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Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 08, 2011 12:32 am
by Firefang
The NERF maverick right? Whatever it is, it looks good :D

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 08, 2011 12:40 am
by Snork
Yep haha I'm gonna make a nerf map with a bunch of guns and such

edit: Right now my games uninstalled so I'm just modelling/texturing and such but when summer comes round I'm gonna reinstall the game and get some stuff done

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 08, 2011 1:04 am
by Penguin
Snork wrote:Image

I'm trying to model a head. This is my second try, significantly better than the 1st, haha. Criticize it please, I need some serious help. Specifically, the front. The side looks pretty good to me.
For the shape, its good, although the sides are flat. For the modeling, please learn some face topology. Edge loops always radiate out from the mouth and eyes, occasionally from the nose too.

You also have n-gons (A face with more than 4 edges) everywhere, never ever have n-gons! Its bad for deformation and shading, and most game engines won't support them either.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 08, 2011 1:18 am
by AceMastermind
Edge loops in the face are typically arranged in the same direction as muscles for the purpose of better deformation when the goal is facial animation. If you don't intend to animate the face then it doesn't really matter, just get the shape right and you're good to go.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 08, 2011 1:27 am
by Penguin
AceMastermind wrote:Edge loops in the face are typically arranged in the same direction as muscles for the purpose of better deformation when the goal is facial animation. If you don't intend to animate the face then it doesn't really matter, just get the shape right and you're good to go.
Also because its far easier to create the shape of the head when using correct topology. Especially the eye sockets. You'll use far more polys if you attempted to model an eye socket with 1:1 quads than if you did with radiating edge loops.

Unless the models for LOD, or for an extremely low poly game (Such as a mobile game, or PS1), you should almost always use topology, in the games industry, your lead would most certainly kill you if you didn't.

It absolutely can be argued that you wouldn't use correct topology for something low poly or for something that wouldn't be animated. But then you get into the realm of poly efficiency debating; Do you use topology or not to create the form with as little polys possible? etc.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 08, 2011 4:41 am
by Lephenix
Totally off topic , but welcome back Penguin :thumbs: .

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 08, 2011 6:39 am
by [Padawan]Helkaan
Lephenix wrote:Totally off topic , but welcome back Penguin :thumbs: .
I second that, even though Penguin was still around the forum :P

BTW Nice head model Snork.

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 08, 2011 7:16 am
by Snork
Image

Texture problems... I pressed freeze in the texture window and yet it still does this, any idea what is wrong?

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri May 13, 2011 9:59 am
by commandoCC-9811
Snork wrote:
Hidden/Spoiler:
Image

;)

texture is obviously a wip, forgot to add the trigger, whatevs
great, someone took my idea...

Well, its alot better than what I can do, so great job Snork!
(the yellow is overly bright, but since it's still WIP, it doesn't matter for now)

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri May 13, 2011 4:01 pm
by Cerfon Rournes
Nice model Snork! :thumbs:

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri May 13, 2011 7:48 pm
by commander501stappo
Yeah, I like your model. :)

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Fri May 13, 2011 9:06 pm
by Snork
Yeah, but it looks sucky cause of the texturing problem. Does anyone have any clue how I can fix it?

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sat May 14, 2011 5:24 am
by Slime615
You knopw I nearly posted this on the Mod/Map Ideas forum. yet youve done it! :D

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sat May 14, 2011 10:36 am
by agentsmith38
Nice model there Snork. I may be able to help you with your texture problem too. Add me through Xfire and we'll sort it out

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 15, 2011 2:06 pm
by naru1305
agentsmith38 wrote:Nice model there Snork.
i agree :thumbs:

so here are some jedi boots i made today
Hidden/Spoiler:
Image
you can guess for which jedi i made them, good luck

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 15, 2011 2:07 pm
by THEWULFMAN
Qui-Gon Jinn!

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 15, 2011 2:11 pm
by Lephenix
That's sweet ! Texture from you ? And the jedi is Qui Gon Jiin :P , right ?

EDIT : You beat me !

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 15, 2011 2:59 pm
by Fiodis
Qui-Gon Jinn wore heels?

EDIT - Shoot, you're right.
Hidden/Spoiler:
Image

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 15, 2011 3:02 pm
by THEWULFMAN
Fiodis wrote:Qui-Gon Jinn wore heels?

EDIT - Shoot, you're right.
Hidden/Spoiler:
Image


All jedi have heels :wink:
Hidden/Spoiler:
Image
Edit, you edited before I could post :P

Re: SWBF Series Model Showcase Thread 5th Edition

Posted: Sun May 15, 2011 7:11 pm
by FragMe!
Did some painting on the Otana cockpit. Think it turn out okay considering I am not much of an artist, and since it won't be seen much it at least has some color :D

Image

Close up
Hidden/Spoiler:
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