[model] African Hut [WIP]

Discussion pertaining to the African Resistance Fighters (ARF) faction.
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xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

[model] African Hut [WIP]

Post by xxXmsgt_jimbobXxx »

here is my african hut. i made it for a map, but im not done (still need color, texture) http://modhq.webs.com/apps/photos/photo ... d=62652100
little work to do but not bad for first object i dont think 8-)
if ne one wants it wen im done ill convert it to gmax and send it
Last edited by xxXmsgt_jimbobXxx on 2009-12-17 12:19, edited 2 times in total.
Reason: add info make link work accidently posted admin link for my website
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: [model]African Hut [WIP]

Post by killonsight95 »

not bad could be a bit more rugged but nice work i myself have never moddel so it looks good i'd love to ahve it when you've finnished up there
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: [model]African Hut [WIP]

Post by rampo »

Roof looks weird, you should trie something more simpler
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Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: [model]African Hut [WIP]

Post by Nimise »

How is a person supposed to live in a hut that isnt even big enough to lay down in... :? :
Make it big enough to walk around in!
MAINERROR
Retired PR Developer
Posts: 1873
Joined: 2007-07-22 17:54

Re: [model]African Hut [WIP]

Post by MAINERROR »

What is your reference based on?
xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

Re: [model]African Hut [WIP]

Post by xxXmsgt_jimbobXxx »

Average human is about six feet so eight foot diameter and twelve foot hight would be plenty of room. As for my refies I used my dad(went to africa a few times w us army) and google images
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [model]African Hut [WIP]

Post by Hauteclocque »

You need to work with 3DSMAX 9 if you want your work to be implemented in vbf2 mods. ;)
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Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: [model]African Hut [WIP]

Post by Nimise »

xxXmsgt_jimbobXxx wrote:Average human is about six feet so eight foot diameter and twelve foot hight would be plenty of room. As for my refies I used my dad(went to africa a few times w us army) and google images
Is it that big or are you planning on making it that big. From the picture it looks pretty small.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [model]African Hut [WIP]

Post by Rhino »

You can't use Inventor or any other CAD software to make game models...

https://www.realitymod.com/forum/f388-c ... ineer.html
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xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

Re: [model]African Hut [WIP]

Post by xxXmsgt_jimbobXxx »

Is it that big or are you planning on making it that big. From the picture it looks pretty small.
it is that big.
You can't use Inventor or any other CAD software to make game models...
yes but you can go inventor to 3ds to bf2. inventor lets u get basic shapes fast, 3ds lets more detail proof? here u go how to import the inventor files in to 3Ds Max - Chief Delphi and results? Merchants of Death - african hut unless im missing something important here?
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [model]African Hut [WIP]

Post by Priby »

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xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

Re: [model]African Hut [WIP]

Post by xxXmsgt_jimbobXxx »

fml how did i not c that o well i think ill jst finish the one im working on for xp
Matheusferri
Posts: 51
Joined: 2009-12-13 22:28

Re: [model] African Hut [WIP]

Post by Matheusferri »

hey, nice work!!
xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

Re: [model] African Hut [WIP]

Post by xxXmsgt_jimbobXxx »

*updated*. i said id keep working on it and i wasn't lying. I decided to make a new model because the old one was a very low poly. This one has about 850 or so so it should be able to be ported straight over to arma 2 should need be. I need someone who is skilled at texturing to wrap all my objects because i suck at it. PM me if you are willing.

Merchants of Death - african hut

more detailed screenies are to come, but i had to be quick as i am at work
I'm fifteen. I don't expect special privileges but be patient. I am slow. Some days more than others. 8-)
xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

Re: [model] African Hut [WIP]

Post by xxXmsgt_jimbobXxx »

*update*

roof is now higher poly, textures have been added. shes almost done

Screenies

this is my personal website, excuse the mess.

click on the individual pictures to make them larger.
I'm fifteen. I don't expect special privileges but be patient. I am slow. Some days more than others. 8-)
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [model] African Hut [WIP]

Post by Salmonella »

dude its a absurd use a 120 sided cilinder to represent such small and simple "hut", see this example
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the former model is by far better...

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

Re: [model] African Hut [WIP]

Post by Rhino »

xxXmsgt_jimbobXxx wrote:yes but you can go inventor to 3ds to bf2. inventor lets u get basic shapes fast, 3ds lets more detail proof? here u go how to import the inventor files in to 3Ds Max - Chief Delphi and results? Merchants of Death - african hut unless im missing something important here?
Ok I'll rephrase what I said to make it clearer.

You can't use Inventor or any other CAD software to make optimized game models.

Trust me before I learnt how to model with Max I also attempted importing models from Inventor etc into max but there tri count was ridiculous and getting it down to a sensible amount wasn't an option and I just learnt how to model with max.

You can kid yourself how ever much you like to saying you can model with Inventor and your models are upto game quality but your models will never go into PR etc in that state.
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