what is the Tris count on it this?frenzy wrote:Just found this thread, theres some rather nice stuff in here
Heres an old m82 I recently found and finshed off
Sorry if the res is a bit high
Show your models thread...(IMAGE HEAVY)
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H.sta
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Re: Show your models thread...(IMAGE HEAVY)
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Tim270
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)
Yeah it can do that to you
"Once you go bake, you can't go back"
I've seen you do a few now, how about expanding and trying to bake down to something more than primitives?
FYI, I will be making a video tut on this in January at some point (when I have time again for personal projects), some of my colleges have requested some tuts on the subject. Until then you are of course welcome to ask me if you feel like venturing into the complex abyss and need some tips
You'll get the first one for free here:
- For each UV group have a different smoothing group.
So whatever you weld up in UVs, those polys need to have the same smoothing group.
If you follow this simple rule you will get as seamless normals as you possibly can.
Note: It may look odd on the model with the smoothing groups - but that is up to your style of UVing.
It is actually possible to have all the UVs stitched up and then have them all in 1 smoothing group (regardless of model angles) and still have it look superb.
"Once you go bake, you can't go back"
I've seen you do a few now, how about expanding and trying to bake down to something more than primitives?
FYI, I will be making a video tut on this in January at some point (when I have time again for personal projects), some of my colleges have requested some tuts on the subject. Until then you are of course welcome to ask me if you feel like venturing into the complex abyss and need some tips
You'll get the first one for free here:
- For each UV group have a different smoothing group.
So whatever you weld up in UVs, those polys need to have the same smoothing group.
If you follow this simple rule you will get as seamless normals as you possibly can.
Note: It may look odd on the model with the smoothing groups - but that is up to your style of UVing.
It is actually possible to have all the UVs stitched up and then have them all in 1 smoothing group (regardless of model angles) and still have it look superb.
Last edited by Z-trooper on 2010-12-10 18:12, edited 1 time in total.
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motherdear
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Re: Show your models thread...(IMAGE HEAVY)
2 Hour exercise in collecting refs, modelling and finally baking, not the best i have done, but did well considering the exercise
god i love my new max that is finally working. Although it is slow at times.
low poly 2k

gonna be working a bit on textures later on so that i can get some metal and wood texture exercise
low poly 2k

gonna be working a bit on textures later on so that i can get some metal and wood texture exercise

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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motherdear
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Re: Show your models thread...(IMAGE HEAVY)
new proportions + bakes and very WIP textures.



[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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SashaSK8
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Re: Show your models thread...(IMAGE HEAVY)
looks good, it's grenade? 
i think i also need to make something small like this for exercise before doing serious things
i think i also need to make something small like this for exercise before doing serious things

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GhostDance101
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Re: Show your models thread...(IMAGE HEAVY)
Last edited by GhostDance101 on 2010-12-31 20:46, edited 2 times in total.
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motherdear
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Re: Show your models thread...(IMAGE HEAVY)
Looking good ghost dance, but they do need some heavy general ambient occlusion as well as a more defined specular and normal map to give the skin the right feel.
A good idea for the skin normals could be to have a flat grey texture and then apply a noise filter at a low threshold and then run it through nvidia or crazybump. Along with some specular it could give it a much better feel because at the moment it doesn't look very defined
A good idea for the skin normals could be to have a flat grey texture and then apply a noise filter at a low threshold and then run it through nvidia or crazybump. Along with some specular it could give it a much better feel because at the moment it doesn't look very defined

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)
One day stress relieving modeling.

Textures are still early WIP. I've already coded it up so the teeth (not shown here) rotate properly and so that is sprays blood or sparks when hitting flesh or metal respectively. The exhaust also works.
Will post a little video when I get the textures finalized and the code refined

Textures are still early WIP. I've already coded it up so the teeth (not shown here) rotate properly and so that is sprays blood or sparks when hitting flesh or metal respectively. The exhaust also works.
Will post a little video when I get the textures finalized and the code refined
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Amok@ndy
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Re: Show your models thread...(IMAGE HEAVY)
Dawn of War?Z-trooper wrote:One day stress relieving modeling.
Textures are still early WIP. I've already coded it up so the teeth (not shown here) rotate properly and so that is sprays blood or sparks when hitting flesh or metal respectively. The exhaust also works.
Will post a little video when I get the textures finalized and the code refined![]()

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Hauteclocque
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Re: Show your models thread...(IMAGE HEAVY)
40K based at least 
Nice piece of work as usual Z-Trooper, when will you show us a pic of a full squad of Space Marines ?
Nice piece of work as usual Z-Trooper, when will you show us a pic of a full squad of Space Marines ?

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Amok@ndy
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Dunehunter
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Re: Show your models thread...(IMAGE HEAVY)
THIS. I WANT THIS SO MUCH.[R-CON]Amok@ndy wrote:PR:40K![]()
[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce.
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)
When I have time again... so probably during the spring or summer[R-DEV]Hauteclocque wrote:when will you show us a pic of a full squad of Space Marines ?![]()
Well the bad news is that it wont be for BF2/PR. The good news is that it will be for a 3rd person indie game I am working on in my spare time.[R-DEV]Dunehunter wrote:THIS. I WANT THIS SO MUCH.
Flamers, shotguns, bolters and boltpistols, lasguns, combat blades and chainswords are all modelled and some of them are done. Same goes for the marine characters. In fact I have already made several 3p animation cycles for them, but it all requires time - and I want to do more work before I want to show anything of that sort.
But a video of a chainsword grinding up stuff is not that far away
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Spartan463
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Re: Show your models thread...(IMAGE HEAVY)
damn thats good Qualityfrenzy wrote:Just found this thread, theres some rather nice stuff in here
Heres an old m82 I recently found and finshed off
Sorry if the res is a bit high
Just a couple models ive been working on for my demo reel after grad
im working on some other models like the M1A1 Abrams, and a CH-146 Griffon for a final video

Last edited by Spartan463 on 2011-01-05 02:23, edited 3 times in total.
Reason: forgot a word
Reason: forgot a word
[img]http://h11.abload.de/img/spartan463upja4.png[/img]
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)
Had a few hours to kill so I made a little first person demo where you can cut stuff with my chainsword 
Keep in mind that everything is placeholder. Absolutely everything.
Sword models + UV + bake + temp textures = 1 day.
all coding and placeholder animations = 1 night.
Some boxes are made of metal, some of 'flesh' hehehe
A million tweaks are still needed, but with one days combined work from nothing to this I think you can ignore that hehe
Play it right in the browser if you install the unity web player plugin.
Unity Web Player - chainsword
Keep in mind that everything is placeholder. Absolutely everything.
Sword models + UV + bake + temp textures = 1 day.
all coding and placeholder animations = 1 night.
Some boxes are made of metal, some of 'flesh' hehehe
A million tweaks are still needed, but with one days combined work from nothing to this I think you can ignore that hehe
Play it right in the browser if you install the unity web player plugin.
Unity Web Player - chainsword
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Rhino
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Re: Show your models thread...(IMAGE HEAVY)
lol that's pretty cool, but shit gfx on that web browser engine 
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Chuc
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DeltaFart
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Re: Show your models thread...(IMAGE HEAVY)
dude I think some PMG stuff would be awesome to see in 3D, I've been meaning to model my celt once I get a 3D program

I really want to make this
my best rifle in PMGhttp://imageshack.us

I really want to make this
Last edited by DeltaFart on 2011-01-09 05:22, edited 1 time in total.
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Adriaan
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Re: Show your models thread...(IMAGE HEAVY)
Hahah, that's sweet Z! Slashing two fleshy blocks at a time, muhaha!








