Lots of good vegetation threads on Polycount. Go searching
Show your models thread...(IMAGE HEAVY)
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Drav
- Retired PR Developer
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Re: Show your models thread...(IMAGE HEAVY)
Tim go for the UDK or Crysis for vegetation rather than Marmoset. Vegetation is so dependent on the engine you're putting it in becaue of the shaders that you'll never get a very good result until its in that engine. All that crappy shadowing is because Marmoset isnt treating it as grass. You need a specific shader that says, dont put shitty shadows all over me, and make me wobble in the wind. Marmoset doesent have one of these, UDK and Crysis do, and you can even make you own as well.
Lots of good vegetation threads on Polycount. Go searching
Lots of good vegetation threads on Polycount. Go searching
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Tim270
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HangMan_
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Re: Show your models thread...(IMAGE HEAVY)
Looks awesome mateVoXiNaTiOn wrote:Finally getting off my backside and learning to texture. (Not my model btw, the one supplied with tut)
PR Community Faction Team - "Getting Sh*t Done..."
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Tim270
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Re: Show your models thread...(IMAGE HEAVY)
Some work for my CoH mod that I finished not too long ago.
Zis-2 (Changed back to Alpha wheels since the render)
Model by Loran. UVW and texture me.

Zis-3 (Redone wreck model and Wheels since the render.)

PKM that never got finished

Zis-2 (Changed back to Alpha wheels since the render)
Model by Loran. UVW and texture me.

Zis-3 (Redone wreck model and Wheels since the render.)

PKM that never got finished


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Rhino
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Re: Show your models thread...(IMAGE HEAVY)
That's pretty cool 
IMO your shell could do with some more work thou, texture could be better and for the empty shell casing I would recommend adding some depth to its inner bit, much like I did with my 30mm shell by adding a small cone going into the mesh on the top like so, giving it a better feeling of depth, which could have been even better if it had a shadow in it but couldn't be asked to do the texture for it was just working with the 30mm shell texture that was there

Also think you should tweak the smoothing groups on your wreck model for the zis3 but other than that looks good
IMO your shell could do with some more work thou, texture could be better and for the empty shell casing I would recommend adding some depth to its inner bit, much like I did with my 30mm shell by adding a small cone going into the mesh on the top like so, giving it a better feeling of depth, which could have been even better if it had a shadow in it but couldn't be asked to do the texture for it was just working with the 30mm shell texture that was there

Also think you should tweak the smoothing groups on your wreck model for the zis3 but other than that looks good
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Tim270
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Re: Show your models thread...(IMAGE HEAVY)
Yeah I originally did the shell more like the one you posted but after looking into the animations it turned out that it will be invisible nearly all the time where it is sitting in the render and only draws when the loader picks it up so you see it for like 2 seconds so I just made it as low poly as possible.[R-DEV]Rhino wrote:That's pretty cool
IMO your shell could do with some more work thou, texture could be better and for the empty shell casing I would recommend adding some depth to its inner bit, much like I did with my 30mm shell by adding a small cone going into the mesh on the top like so, giving it a better feeling of depth, which could have been even better if it had a shadow in it but couldn't be asked to do the texture for it was just working with the 30mm shell texture that was there
Also think you should tweak the smoothing groups on your wreck model for the zis3 but other than that looks good![]()
I was initially trying to cut polies anywhere I could to make the wheels 3d (shown in render) and have 2d ones on the 2nd LOD. Although I think im going to have to go back to alpha channel wheels as the visual difference when ingame is negligible as the CoH camera is pretty far away from the models.
The wreck model has been completely redone (Just forgot to unhide the new one in the render lol).

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Rhino
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Re: Show your models thread...(IMAGE HEAVY)
sounds good, then I would just paint a black blob on the top middle of the shell casing 
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)
A little thing I made last night. Just under 1K tris for both blade and scabbard.


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Rhino
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Re: Show your models thread...(IMAGE HEAVY)
Very nice Z, really like the use of normals on the leather 
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Hauteclocque
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Re: Show your models thread...(IMAGE HEAVY)
You make me want to do models (real ones, not 3DSMAX ones
) again.
Space Marine knife ?
Looks really nice btw.
Space Marine knife ?
Looks really nice btw.

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AquaticPenguin
- Posts: 846
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Re: Show your models thread...(IMAGE HEAVY)

Browning HP, missing scratches and dirt but I feel I'm starting to get the hang of texture painting. 1161 tris.
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Rhino
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Re: Show your models thread...(IMAGE HEAVY)
nice, although how come your making all the Brit weapons it seems? 
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)
very nice stuff guys 
Nice to see you keep exploring and practicing Tim
thought I'd share something different this time...
Matchmoving outside my apartment

yeah same old model, but not the point...
and for some more different stuff... was testing out my departments new 3d printer the other day:



... and to finish off with a one night speed modeling spree for a local viking museum that I will be working with in the closing of my masters I think.


/end picture spam
Nice to see you keep exploring and practicing Tim
thought I'd share something different this time...
Matchmoving outside my apartment

yeah same old model, but not the point...
and for some more different stuff... was testing out my departments new 3d printer the other day:



... and to finish off with a one night speed modeling spree for a local viking museum that I will be working with in the closing of my masters I think.


/end picture spam
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Rhino
- Retired PR Developer
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Re: Show your models thread...(IMAGE HEAVY)
that's pretty sweet. Was that some kind of laser CAM machine that cut out your dino? Sword, shield and helmet look awesome too 
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H.sta
- Posts: 1355
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Re: Show your models thread...(IMAGE HEAVY)
just as info regarding the vikings, in all the world only one viking helmet has ever been found, and it looks like this Vikings: The North Atlantic Saga | American Museum of Natural History
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Tim270
- PR:BF2 Developer
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Re: Show your models thread...(IMAGE HEAVY)
Attempted to model a gun for fun.
http://i.imgur.com/oKUjl.jpg
Iron sights are wrong and I did not finish it. Only worked on it for 40 mins.
http://i.imgur.com/oKUjl.jpg
Iron sights are wrong and I did not finish it. Only worked on it for 40 mins.

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DevilDog812
- Posts: 491
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Re: Show your models thread...(IMAGE HEAVY)
3D printers lay down layer after layer of plastic to form a 3D shape. some start with a pile of plastic dust and then the image is heated into it to make only that part hard[R-DEV]Rhino wrote:that's pretty sweet. Was that some kind of laser CAM machine that cut out your dino? Sword, shield and helmet look awesome too![]()
ANTI-WIKILEAKS, PROUD SUPPORTER OF THE MILITARY
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Adriaan
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Re: Show your models thread...(IMAGE HEAVY)
Looks niceTim270 wrote:Attempted to model a gun for fun.
http://i.imgur.com/oKUjl.jpg
Iron sights are wrong and I did not finish it. Only worked on it for 40 mins.
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Z-trooper
- Retired PR Developer
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Re: Show your models thread...(IMAGE HEAVY)
Yeah well that is true for some 3D printers, they use slightly different techniques for different materials ect.DevilDog812 wrote:3D printers lay down layer after layer of plastic to form a 3D shape. some start with a pile of plastic dust and then the image is heated into it to make only that part hard
The one I used here uses liquid plastic, or in a state right between solid and liquid when it is applied along with the support material cast, they are then repeatedly blasted by UV light as the printing head makes the next layer.
To give some understanding of how thin the layers are, this dino I printed is under 5cm high (2 inches or so for you yanks), and it took just about 1600 layers to build it up to that height.



