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#281 |
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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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#282 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,444
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Yeah, one of the SDK Crysis mods...
Here a PR one..
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#283 |
![]() Join Date: Nov 2006
Posts: 2,102
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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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#284 | ||
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Retired PR Developer
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Quote:
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:
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"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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#285 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,444
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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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#286 |
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PR:BF2 Developer
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "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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#287 |
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PR:BF2 Developer
![]() Join Date: Jul 2006
Location: Home?
Posts: 889
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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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#289 |
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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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#290 |
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Retired PR Developer
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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. |
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"Without geometry, life is pointless"
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