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Old 01-12-2008, 12:40 AM   #281
Dylan

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Yeah, oldie pic there Req. You made it for some next generation projects right?

Z, loving the T-Rex. What made you decide to do it?
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Old 01-12-2008, 12:46 AM   #282
requiem
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Yeah, one of the SDK Crysis mods...

Here a PR one..



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Old 01-12-2008, 12:47 AM   #283
Leo

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My models are fail

M1 Garand (sans trigger and trigger guard) with horrifying front aimer
http://img186.imageshack.us/img186/8...7231526wx2.jpg
http://img341.imageshack.us/img341/4...7231450ng1.jpg

Glock (first model without following a tutorial)
http://img230.imageshack.us/img230/2...7230928pv9.jpg
http://img230.imageshack.us/img230/2...7230816sd1.jpg
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Old 01-12-2008, 01:06 AM   #284
Z-trooper
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Quote:
Originally Posted by [R-MOD]Dylan View Post
Yeah, oldie pic there Req. You made it for some next generation projects right?

Z, loving the T-Rex. What made you decide to do it?
Well, its a rather long story but I'll try to cut it down.
As a child I loved dinosaurs and my parents said that I could name pretty much any dino they presented me for.
My main inspirations are Jurassic Park (1,2,3) and the King Kong remake. I own all 4 on dvd and I have studied the extra material to detail because I am facinated by these things - which will also be my future job I hope (I'm on a education where I can end up as everything ranging from a progammer to a game developer/designer, special effects (CG) guy, animation ect. you name it) I'm currently not sure what I love the most game design or movie related stuff, but I am sincerely loving both.

Well in lack of better words I felt kind of "empty" with all this modeling (for games) where I cant let the tris rip and let me do the best I could. So I decided on making my own little pet project where I could use pretty much all the techniques I have picked up along the way (a ½ years worth of modeling - my first model is posted here in this section). I wanted sort of a signature project, its a bit hard to explain, something that was done as I wanted it and I could use afterwards for something.

So I wanted to challange myself and I said: make something organic (which I have never done before this), make something you like and wont get tired of = T-rex - whats not to like
And resently I have become even more motivated due to several developments in my education. One of my teachers saw my progress and me and a buddy (who is making a stego saurus) are now preparing to make a animated battle which will be rendered in 3D - 3D - we have a panorama 3D cinema at my university.
During a demo of it we found ourselfs crouching because a branch was slowly moving towards us. Imagine a stegosaurus tail or a giant set of teeth comming at you at attack speed .

Another reason I am doing so much is because I am playing with the idea of starting my own little company that can be hired to do stuff after I've become better ofcause. So a nice project like this to show what I can do is a good selling argument.

The truth is that I have learned a lot sticking to this project, and I can only encourage people to challange them selves.

Sorry for all the talking -_-, it wasnt as short as I had hoped.

Quote:
Originally Posted by Leo View Post
My models are fail

M1 Garand (sans trigger and trigger guard) with horrifying front aimer
http://img186.imageshack.us/img186/8...7231526wx2.jpg
http://img341.imageshack.us/img341/4...7231450ng1.jpg

Glock (first model without following a tutorial)
http://img230.imageshack.us/img230/2...7230928pv9.jpg
http://img230.imageshack.us/img230/2...7230816sd1.jpg
This is quite ok man practice makes perfect. I made some stuff I'm not that proud off. Just keep modeling at it will come - and remember to as for help!

"Without geometry, life is pointless"
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Last edited by Z-trooper; 01-12-2008 at 01:12 AM..
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Old 01-12-2008, 11:57 AM   #285
requiem
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Nice work Z, looking forward to the ingame goodness

Another fun one.. was actually just testing some materials:



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Old 01-12-2008, 12:28 PM   #286
[R-DEV]Outlawz7
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Originally Posted by [R-CON]Desertfox View Post
Or for Rhino
"Hold on, lads, it's my DesertFox callin'"


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"yesturday a steam server explowded and we lose alot of account infermation. to verify that you have steam i will need your username and password or your account will be deleted "
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Old 01-12-2008, 07:41 PM   #287
[R-DEV]Vaiski
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Heres a project I've been working on for a while.
Its supposed to be a Unreal Tournament 3 player character.

Head:
http://img262.imageshack.us/img262/7...tamies2lf6.jpg

Body:


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Old 01-12-2008, 07:58 PM   #288
Z-trooper
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nothing less than pure awesome-ness

"Without geometry, life is pointless"
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Last edited by Z-trooper; 01-12-2008 at 10:06 PM..
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Old 01-12-2008, 09:37 PM   #289
Dylan

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No, its cool you actually have reasons for doing it. You should show us the animation when your done, it sounds awesome.

What I really want to learn to improve on is my texturing, and I'm not sure whats holding me back. Im thinking its the way my UVs are, because all I do is make the model, and while attaching put the separate objects on different material maps, and then when I do the unwrapUVWs, I flatten by material IDs. When I do it I get some big pieces, some small pieces, and its so out of place.

Ill just show an example. Thanks Requiem for making me so self conscious about it. :P

UVS (Orig 1024-scaled 512)


I just dont feel satisfied with it, yet I dont know how to improve.
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Old 01-12-2008, 10:03 PM   #290
Z-trooper
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Quote:
Originally Posted by [R-MOD]Dylan View Post
No, its cool you actually have reasons for doing it. You should show us the animation when your done, it sounds awesome.

What I really want to learn to improve on is my texturing, and I'm not sure whats holding me back. Im thinking its the way my UVs are, because all I do is make the model, and while attaching put the separate objects on different material maps, and then when I do the unwrapUVWs, I flatten by material IDs. When I do it I get some big pieces, some small pieces, and its so out of place.

Ill just show an example. Thanks Requiem for making me so self conscious about it. :P

UVS (Orig 1024-scaled 512)


I just dont feel satisfied with it, yet I dont know how to improve.
I think I know what you mean about you not feeling quite satisfied. Requiem's stuff looks very life like and very crisp and clear, but somehow your grenade seems kind of blured (and I think that is why you arent feeling that satisfied).

I am far from a master when it comes to textures, but I can try to give some advice anyway

- requiems stuff looks awesome because there actually is 'texture' over a surface most people would probably make one color. requiem has scratched the hell out of it which ends up giving some variations to a otherwise flat surface.

- about it being "blured" I turn to requiem again, he posted this in another thread which I have used since he posted it: Posting "Work In Progress" (3ds max) - Game Artist Forums look at the render method where it becomes sharper.
Also lights have a very signifigant effect on the render of a model.

Last thing I would recommend is to maybe darken the overall texture and/or adjusting the contrast levels so if there are any differences in shading and marks they would stand out more.

I am told that the alpha layer of a texture controls the shinyness of a object, maybe a VERY slight shine would help.

The model is nice btw, and so is the bumpmapping of the metal!

And about the animation: I'll post something when I like it. But its hard to get 100% right cause I have 40K verts that have to be assigned to 43 bones inside the mesh.
I am working on a dynamic muscle and internal bone system for it. There are products on the marked that can do this, but the plugin has a pricetag similar to 3ds max itself.

"Without geometry, life is pointless"
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