...

Professor
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Posted: 25th Oct 2005 18:00
@Timber Wolf, Hey ive got one question, how did you do the soft shadows in your 1st render? (I use the latest verson of max.)

Timber Wolf
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Posted: 25th Oct 2005 21:53 Edited at: 25th Oct 2005 21:54
@Van, No real plans, So far what I've made has been based on what I wanted to make. Going to try and practice characters though.

@Professor

To get a nice shadow, I make a small box below my object, and place two light sources. A sky light set to cast shadow with 1.0 intensity, and a target spot set to cast shadow at 0.3 to 0.4 intensity


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Professor
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Posted: 26th Oct 2005 17:48
Alright ill give it a try, Thanks! .

Snipa Masta
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Posted: 27th Oct 2005 01:57
Timber...1200 pollies for that? That only needs to be about 600 max!
Xenocythe
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Posted: 27th Oct 2005 03:30
Your so good I hate you.

Go to hell my bro.
Timber Wolf
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Posted: 27th Oct 2005 05:05
@ Xeno, lmao

@ snipa, I don't see how you can do that in 600 polies. This gun still retains a good deal of detail. I don't have a screen shot right now, but those iron sites are usable. The body/handle/rear sites are all one peice of a mesh thats been extruded. There are no boxes in there. I'll get some goot close ups for you tomorrow.


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Seppuku Arts
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Posted: 27th Oct 2005 13:03
you can do a relatively high detailed face for 600 polies, surely a gun could stay in that boundry if you wanna use it for a game

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Snipa Masta
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Posted: 27th Oct 2005 14:18
You could do that in 600 pollies and still retain working Iron sights. You've just got to learn where to use your polygons.
Timber Wolf
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Posted: 29th Oct 2005 01:47
I'm sure an M16 could be acheived at 600, just not with the details I have



you can't do that on a 600 poly gun unless you ripped all the other details away



that peice is 100 polies. If I removed the cuts, it would be 20 max, but I like details. so sue me.

Now, I'm sure there are things I can do to optimize my gun and maybe bring it down to 1000, but 600 just won't look very good first person


I known: HTML, How to 3dmodel
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Seppuku Arts
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Posted: 29th Oct 2005 18:16
Quote: "so sue me."


Excellent, so how good is your lawyer?

Well if its watcha like, tell everyone to shut their pie hole, I'm addicted to high poly too

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dark coder
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Posted: 29th Oct 2005 22:19
well if you look at the front ironsight you can easily cut the polycount in half and make it look identical


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