Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Apr 24, 2024 5:29 pm
All times are UTC + 0
first 3D model [WIP]
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 2 [53 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2 Next
Author Message
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Fri Oct 27, 2006 2:59 pm    Post subject:  first 3D model [WIP] Reply with quote  Mark this post and the followings unread

Well It's supposed to become a titan. I'm sure I made lots of mistakes since I just started working with 3Dsmax. I don't know for instance how to weld things together and add new vector points. I also make every single part seperate and put them in place afterwards. So it's a model made of loose parts basicly #Tongue I don't know if this is the right way to make a model from scratch but so far I have this result. If some good modelers here could give me some feedback and take a look at the model I would be really greatfull.



titan.PNG
 Description:
 Filesize:  47.11 KB
 Viewed:  21319 Time(s)

titan.PNG



titan.max
 Description:

Download
 Filename:  titan.max
 Filesize:  338 KB
 Downloaded:  302 Time(s)


_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
ShadowLord
Grenadier


Joined: 07 May 2006
Location: ENGLAND!!!! UK

PostPosted: Fri Oct 27, 2006 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks good for your first 3D! I am the first to download and will see what it looks like after I see it in voxel format.

_________________
My name is Shadow... I am Lord of the Shadows! NOD rules!!!!


Back to top
View user's profile Send private message
ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Fri Oct 27, 2006 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

not that bad for a first try, actually. as for adding new "vector points", i assume you mean vertices, and that's under the edit tab when you have vertices selected. go way down and you will see "insert" as well as "weld". all of this is done while it's a spline btw, it's easier that way Wink you can also weld once you have extruded or surfaced a spline by making sure it's a mesh (if it's extruded) just look through the edit tab and you should see it, just select the vertices you want to weld, make sure they are on top of each other, and click "weld". if it's a surfaced object, convert it to editable poly and then just run the weld method after selecting all of the vertices. it's not very far down at all so it shouldn't be too hard to find Smile if you need any more help, just feel to send me a PM and i'll be more than glad to help Smile

_________________

Back to top
View user's profile Send private message Send e-mail
Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Fri Oct 27, 2006 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, how can you be so good if that is your first?! When I tried 3D, I could hardly make a cube... I did hear that 3DS max is easier to handle than most. I hope that's true, because I'm getting it soon enough... =)

Back to top
View user's profile Send private message
raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Oct 27, 2006 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks really nice...
the models i did in 3dsmax where basicly some primitives that i modified and merged...
like some really awesome stuff that you´ll see once jeeves posts it #Tongue

_________________

just a simple logo by bricks @ raminator, on Flickr

Back to top
View user's profile Send private message
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Oct 27, 2006 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

you should make everything from 1 piece. using the extrude option (this is how rika-chan taught me, though that was with a char model. now im stuck on the bones <_<)

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Fri Oct 27, 2006 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
you should make everything from 1 piece. using the extrude option (this is how rika-chan taught me, though that was with a char model. now im stuck on the bones <_<)


I use multiple pieces for pretty much anything. In fact everything from TM has been made that way.

Back to top
View user's profile Send private message
IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sat Oct 28, 2006 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
you should make everything from 1 piece. using the extrude option (this is how rika-chan taught me, though that was with a char model. now im stuck on the bones <_<)

Carnivean wrote:
I use multiple pieces for pretty much anything. In fact everything from TM has been made that way.

It really depends on what you will want to do with the model later on. If you are going to be rigging the model with bones, such as infantry, you will want to have the entire model be one object (usually, there are exceptions).

If you are going to be creating an animated voxel (using 3ds2vxl), you will have to create each voxel section as a seperate object in max. Taktics makes full use of both methods.

_________________

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat Oct 28, 2006 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

you can always attach and detach meshes from each other later.

anyway to save you from some trouble in case you are going to be using 3ds2vxl later, because of a bug or because we don't understand exactly how 3ds files work. you can't move, rotate, or scale pivots independantly. if you want the pivot situated a certain way, you'll have to do it to the entire mesh and then do the opposite to all the mesh vertices. if you've already done something to the pivots you can just hit the reset pivot button.

about the loose parts. yeah it's probably good for non morphing models to have the parts be seperate but for animation purposes you will probably want the meshes animation linked. it's just for animation so when you move one mesh then other meshes will move also. all the parts will still be seperate meshes. you can unlink meshes anytime and to link you just press the link button and draw lines between meshes. you've got to draw them in the right direction but if you do it wrong just do it again the opposite way and it should be overwritten if i recall correctly.

btw welding, according to 3dsmax, is when you convert multiple vertices to 1. to physically connect meshes into 1 you can use boolean to do it quickly but there's many different ways to do it. anyway during modelling sometimes by accident you'll end up with many duplicate vertices in the same place. if you are worried you might have some of these you can just highlight all the vertices in a mesh and make it weld according to distance and any nearby vertices will automatically unify with one another. when you convert from max to 3ds format the software will automatically create these duplicate vertices because of the fact that 3ds vertexes can only have one UV coordinate so that means this will happen at every texture seam. to convert these back nicely into max format you'd want to do the weld thing i mentioned and in 3ds2vxl there's an option to treat these vertexes as joined so that the smoothing looks nice otherwise texture seams cause smoothing seams in the 3ds versions of models.

btw to all 3dsmax users. don't stress if materials are hard to understand because personally i hate 3dsmax's shaders. i think they are counter-intuitive and basically not realistic.

Last edited by ViPr on Sat Oct 28, 2006 4:27 pm; edited 2 times in total

Back to top
View user's profile Send private message
soader
Rocket Infantry


Joined: 28 Sep 2005

PostPosted: Sat Oct 28, 2006 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats awsome for your first if you keep practising youll be industry standard in no time.

_________________
Soader, Drum N Bass!!!!

Back to top
View user's profile Send private message Send e-mail Skype Account
roani52
Vehicle Driver


Joined: 16 Sep 2006

PostPosted: Sat Oct 28, 2006 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks good... But i dont have any experiance with 3d models. Does anybody knows an free 3d program that is not an demo?

_________________

Back to top
View user's profile Send private message Skype Account
DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Mon Oct 30, 2006 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

@roani52:
Blender is a free, open-source modelling/animation/rendering program. I recently downloaded it to test it on linux, as max doesnt have a native version for linux (and i bet max and wine would be a bad combo... ) and was quite impressed. It needs some getting used to, but its becoming better and better.

@stingerr:
Looks good from the pic, but can't open it here at school (got max 7 running). If you want to animate it, keep it as seperate objects. For mechanical stuff, you usually dont want any deformations. I'll take a closer look at it when i get home and come up with some suggestions.

Back to top
View user's profile Send private message Send e-mail Skype Account
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Mon Oct 30, 2006 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

It's made with 3dsmax 8.0 btw Smile So you know

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Mon Oct 30, 2006 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

DJFreestyler wrote:

Blender is a free, open-source modelling/animation/rendering program. I recently downloaded it to test it on linux, as max doesnt have a native version for linux (and i bet max and wine would be a bad combo... ) and was quite impressed. It needs some getting used to, but its becoming better and better.


can this program read gmax and w3d and export them to 3ds with little to none loss in quality?

_________________

Back to top
View user's profile Send private message
IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Tue Oct 31, 2006 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

NO! Not a single program in the world (except Gmax itself) can read .gmax files. On top of that, Blender is such a confusing program, I have no idea how anyone can use it.

_________________

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Oct 31, 2006 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think Blender is very easy, I use it to create concepts for my units (I don't have Gmax).

Back to top
View user's profile Send private message Send e-mail Skype Account Yahoo Messenger Account
Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Tue Oct 31, 2006 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks goodish

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Wed Nov 01, 2006 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
NO! Not a single program in the world (except Gmax itself) can read .gmax files. On top of that, Blender is such a confusing program, I have no idea how anyone can use it.


You're right about the gmax part. Blenders interface takes a bit of getting used to, however there are good documents available about it. Then again, i have a few years of 3ds max experience now, so i guess im just used to 3d stuff and take a lot for granted.

@ORCACommander: It can export to .3ds, however i dont know about the quality as i myself never use it. Its an old format that has many disadvantages. For a gmax or w3d importer i suppose you could write it yourself, as blender uses python for scripting, and from what i heard python is an easy scripting language.

Back to top
View user's profile Send private message Send e-mail Skype Account
Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Wed Nov 01, 2006 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

My friend showed me blender and tried to get me to make a cube. I couldn't, the interface is horrible. Incredibly hard to use, imo.

The titan is looking nice so far though Smile

_________________


Organised Rules.ini by Judeau

Back to top
View user's profile Send private message Send e-mail
Arikado
Jumpjet Infantry


Joined: 17 Dec 2005

PostPosted: Wed Nov 01, 2006 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Judging from the preview pic, this looked like a reasonable first try. Then I downloaded it and opened it in max...

Uh.. I'm actually speechless. Why didn't anyone comment on this... Confused

Stingerr, I can't believe you have wasted your time with using Splines and then mirroring the result onto itself. If you are going to use Splines, fine, but please use the Symmetry modifier after you converted it into Editable Poly. The alternative to Splines is box modelling, though it's entirely up to you to see which is easier.

The number of separate pieces is exaggerate only because you are colouring the objects and not texturing them. Since this is your first foray into 3d, I'll let it slide. Laughing

A nice first try, but you are making more work for yourself. I await the next version. Smile

_________________

Back to top
View user's profile Send private message Skype Account
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Thu Nov 02, 2006 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Now that's some info I can use. Thanks a lot Laughing

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Fri Nov 03, 2006 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Well here is my second version Smile.. been busy with it all evening and I'm still not finished with it Laughing . Still needs more detail. Everything is now modelled from boxes/cilinders and symmetrized splines like you said afrikado. Thanks a damn lot for telling me this. Now I can actually mkae stuff that works and I will need that for my CnC3-mod



version2titan.jpg
 Description:
 Filesize:  138.8 KB
 Viewed:  20917 Time(s)

version2titan.jpg



_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Arikado
Jumpjet Infantry


Joined: 17 Dec 2005

PostPosted: Fri Nov 03, 2006 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Stingerr wrote:
Now I can actually mkae stuff that works and I will need that for my CnC3-mod

You are getting way ahead of yourself. Neutral

You should concentrate on improving your modelling skills before you tackle a 3d engine that requires a low polygon (no 32 sided cylinders), skinned and rigged model.
Making assets for older games, like TS/RA2, helps as great practice... Very Happy

Quote:
afrikado

Damn you people! *shakes fist*
If you can't spell it, use "Ari". Laughing

Edit:
Oops, I guess I should comment on the model itself. #Tongue

You're still colouring the objects as you make them, which is a big waste since you are (or are you?) going to texture it afterward.
Lots of pieces that should have been extruded, like the toes, gun barrel, etc.
You can smooth out the surface normals with (wait for it...) the Smooth modifier! Select an object (like that cylindrical one behind the gun) and apply it. Just don't go overboard with the threshold. >_>

Really, though, I can't think of anything else to tell you except to try and optimize what you make. Especially if you are planning on creating assets for a 3d engine.

Do you plan on animating this beast or is this merely the first of many 'test' models? And no max file this time?

_________________

Back to top
View user's profile Send private message Skype Account
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Fri Nov 03, 2006 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Oops forgot that one.

Here it is. By the way I'm coloring it so I can have a look what its about to become when I am going to texture it. It doesnt have any purpose at all, bu t I dont care #Tongue. I guess thats the way I like to work right now. About the polygons I am aware of that, but i think this is easy to fix by removing obsolete vertices from these parts and creating a relatively low poly-count. The thing you shouldnt forget anyway is the fact CnC3 is a rather advanced game with high-standard graphics.. so I'm planning to make my models a tad more detailed then I would do them if they were intended for use in Generals.



titan.max
 Description:

Download
 Filename:  titan.max
 Filesize:  633.5 KB
 Downloaded:  288 Time(s)


_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Nov 03, 2006 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Im in ur thread, likin ur titan, and wantin ur RA2 voxels.

The titan's nice, but you're missing some things on the turret, the smoke grenade launchers, for one, but the rest of the problems'll be solved by a skin, so, its good. Smile How big is it compaired to say, a Generals soldier?

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Fri Nov 03, 2006 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't have a clue.. But it doesnt matter anyways since i can resize it whenver I want to without losing detail.

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Arikado
Jumpjet Infantry


Joined: 17 Dec 2005

PostPosted: Fri Nov 03, 2006 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the max file.

I'll just say this though, if you are aiming for a RTS model in a 3d engine, the detail is in the texture and not the model itself.
6k polys per unit is staggering. Most of which is in the cylindrical pieces, including the antennae for some strange reason. It can easily be brought down to half.

I see some pieces have their pivot points elsewhere. The black diagonal piece behind the gun has its pivot somewhere lost behind the model. Very bad if you want to rotate it.
Easily fixable by going into the Hierarchy tab (beside Modify). After hitting "Affect Pivot Only", hit the "Center to Object" button underneath. Or you can set where you want the pivot to be. Whatever works.

Nice work. You'll be making your voxels in 3ds Max in no time.



ha.png
 Description:
 Filesize:  278.17 KB
 Viewed:  20855 Time(s)

ha.png



_________________

Back to top
View user's profile Send private message Skype Account
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Fri Nov 03, 2006 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh my god that is awesome Smile. Altough it's not for making voxels actually #Tongue Im just glad this is the right way to build something Smile. Im actually still awed by the simplicity of 3d-moddeling. I thought it would be much harder to learn.
About the polys, theres an easy explanation for that. The antenna's are tiny cilinders, so is the barrel, the two bars ounder the feet and in the legs as well.. *I think most of the 6K comes from that. Its pretty much but i still think my videocard is able to handel them quitte well.. As for some of the lower budget cards I'm not so sure. I will look into it and make sure the polycount gets down.

Just 1 question, how do you show the polycount in 3dsmax? Razz I'm still a newb Embarassed

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Arikado
Jumpjet Infantry


Joined: 17 Dec 2005

PostPosted: Fri Nov 03, 2006 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, you are still modelling, in my opinion, inappropriately. You should discourage yourself from slapping multiple primitives together and try to make as much as you can from 1 box.
And you haven't touched upon texture unwrap/wrapping and, ChielScape's favourite, rigging with a bone structure.

Polygon count, in 3ds Max 8 (not 9, as they changed it) is in the Utilities tab (the Hammer). If you don't see it there, click on the 'More' button.
Be advised that most (if not all) game engines look at the Tri count and not the Poly count from Max.

_________________

Back to top
View user's profile Send private message Skype Account
ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat Nov 04, 2006 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

yes RTS models generally have to be extremely low poly but thanks to new tools, artists can create high and low poly versions of models and the software can automatically generate texture detail for the low poly model from the high poly geometry and textures. this is not limited to only game engines that support normal maps. you can even use it for old games that only use one texture. it's called baking.

Back to top
View user's profile Send private message
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Tue Nov 07, 2006 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well arikado I took notice of the things you said and I brought the triangle-count down to 1944(1804 polygon) without losing much of the detail. I used a plugin called Polygon cruncher and its working out pretty well for me. very easy to use and really handy if you ask me Smile. I fixed the barrelholder problem excisting from 2 pieces and I made it into 1 piece now.

About the moddeling-from-one-box thing, I'd like to know what exactly is bad about making seperate pieces and putting them together afterwards? They show up in game just fine? Or dont they..?

EDIT: I have it ingame (on the model of the paladin but it works well) Just for testing purposes and to see how big it would be. Now I get to resizing and replacing the whole tank.



LOL.PNG
 Description:
Little bit big aint it?
 Filesize:  740.02 KB
 Viewed:  20771 Time(s)

LOL.PNG



titan3lowpoly2.max
 Description:

Download
 Filename:  titan3lowpoly2.max
 Filesize:  451.5 KB
 Downloaded:  238 Time(s)


_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Arikado
Jumpjet Infantry


Joined: 17 Dec 2005

PostPosted: Tue Nov 07, 2006 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Polygon Cruncher sounds awfully like the Optimise modifier. As long as the job gets done, I suppose.

Box modelling removes redundant polygons that you will never see. You can remove them manually, but it'll take time.
Removing these polygons is very helpful when you start unwrapping them for texturing and painting polys or editing the weight table (fun!) when you start rigging. Less stress and work.

I guess it comes down to personal preference. Laughing

Now that you see how over-proportioned the model is in the game, do you really think +1900 tris is fine? You'll barely be able to make out the ridges along the barrel or the antennae or any of the 'details' you didn't want to be lost. Neutral

Also, is the model supposed to be facing backwards in the max file? Or is that a w3d thing?

_________________

Back to top
View user's profile Send private message Skype Account
bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Tue Nov 07, 2006 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your 3d models really kick ass. Yet I think titan have there knee a bit more bent in stationary state (if you consider those of the cut scenes)

Back to top
View user's profile Send private message
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Tue Nov 07, 2006 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

W3D. I can fix that in a minute by rotating the model 90 degrees.. Anyway I dont get any slowdowns from the model itself.. I made like 50 titan-paladins and still get a solid 30 FPS...

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Tue Nov 07, 2006 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats probably due to your GFX handling the tri count with ease :p

Anyway, box modeling is a great technique, simply because you don't have to plan everything ahead. You can just create a basic shape and add more detail as you go along. Also, it removes the entire need for a plug in like that one you are using. Even though i usually use different object also, i combine them together because it also makes animating a hell of a lot easier. I suggest you take a look at the video tutorials at www.3d-palace.com , they're really good and can learn you a lot about poly modeling.

I took the liberty of editing the model you provided before the low poly one, i hope you dont mind. I was able to reduce the triangle count from ~6000 to ~4000 with only removing redundant vertices and faces. I also adjusted the hierarchy, now it can be easily animated with fk, even easier were you to add IK solvers. I made a render version, just for fun. If you want i can explain everything i did, however that would be quite a long post...



titan.jpg
 Description:
Render
 Filesize:  242.25 KB
 Viewed:  20739 Time(s)

titan.jpg



titan02.max
 Description:
Render Version

Download
 Filename:  titan02.max
 Filesize:  576 KB
 Downloaded:  242 Time(s)


titan01.max
 Description:
Optimized Model

Download
 Filename:  titan01.max
 Filesize:  409 KB
 Downloaded:  298 Time(s)


Back to top
View user's profile Send private message Send e-mail Skype Account
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Tue Nov 07, 2006 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

holy christ Smile Thanks a lot man. I had to blink my eyes several times first before i actually saw it was made by me and not just another one you made #Tongue Thanks a lot!

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Sun Nov 19, 2006 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Latest version:

Skinned and rendered. The skin still needs more detail but I'm working that out slowly. For now here is some eyecandy Laughing



titanrender4.jpg
 Description:
 Filesize:  572.31 KB
 Viewed:  20603 Time(s)

titanrender4.jpg



_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Sun Nov 19, 2006 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow- that is very nice stingerr. i like the detail that was put in it. if you want,you can PM me the model and i can make up a nice render scene and everything for it. the only thing that i might change on the model is that low-poly circle thing above the gun and make the entire model smoother and increasing the poly count. other than thati would have to say that's a very nice job for a first 3-d model.

_________________

Back to top
View user's profile Send private message Send e-mail
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Sun Nov 19, 2006 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

well its meant to go ingame so i rendered the gameversion which has 3500 triangles to be exact. personally I think that isn't a lot since the deezire tutorial states a low polygon model has about 900 polygons. The tutorial on that site is allready there for atleast 3 years, and when I look at GFX development today I think it's safe to state the standard of a model being low-poly has gone upward. I allready tested this thing in generals without a single bump of lag, I made nearly 100 of them (then I ran out of resources). My graphicscard is heavy, yes, but I think a lot of cheaper graphic cards are just as capable of reproducing this model smoothly as the one i have.

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Universal
Stealth Laser Trooper


Joined: 17 Jan 2006
Location: Germany

PostPosted: Sun Nov 19, 2006 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont like the background it interferes with the image.

_________________
"Those who want to live, let them fight, and those who do not want to fight in this world of eternal struggle do not deserve to live."

Back to top
View user's profile Send private message
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Sun Nov 19, 2006 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I made a crapload of cute pinky titans a few minutes ago. I got a solid 30 FPS when I made like 70 of them.. then I gave them all drones. thats where I lost the 30 FPS and was cut back to 24-25. If there is anyone on this forum who can give me a good reason to build 70+ freaking titans for offensive use and still be expecting to get a good framerate please comment :p ?



pinktitans.jpg
 Description:
 Filesize:  503.66 KB
 Viewed:  20579 Time(s)

pinktitans.jpg



_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Nov 19, 2006 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

HFS! this is goping to be awsome. just make the skin a little darker.

_________________

Back to top
View user's profile Send private message
Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Nov 20, 2006 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool. Love the pink #Tongue

Back to top
View user's profile Send private message Send e-mail
Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Mon Nov 20, 2006 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is awesome. Pinkies. Did you make walking animation?

Back to top
View user's profile Send private message
Red Dragon
Cyborg Commando


Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Mon Nov 20, 2006 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Love the 3d model. Looks better than before Razz

_________________


_->TF:ADW mod player<-_
Red Dragon

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Nov 20, 2006 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your Titan looks nice, btw how long you've been making it?

Here is Titan** what is totally made by me:


**still un-finished...

Back to top
View user's profile Send private message
Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Tue Nov 21, 2006 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I think it took me like 48 hours of work in total.

_________________
Criticizing n00bs is like booing at the special olympics.

Back to top
View user's profile Send private message
Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Tue Nov 21, 2006 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow, i like the final version, will you make it in a shp version tho?

Back to top
View user's profile Send private message
Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Tue Nov 21, 2006 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

btw: what youve used as "mud" at the feets could be used at the whole unit as a camo...

and - nice, tough...

_________________
audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size!

Back to top
View user's profile Send private message
ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat Nov 25, 2006 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

you guys need to round your edges meaning your sharp edges are supposed to be tiny curves. so far i don't know if there's a plug-in yet to do it. and btw when i say round your edges i don't mean literally. you could do some tricks to give the impression that they are rounded. it could be done merely by texture tricks. look at the visual difference here, this is a non texture way of doing it just to show the look you must try to achieve somehow:

http://www.geocities.com/vi_pr/round_edge_test/round_edge_test.htm

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 2 [53 Posts] Goto page: 1, 2 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2385s ][ Queries: 20 (0.0191s) ][ Debug on ]