Show your models thread...(IMAGE HEAVY)

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eenis
Posts: 114
Joined: 2008-12-26 06:59

Re: Show your models thread...(IMAGE HEAVY)

Post by eenis »

Hauteclocque wrote:It was supposed to be used in African Factions (like Congo, or even the faction we are making for French Forces)...
and its not? :(
eenis
Posts: 114
Joined: 2008-12-26 06:59

Re: Show your models thread...(IMAGE HEAVY)

Post by eenis »

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.
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Why was this guy banned? did he steal those models?
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Show your models thread...(IMAGE HEAVY)

Post by ReadMenace »

eenis wrote:Why was this guy banned? did he steal those models?
Here.

-REad
Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Show your models thread...(IMAGE HEAVY)

Post by Tomato-Rifle »

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
Last edited by Tomato-Rifle on 2009-06-30 18:20, edited 4 times in total.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Show your models thread...(IMAGE HEAVY)

Post by McBumLuv »

Tomato_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
You only put the "2KPutEdDBHs" "title" found at the end of the URL in the tags ;)

Pretty cool, though.
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martov
Posts: 238
Joined: 2008-10-07 19:18

Re: Show your models thread...(IMAGE HEAVY)

Post by martov »

house, WIP for the falklands port stanley map.

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Show your models thread...(IMAGE HEAVY)

Post by Rhino »

you modelled the window panes for a 2D window...

Most people dont model them for a 3D window :p
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martov
Posts: 238
Joined: 2008-10-07 19:18

Re: Show your models thread...(IMAGE HEAVY)

Post by martov »

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

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jim1994
Posts: 191
Joined: 2008-04-13 17:02

Re: Show your models thread...(IMAGE HEAVY)

Post by jim1994 »

Hello everyone, and today im going to show you my first model I have ever done. :o
Program Used: Gmax :roll:
Help and Credit: YouTube - xmrwaffles2's Channel
Reference Picture Used: Image
Model: Glock 18

Yes it is crappy, criticize it all you want people.
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Thanks for checking this out :mrgreen:
Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Show your models thread...(IMAGE HEAVY)

Post by Tomato-Rifle »

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
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jim1994
Posts: 191
Joined: 2008-04-13 17:02

Re: Show your models thread...(IMAGE HEAVY)

Post by jim1994 »

thanks tomato, but im not exporting it into the source engine.
Just making it for learning and fun.
Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Show your models thread...(IMAGE HEAVY)

Post by Tomato-Rifle »

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.
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tmnoobage
Posts: 155
Joined: 2008-09-15 19:54

Re: Show your models thread...(IMAGE HEAVY)

Post by tmnoobage »

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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 :D
[url=noobage.wordpress.com][/url]
jim1994
Posts: 191
Joined: 2008-04-13 17:02

Re: Show your models thread...(IMAGE HEAVY)

Post by jim1994 »

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.
Yea, thanks for the tutorial, sure, ill take the links.
Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Show your models thread...(IMAGE HEAVY)

Post by Tomato-Rifle »

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Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: Show your models thread...(IMAGE HEAVY)

Post by Drav »

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 :D

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)

Post by Tim270 »

Yeah, there is a load on there that should be baked rather than modeled, namely the small extrusions on the plates.
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tmnoobage
Posts: 155
Joined: 2008-09-15 19:54

Re: Show your models thread...(IMAGE HEAVY)

Post by tmnoobage »

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......
Oh :( Well I suppose I better optimise my models, thanks for the heads-up
[url=noobage.wordpress.com][/url]
Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Show your models thread...(IMAGE HEAVY)

Post by Tomato-Rifle »

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Exec
Posts: 295
Joined: 2008-01-10 19:51

Re: Show your models thread...(IMAGE HEAVY)

Post by Exec »

Every model in the scenes folder, a.k.a The whooooole shit! :P

1600x1200, ~900kb
http://i279.photobucket.com/albums/kk15 ... rdr5-2.jpg
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