Posted: Fri Jan 12, 2007 10:46 am Post subject:
IVI Restored/Modified M1A2 Mk.2 Abrams in 3d
Subject description: have a look
Hi, I think I've gotten quite a bit of the ropes in 3d canvas. I still have a long way to go and 3d canvas free edition being such a noob at axis controls doesn't help . But I manage and here's my latest creation. I based it off my Dragon™ 1:72 M1A2 Abrams Desert Storm model and I spent 2 days making it. It still lacks some detail but I did my best in making it accurate.
I attempted to create a human being and.... ahem.. it didnt go well . oh well, I'll practice some more on arms and legs so that it wont look so bad next time .
anyway, here's my IVI Modified-Restored M1A2 Abrams Mk.2 with a mock-up skin. I still have to learn how to UVwrap and how to adjust the texture correctly as some of the faces distort and warp the texture .
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Jan 12, 2007 3:18 pm Post subject:
damn, thats not bad. i cant texture for shit. poly count would seem a little igh to me, due to the heaps of detail on the wheels for example. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Looking quite good i'd say. Tho i do wonder, why does the lightning suck so bad? Is it 3d canvas? Or just your settings,because you do have a light tehre somewhere it seems, QUICK_EDIT
yes, it's 3d canvas basic. the lighting does seem awkward to me even when I first started to learn 3d canvas (about 6 days ago). But I'm not complaining; it's freeware and I'm grateful enough to Amabilis™ for them to be sharing their program as is... although the inability to export the .3dc files to .3ds files unless I subscribe and pay 30$ is a major bummer.
Anyway, this model isn't specifically going to turn into a voxel (though I will convert an RA2:YR voxel version of this when the time comes) I want to use this as an archive which I can use for various games I'd want to mod in the future . Chielscape and IcySon55 already told me that I should watch out for the high-poly bits as many games wont allow them. QUICK_EDIT
Hmmm, actually, its not really the lightning thats wrong, its the shading. And it does actually matter daz, as you can get quite a better idea of how the model will look in-game if there's some shading on the model.
And the problem isnt so much as that the games wont allow them, its just that high trianlge counts are heavier to render and thus cause your fps to drop, basically. Especially as most RTS games arent optimized for handling a lot of triangles, but rather for handling a lot of small objects, this can become somewhat of an issue, although modern videocards are able to handle those triangle counts a lot better. QUICK_EDIT
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