Page 29 of 96
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Wed Jun 29, 2011 4:17 pm
by Cerfon Rournes
Incredible work Forcemaster!

Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Thu Jun 30, 2011 2:36 pm
by naru1305
ForceMaster wrote:Some rotoscope exercise for the Crhistophsis 3.0 version.
wow, awesome!!! and yeah, there will be a Crhistophsis 3.0

Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Thu Jun 30, 2011 3:54 pm
by acryptozoo
a little model i made on the side while i was working on my quasar
anyone know what it is?
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Sun Jul 03, 2011 8:19 am
by maxloef
i know its from Xwing alliance cant come up with the name but you should relaly clean up your mesh, itl work better ingame and have no weird shadows.
make sure you have no intersecting geometry, itl help out allot

Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Sun Jul 03, 2011 8:22 pm
by FragMe!
You were thinking of a Cargo Ferry.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Sun Jul 03, 2011 10:33 pm
by Eaol
@maxloef
Is this only for vehicles or does this rule apply to props as well?
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 04, 2011 1:30 am
by DarthD.U.C.K.
Eaol wrote:@maxloef
Is this only for vehicles or does this rule apply to props as well?
if you are talking about the intersecting geometry: its not a "rule" but its always better to have a mesh without intersecting bits first for the sake of the cleaniness and second to prevent any possible interferring when rendered. if the angle between the objects is like 90 degrees most likely nothing wil happen but when the angle between the two faces is small there may be z-fighting when the objetc is being displayed in a lerger distance.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 04, 2011 3:32 am
by Marth8880
Can anybody guess what this is?
(By the way, it is also my first attempt at modeling and it is made completely from scratch [if you include "scratch" to be five cylinders and three rectangles].

)
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 04, 2011 10:20 am
by Snork
That is pretty good :) There are some unnecessary edges but overall that is an amazing first model. Great work!
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 04, 2011 10:57 am
by DarthD.U.C.K.
that looks really good for a first model!
i dont know the exact name, but its the typical rifle from mass effect.
like snork said, it has many unnecessary edges. take the grip or scope for example. the have countelss edges on flat surfaces. they do not contribute to the shape of the model from any angle and therefore are unecessary. that of course i criticism on a high level, its a really good model for a first.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 04, 2011 8:24 pm
by FragMe!
I agree with my two cohorts, very good for first model.
I also agree with their assessment of polygons with this additional hint.
Watch for n-gons, those are polygons with 5 sides or more, game engines don't like them.
In particular for your model, looking at the but of the gun where you have the polies all going to 1 point in the middle, you would be better off continuing the side edges across the back.
Easiest way to do this is select the polies on the back then do filter polygons, that will turn it to one polygon, then you can use the add edge tool \ to join the points from side to side as mentioned above.
As an example, should do the Red edges and then either the Blue or the Green (would need to subdivide the Red edges you inserted earlier)
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Jul 05, 2011 10:59 am
by Battleffront_Conquer
Wires:
WIP
Working on a character in a moderately higher poly count... this is simply the base model all human characters are gonna stem from.
Tips or comments are appreciated!

Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Jul 05, 2011 11:38 am
by DarthD.U.C.K.
wow, that looks really cool!
the shapes of the muscles etc. are awesome!
the general proportions seem a bit inhuman though. the upper are of the torso should be wider and not a straight line because its being pushed out by the ribcage. the chestmuscles appear pretty strong so the chest should go further down and stand out rather than going slowly down to the stomachmuscles.
heres a referencepic the pelvic area also looks a bit weird because the thighs "merge" with the pelvisarea/lower torso but there should be a visible transition, especially in the lower frontal pelvis area. it looks a bit like hes wearing pants (i hope thats understandible)
another pic
and one last thing: the neck-shoulder-transition: it looks like the shoulder- and neckmuscles are merged.
and nother one
i hope that doesnt sound too harsh, the model is great and i could never make one like it!
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Jul 05, 2011 12:07 pm
by Cerfon Rournes
Great model..

..keep It up!
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Tue Jul 05, 2011 12:21 pm
by Battleffront_Conquer
DarthD.U.C.K. wrote:wow, that looks really cool!
the shapes of the muscles etc. are awesome!
the general proportions seem a bit inhuman though. the upper are of the torso should be wider and not a straight line because its being pushed out by the ribcage. the chestmuscles appear pretty strong so the chest should go further down and stand out rather than going slowly down to the stomachmuscles. the pelvic area also looks a bit weird because the thighs "merge" with the pelvisarea/lower torso but there should be a visible transition, especially in the lower frontal pelvis area. it looks a bit like hes wearing pants (i hope thats understandible) and one last thing: the neck-shoulder-transition: it looks like the shoulder- and neckmuscles are merged.
Thanks, to be honest I didnt expect an actual response,
What exactly is mis-proportioned, I felt it was as well but I cant point it out. The chest is hard to get just right.. I had the rib cage more noticeable but I felt it screwed with the proportions of the chest, but I may re-incorporate it.. And I didnt want to edit the pelvic area too much because I wasnt sure if I was gonna need that area very detailed. And yeah the shoulders need to be more defined
Thanks again!

Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Fri Jul 08, 2011 9:42 pm
by acryptozoo
Finished (Not Textured

) Quasar class carrier
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 11, 2011 7:58 pm
by DarthD.U.C.K.
nice model! the hangar seems to be a bit "open" though - there isnt much to guard it
seem like i havent posted a model here for some time, so here is a new detpack i made for prosecutor
its inspired by the detpackdesign in the jedi knight series but with the shape based on the swbf2 one.
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 11, 2011 9:15 pm
by acryptozoo
Thanks
yeah it is abit open but thats how the design is
also awesome detpack
again 
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 11, 2011 10:21 pm
by CressAlbane
That's a great detpack!
Re: SWBF Series Model Showcase Thread 5th Edition
Posted: Mon Jul 11, 2011 11:21 pm
by ForceMaster
This is from the models of the Crhistophsis 3.0 map (Future versión)
