Nice model!kinetosimpetus wrote:Tyber Zann's Pistol. Still untextured.Hidden/Spoiler:
SWBF Series Model Showcase Thread v4.0
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Re: SWBF Series Model Showcase Thread v4.0
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kinetosimpetus
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Re: SWBF Series Model Showcase Thread v4.0
awesomekinetosimpetus wrote:Tyber Zann's Pistol. Still untextured.Hidden/Spoiler:
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kinetosimpetus
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Re: SWBF Series Model Showcase Thread v4.0
Textured and UV'd. Not satisfied with the muzzle part of the tga.kinetosimpetus wrote:Tyber Zann's Pistol. Still untextured.Hidden/Spoiler:
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Re: SWBF Series Model Showcase Thread v4.0
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kinetosimpetus
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Re: SWBF Series Model Showcase Thread v4.0
Thankscommander501stappo wrote:great...work...
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Re: SWBF Series Model Showcase Thread v4.0
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Re: SWBF Series Model Showcase Thread v4.0
Suggest you make the barrel longer along the z-axis, or maybe make the barrel thinner along the y-axis.kinetosimpetus wrote:Textured and UV'd. Not satisfied with the muzzle part of the tga.kinetosimpetus wrote:Tyber Zann's Pistol. Still untextured.Hidden/Spoiler:Hidden/Spoiler:
Otherwise, quite a nice job
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kinetosimpetus
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Re: SWBF Series Model Showcase Thread v4.0
What part exactly?
(my reference)
(my reference)
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Re: SWBF Series Model Showcase Thread v4.0
Hidden/Spoiler:
But maybe its perspective, can u give a *right* side view of it?
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kinetosimpetus
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Re: SWBF Series Model Showcase Thread v4.0
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Re: SWBF Series Model Showcase Thread v4.0
It looks about right to me. If you made the barrel any longer, it would only need to be by the slightest amount.
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Re: SWBF Series Model Showcase Thread v4.0
Hidden/Spoiler:
It took me about 8 hours I think and its at about 7 million polygons right now. The concept is by Emil Mujanovic(sp?).Maveritchell wrote:...maybe next time you will upgrade to doing non-Pandemic hands or a humanoid head?
And some more screens/video:
Turntable on youtube:
http://www.youtube.com/watch?v=RJ5BpxX4mzI
Body without cloth etc:
Hidden/Spoiler:
Hidden/Spoiler:
I actually finished this one weeks ago but I didnt want to post it "alone", finished Dark Mage sculpt turntable:
http://www.youtube.com/watch?v=QO1I-whu9ZE
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Re: SWBF Series Model Showcase Thread v4.0
Awesome work, I watch now the video;
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Re: SWBF Series Model Showcase Thread v4.0
looks awesome! 
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Re: SWBF Series Model Showcase Thread v4.0
wow, looks awesome ANDE, are you going to try to get it converted to .msh so we can have it in bf2. Regardless you are going to want to convert quads to traingles, to prevent ploy loss.
Just amazing ANDE

Just amazing ANDE
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Re: SWBF Series Model Showcase Thread v4.0
I doubt it, BF2 never renders something that high poly.THEWULFMAN wrote:are you going to try to get it converted to .msh so we can have it in bf2?
Awesome work Ande, you're the best sculptor I've seen.
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Re: SWBF Series Model Showcase Thread v4.0
And youve seen like, 2?Darth_Spiderpig wrote:...you're the best sculptor I've seen.
Usually such highpoly models arent used in games directly. The usually workflow is to use very basic models to create a highpoly sculpt from it, then retopologize and finally bake normal/height/ambient occlusion maps from it. Another good reason for hipoly sculpts is that you can polypaint on the hipoly. This generally allows for a more creative and artistic workflow.Darth_Spiderpig wrote:I doubt it, BF2 never renders something that high poly.
And no, this isnt directly copy&paste-ed from wikipedia.
You will most likely never see this model in SWBF(2), because(1) I would need a new basepose,(2) the engine is old and cant bring the same results as newer can,(3)the pipeline is(in comparison to UDK or Unity) horrible,(4) I dont want to install XSI 5.11,(5) theres not much which prevents this gnome from the greatly feared folder of unfinished projects if(when) I loose the inspiration...which sadly happens way too often. Lets see if I can finish the retopo phase this time...THEWULFMAN wrote:...are you going to try to get it converted to .msh so we can have it in bf2.
Edit: Oh, yes, and thanks for the nice comments!
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Re: SWBF Series Model Showcase Thread v4.0
wow awesome great job andrewget 
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Re: SWBF Series Model Showcase Thread v4.0
Did you just sculpt the body from a pre-existing template, or did you make the template yourself as well? Don't get me wrong - it's a great job on the sculpt, but I'd like to see a completely original humanoid model (not sculpt) - I know I'm interested in learning re: workflow.
Sculpts (in game dev) are usually used to bake down occlusion/normal maps on more basic models, but in this case, the sculpt stands alone.
Sculpts (in game dev) are usually used to bake down occlusion/normal maps on more basic models, but in this case, the sculpt stands alone.



