and its not?Hauteclocque wrote:It was supposed to be used in African Factions (like Congo, or even the faction we are making for French Forces)...
Show your models thread...(IMAGE HEAVY)
-
eenis
- Posts: 114
- Joined: 2008-12-26 06:59
Re: Show your models thread...(IMAGE HEAVY)
-
eenis
- Posts: 114
- Joined: 2008-12-26 06:59
Re: Show your models thread...(IMAGE HEAVY)
Why was this guy banned? did he steal those models?Skovy wrote:Ill show some of my work what i have done lately, the content was sopous to be in a bf2 mod but i quit from that team.
-
ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
-
Tomato-Rifle
- Posts: 2091
- Joined: 2007-12-31 22:24
Re: Show your models thread...(IMAGE HEAVY)
My first Animated Logo thingy type.
Very short and simple
Doesnt look like the youtube tags are working, here is the link
Yeah, i know it didnt hit the "ground" but o well
Very short and simple
Doesnt look like the youtube tags are working, here is the link
Yeah, i know it didnt hit the "ground" but o well
Last edited by Tomato-Rifle on 2009-06-30 18:20, edited 4 times in total.

-
McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Show your models thread...(IMAGE HEAVY)
You only put the "2KPutEdDBHs" "title" found at the end of the URL in the tagsTomato_With_A_Rifle wrote:My first Animated Logo thingy type.
Very short and simple
Doesnt look like the youtube tags are working, here is the link
YouTube - First try of animating logo
Yeah, i know it didnt hit the "ground" but o well
Pretty cool, though.



-
martov
- Posts: 238
- Joined: 2008-10-07 19:18
Re: Show your models thread...(IMAGE HEAVY)
house, WIP for the falklands port stanley map.








-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Show your models thread...(IMAGE HEAVY)
you modelled the window panes for a 2D window...
Most people dont model them for a 3D window
Most people dont model them for a 3D window
-
martov
- Posts: 238
- Joined: 2008-10-07 19:18
Re: Show your models thread...(IMAGE HEAVY)


the "globe hotel" in the falklands, or at least my wip model of it.

-
jim1994
- Posts: 191
- Joined: 2008-04-13 17:02
Re: Show your models thread...(IMAGE HEAVY)
Hello everyone, and today im going to show you my first model I have ever done. 
Program Used: Gmax
Help and Credit: YouTube - xmrwaffles2's Channel
Reference Picture Used:
Model: Glock 18
Yes it is crappy, criticize it all you want people.




Thanks for checking this out
Program Used: Gmax
Help and Credit: YouTube - xmrwaffles2's Channel
Reference Picture Used:

Model: Glock 18
Yes it is crappy, criticize it all you want people.




Thanks for checking this out
-
Tomato-Rifle
- Posts: 2091
- Joined: 2007-12-31 22:24
Re: Show your models thread...(IMAGE HEAVY)
Needs a bit work xD
Mabey you should check out this tutorials, modeling a glock, but it goes in more detail and makes a better model. These are downloadable tut that are like hd so you can see everything he does.
Game Artist - Creating a Weapon for Source - Part 1
This is what you should end up with when your done modeling it.
Glockdone.png picture by Tomato310 - Photobucket
There is also more videos that he made that goes with that glock to UVmap the glock, texture it, animate and export into the source engine, tell me if you want those video and i will try to find where i got them
Mabey you should check out this tutorials, modeling a glock, but it goes in more detail and makes a better model. These are downloadable tut that are like hd so you can see everything he does.
Game Artist - Creating a Weapon for Source - Part 1
This is what you should end up with when your done modeling it.
Glockdone.png picture by Tomato310 - Photobucket
There is also more videos that he made that goes with that glock to UVmap the glock, texture it, animate and export into the source engine, tell me if you want those video and i will try to find where i got them

-
jim1994
- Posts: 191
- Joined: 2008-04-13 17:02
Re: Show your models thread...(IMAGE HEAVY)
thanks tomato, but im not exporting it into the source engine.
Just making it for learning and fun.
Just making it for learning and fun.
-
Tomato-Rifle
- Posts: 2091
- Joined: 2007-12-31 22:24
Re: Show your models thread...(IMAGE HEAVY)
I know, i was just telling you there was a modeling tutorial that shows you how to make a real model, and if you wanted to take it a step further i would give you the links to that.

-
tmnoobage
- Posts: 155
- Joined: 2008-09-15 19:54
Re: Show your models thread...(IMAGE HEAVY)

An early WIP of my Dardo IFV, it's about 40% complete so far. I've been optimising it like hell, and it's a mere 5, 100 poly's so far (11,437 tri's). The chinks in the armour are a lot better physically modelled than normal mapped in my opinion, and they take barely any poly's up
[url=noobage.wordpress.com][/url]
-
jim1994
- Posts: 191
- Joined: 2008-04-13 17:02
Re: Show your models thread...(IMAGE HEAVY)
Yea, thanks for the tutorial, sure, ill take the links.Tomato_With_A_Rifle wrote:I know, i was just telling you there was a modeling tutorial that shows you how to make a real model, and if you wanted to take it a step further i would give you the links to that.
-
Drav
- Retired PR Developer
- Posts: 2144
- Joined: 2007-12-14 16:13
Re: Show your models thread...(IMAGE HEAVY)
tmnoobage wrote: An early WIP of my Dardo IFV, it's about 40% complete so far. I've been optimising it like hell, and it's a mere 5, 100 poly's so far (11,437 tri's). The chinks in the armour are a lot better physically modelled than normal mapped in my opinion, and they take barely any poly's up![]()
Hate to break it to you noobage, but 11,437 tris is a polycount of 11,437. The bf2 engine converts everything into triangles so the tricount is what you need to watch. Its not all bad tho because you can take an AO bake and a normal map bake off the higher poly model which will make texturing a lot easier, but your base model needs to go on a serious triangle diet......
-
Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Show your models thread...(IMAGE HEAVY)
Yeah, there is a load on there that should be baked rather than modeled, namely the small extrusions on the plates.

-
tmnoobage
- Posts: 155
- Joined: 2008-09-15 19:54
Re: Show your models thread...(IMAGE HEAVY)
OhHate to break it to you noobage, but 11,437 tris is a polycount of 11,437. The bf2 engine converts everything into triangles so the tricount is what you need to watch. Its not all bad tho because you can take an AO bake and a normal map bake off the higher poly model which will make texturing a lot easier, but your base model needs to go on a serious triangle diet......
[url=noobage.wordpress.com][/url]
-
Exec
- Posts: 295
- Joined: 2008-01-10 19:51
Re: Show your models thread...(IMAGE HEAVY)
Every model in the scenes folder, a.k.a The whooooole shit! 
1600x1200, ~900kb
http://i279.photobucket.com/albums/kk15 ... rdr5-2.jpg
1600x1200, ~900kb
http://i279.photobucket.com/albums/kk15 ... rdr5-2.jpg









