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Re: SWBF Series Model Showcase Thread v4.0
Posted: Thu Nov 18, 2010 9:04 pm
by Cerfon Rournes
kinetosimpetus wrote:
Tyber Zann's Pistol. Still untextured.
Nice model!

Re: SWBF Series Model Showcase Thread v4.0
Posted: Thu Nov 18, 2010 9:38 pm
by kinetosimpetus
Thanks.

Re: SWBF Series Model Showcase Thread v4.0
Posted: Thu Nov 18, 2010 9:41 pm
by acryptozoo
kinetosimpetus wrote:
Tyber Zann's Pistol. Still untextured.
awesome
Re: SWBF Series Model Showcase Thread v4.0
Posted: Fri Nov 19, 2010 1:59 am
by kinetosimpetus
kinetosimpetus wrote:
Tyber Zann's Pistol. Still untextured.
Textured and UV'd. Not satisfied with the muzzle part of the tga.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Fri Nov 19, 2010 2:32 am
by commander501stappo

great...work...

Re: SWBF Series Model Showcase Thread v4.0
Posted: Fri Nov 19, 2010 10:48 am
by kinetosimpetus
commander501stappo wrote:
great...work...

Thanks

Re: SWBF Series Model Showcase Thread v4.0
Posted: Fri Nov 19, 2010 1:40 pm
by THEWULFMAN

great job textureing that, its one thing to make a good model, its another to make a good texure and uv for it

Re: SWBF Series Model Showcase Thread v4.0
Posted: Sat Nov 20, 2010 2:12 am
by CodaRez
kinetosimpetus wrote:kinetosimpetus wrote:
Tyber Zann's Pistol. Still untextured.
Textured and UV'd. Not satisfied with the muzzle part of the tga.
Suggest you make the barrel longer along the z-axis, or maybe make the barrel thinner along the y-axis.
Otherwise, quite a nice job

Re: SWBF Series Model Showcase Thread v4.0
Posted: Sat Nov 20, 2010 2:33 am
by kinetosimpetus
What part exactly?
(my reference)
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sat Nov 20, 2010 6:08 am
by CodaRez
That part of ur model
But maybe its perspective, can u give a *right* side view of it?
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sat Nov 20, 2010 11:05 am
by kinetosimpetus
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sat Nov 20, 2010 1:28 pm
by Eggman
It looks about right to me. If you made the barrel any longer, it would only need to be by the slightest amount.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Nov 21, 2010 10:33 am
by ANDEWEGET
A little something I sculpted over the weekend. Im quite proud of it as its my first selfmade body and humanoid face, so I finally "achieved" this:
Maveritchell wrote:...maybe next time you will upgrade to doing non-Pandemic hands or a
humanoid head?

It took me about 8 hours I think and its at about 7 million polygons right now. The concept is by Emil Mujanovic(sp?).
And some more screens/video:
Turntable on youtube:
http://www.youtube.com/watch?v=RJ5BpxX4mzI
Body without cloth etc:
And my basemesh:
_____
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
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Nov 21, 2010 10:37 am
by [Padawan]Helkaan

From a skeleton to a humanoid, you do the best.
Awesome work, I watch now the video;
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Nov 21, 2010 11:08 am
by DarthD.U.C.K.
looks awesome!

Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Nov 21, 2010 2:18 pm
by THEWULFMAN
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

Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Nov 21, 2010 2:29 pm
by Darth_Spiderpig
THEWULFMAN wrote:are you going to try to get it converted to .msh so we can have it in bf2?
I doubt it, BF2 never renders something
that high poly.
Awesome work Ande, you're the best sculptor I've seen.

Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Nov 21, 2010 3:21 pm
by ANDEWEGET
Darth_Spiderpig wrote:...you're the best sculptor I've seen.

And youve seen like, 2?
Darth_Spiderpig wrote:I doubt it, BF2 never renders something that high poly.
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.
And no, this isnt directly copy&paste-ed from wikipedia.
THEWULFMAN wrote:...are you going to try to get it converted to .msh so we can have it in bf2.
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...
Edit: Oh, yes, and thanks for the nice comments!

Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Nov 21, 2010 3:39 pm
by acryptozoo
wow awesome great job andrewget

Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Nov 21, 2010 4:52 pm
by Maveritchell
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.