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Re: Model showcase thread Part II
Posted: Tue Sep 02, 2008 7:07 pm
by redgroupclan
Oops, until I saw the doors I thought it was a table lol

Re: Model showcase thread Part II
Posted: Tue Sep 02, 2008 7:08 pm
by Fluffy_the_ic
Wait, why's it so far off of the grid? Either way, it looks great!

Re: Model showcase thread Part II
Posted: Tue Sep 02, 2008 7:25 pm
by Karnage
Fluffy_the_ic wrote:Wait, why's it so far off of the grid? Either way, it looks great!

It's just how I roll...
Just kidding, it just somehow ended up there.
Thanks guys! All I have to do now is put up the last 2 walls in the interior.
Re: Model showcase thread Part II
Posted: Tue Sep 02, 2008 7:40 pm
by obiboba3po
Karnage wrote:Fluffy_the_ic wrote:Wait, why's it so far off of the grid? Either way, it looks great!

It's just how I roll...
Just kidding, it just somehow ended up there.
Thanks guys! All I have to do now is put up the last 2 walls in the interior.
hehe i was wondering that too. looks great tho karnage!!

Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 12:20 am
by xXxINSANITYxXx
TA Da.... my super crazy, high detail, over6900 poly M16!!!!

Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 9:46 am
by Gogie
wireframe?
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 12:33 pm
by obiboba3po
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 4:06 pm
by elfie
Ahhh!!!! Oh My Gosh!!! I Loooove that M16! I need that sooo bad!! Pleasseee Release that!
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 4:55 pm
by Caleb1117
Cool! Do you have a in scene picture?
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 5:01 pm
by Teancum
xXxINSANITYxXx wrote:TA Da.... my super crazy, high detail, over6900 poly M16!!!!
Sorry to be blunt, but that is about 100 times above your current skill. So, if it's really yours you need to show stuff like the UV map, wireframes, etc because it's really fishy that you can jump up to that kind of detail.
*IF* we find out it's stolen from another author or game there will be one of two consequences:
1-Come clean now and get a warning
2-Claim it's yours, we find out it's stolen, and you get a ban.
So if it's yours you have nothing to fear, but we need proof as it's really fishy that all of the sudden you can do that kind of work. If part/all of it is stolen tell us now (and how much is stolen) and you'll get a warning. Lie about either part and get a ban.
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 5:56 pm
by woner11
Tean, You can steel something and put it in wireframe. He probably had to have put it in wireframe because he added the null for the front of the weapon. I think what we need is to see full screen shots of his work in progress, so that the start bar is also on the screen.
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 7:26 pm
by redgroupclan
A model that I have deemed 'Tank Buster'. As you can see, there is a big turbolaser cannon (faces to the front) and a missle launcher on the top (faces to the back, but full rotation). There is still much work to be done. In the back, Im going to add 2 mounted machine guns that can only rotate within the back view. They're gonna be like the top gun on an IFT-X tank, just machine gun...ier...After that, Im going to add more details to it. Vents, squares sticking out, power lines, etc. And last but not least, the tank treads. Im still deciding on whether to have it a mobile tank, or have the treads and the bottom parts of the tank wrecked so its like a big stationary turret station.
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 7:32 pm
by Taivyx
Whether or not that model is actually yours, Insanity, I'm excited that you can actually put weapons that high-poly ingame.
Maybe I'll rework some of my models.... on second thought..... maybe that might slow down the framerate......
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 7:42 pm
by obiboba3po
redgroupclan wrote:
A model that I have deemed 'Tank Buster'. As you can see, there is a big turbolaser cannon (faces to the front) and a missle launcher on the top (faces to the back, but full rotation). There is still much work to be done. In the back, Im going to add 2 mounted machine guns that can only rotate within the back view. They're gonna be like the top gun on an IFT-X tank, just machine gun...ier...After that, Im going to add more details to it. Vents, squares sticking out, power lines, etc. And last but not least, the tank treads. Im still deciding on whether to have it a mobile tank, or have the treads and the bottom parts of the tank wrecked so its like a big stationary turret station.
hey red, i like it

Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 7:45 pm
by Fluffy_the_ic
Ya, that does look great. And it actually looks like your work! *coughinsanitycough*
Off-topic: Obi, need to talk ta you on Xfire.
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 8:00 pm
by Teancum
woner11 wrote:Tean, You can steel something and put it in wireframe. He probably had to have put it in wireframe because he added the null for the front of the weapon. I think what we need is to see full screen shots of his work in progress, so that the start bar is also on the screen.
You're right. The staff has no idea what they're talking about. They've never dealt with anything like this ever before.
/sarcasm
The start bar wouldn't mean anything. That just shows he's running XSI and the file is open. Big deal. That's why we asked for stuff like UV maps. If a shot of the UV map is really professional, then it wasn't done by him, as that takes some real experience to make a super-efficient UV for a model like that.
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 8:43 pm
by elfie
Yeah Tean, that is true. I am not taking sides in this, but what you say is true, it does seem kind of fishy that someone came up with a model of quality as high as that, who doesn't seem that experienced. No offense meant, insanity, if it really was for some reason actually your model then it is quite good.
More On topic: Red - That is looking pretty sweet, great job!
Re: Model showcase thread Part II
Posted: Wed Sep 03, 2008 10:03 pm
by redgroupclan
Anyone got advice on doing the treads? Otherwise Im just putting a bunch of cubes together and takin what I can get
And quick poll-
Mobile tank or wrecked tank turned into stationary turrets.
And insanity, might you have downloaded that from turbosquid?
Can anyone see if theres any similarities with
these and his.
Re: Model showcase thread Part II
Posted: Thu Sep 04, 2008 5:45 am
by Silas
i votes stationary turret. The height compared to the width and length is a little awkward for moving around with, it would look kinda funny. I like it though, looks like it will turn out nice
Re: Model showcase thread Part II
Posted: Thu Sep 04, 2008 8:32 am
by FragMe!
redgroupclan wrote:Anyone got advice on doing the treads? Otherwise Im just putting a bunch of cubes together and takin what I can get

Yes, make a cylinder with enough U segments to make the tread look correct in the next part. You only need 1 V and open bottom and top (the little check marks at the bottom of the creation thing. Still in the creation window make the height the width of the tread. Close the creation window. Rotate the clyinder so it is aligned where it should be on the model. Freeze all transforms. now scale the cylinder so it fits correctly. Then if you want the treads to "move" in game there is a tread tutorial that is pretty good.
An alternative on the cylinder (leave the top and bottom closed) is before rotating make a second cylinder that is taller and slightly smaller in diameter. Select the first clyinder, then from the modify menu do a boolean difference selecting the second cylinder. This will give you poies on both the inside and outside of the tread. Freeze modeling on the first cylinder. Then do the rotate and scale parts mentioned about. Once you freeze modeling on the first cylinder you can delete the second one.
Clear like mud
