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Old 02-09-2008, 01:00 PM   #351
Z-trooper
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Cool alien Ice :P I like the eye area. A raytrace material on two black eyes when the alien itself is textured would look awesome :P

Here is my 2nd crack at organic modeling (1st was my Rex)


Its just a standard human character that I wanted so I can make props in the right proportions, test sizes, and last but not least - have a standard model of a human I can change to my liking when I have a new character project.
(its not done at all - but the face will be left more or less blank)

Here is a small project I'm playing around with using the model: Hoplites (no not spartan hoplites from 300, just plain old standard greek ones)



"Without geometry, life is pointless"
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Old 02-10-2008, 02:21 PM   #352
[R-DEV]Vaiski
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Nice models. Proportions are good and it’s in a nicely relaxed pose Usually first human models tend to look too stiff.

You both might want to check you model’s polyflow. Proper edge loops make animating and controlling complex organic models easy. Basically the idea is to add an edge line (aka edge loop) around each major muscle group. Learning proper polyflow early will be enormous help in the future.
http://www.bunk.cistron.nl/plaatjes/poly_regions.jpg


Cgtalk got some good discussion about this:
CGTalk - Topology research

Some random tut that explains edge loops
http://cube.phlatt.net/home/spiraloi.../modeling.html


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Last edited by [R-DEV]Vaiski; 02-10-2008 at 02:40 PM..
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Old 02-10-2008, 02:26 PM   #353
Z-trooper
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I appreciate the help, I have heard talk about it before, but since this is my first model of that type I didnt think so much about it. But I can begin to play around with it now.

"Without geometry, life is pointless"
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Old 02-11-2008, 05:53 AM   #354
[R-DEV]Kaijleor
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Something I did 2 years ago, its also from an animation MECHWARRIORS... mech models were made by a friend, I did the rest (the city, animations, sp. effects)

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Old 02-12-2008, 07:10 AM   #355
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cool

I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 1G yes Quadfire , SSD 3x Raptors 2X 1.2 KW
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Old 02-13-2008, 12:47 PM   #356
FLOZi

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I can't exactly compete with your super sweet multi-thousand tri weapon and vehicle models - I'm a modeller for an RTS project (or two).

So here's a T-54 (Model 1951) in about 1500 tris.

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Old 02-13-2008, 01:09 PM   #357
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Quote:
Originally Posted by FLOZi View Post
I can't exactly compete with your super sweet multi-thousand tri weapon and vehicle models - I'm a modeller for an RTS project (or two).

So here's a T-54 (Model 1951) in about 1500 tris.

That is pretty cool. I have always wanted to try modeling for RTS games. What engine is it for cause 1500 tris sounds like a lot if you have a whole army of them.

Loving the model though

"Without geometry, life is pointless"
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Old 02-13-2008, 01:37 PM   #358
FLOZi

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It's for the Open Source Spring Project engine.

It won't be going into a mod anytime soon, mind. I'm mainly a modeller for a ww2 game on the engine, most tank models are around 1000ish, which isn't too bad as its scaled to have maybe a few tens of tanks at a time at most on regular maps. Still more than you'd get in CoH . The T-54 might go in as an easter egg.

EDIT: This is around 1000 iirc
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Old 02-15-2008, 01:40 PM   #359
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Note: this post was posted at the Israeli Defense Forces Mod forum as well.

Hey guys, just wanted to show you some of my stuff I've been making for my time as a civilian when i still had time for this kind of work :P.
Now when you are in the army you don't have much time to make 3D models anymore .
Enjoy.

Merkava 4


Namer APC



Achzarit


Nagmashot



Zelda 2


Merkava 3






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Old 02-18-2008, 05:41 AM   #360
Dylan

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I have been trying to learn to UVmap and texture the best I can, so I used a very simple model I made some time ago. Its not that great, but I am getting there.


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