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Aro Makes a Models!?
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Feb 27, 2009 6:43 am    Post subject:  Aro Makes a Models!?
Subject description: Harharharhar.
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So recently I've been playing about with some 3D programs with some tips from Droke and some from Icy, here is the result:
This will obviously never make it into any of my projects.



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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Feb 27, 2009 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I actually kinda like that.

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Boogiewoo0
Missile Trooper


Joined: 24 Dec 2008

PostPosted: Fri Feb 27, 2009 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Keep practicing because it's like they say, "Practice Makes Better."

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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Fri Feb 27, 2009 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol Grammar error

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Feb 27, 2009 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's intentional. #Tongue
This is nothing really, doesn't take all that long to do, I've still got a long way to go, but meh, it's a start.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Fri Feb 27, 2009 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Aro Makes a Models!?

Aro also fail

j/k, it looks good

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Feb 27, 2009 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

You've done nothing to make me hate you yet, don't ruin that.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Feb 27, 2009 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

you should start using multiple textures.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Feb 27, 2009 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

True,it does look kinda...monotextured....

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Fri Feb 27, 2009 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use more textures (there is some tool in Cinema4D to paint texture, don't know about 3dsMax, in this case this would be the best solution for me) and you can turn this into some terrain object. Wink
Or: Add few bushes and rocks, then you can use it as terrain object.

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Fri Feb 27, 2009 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I find it a bit blurry and untextured, otherwise, very good start!

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Feb 27, 2009 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's an....acropolis?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Feb 27, 2009 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is no real attempt, It was just me playing around in C4D, it will never be put into any game ever. But thanks anyway, I'll note some of the things you said for future reference. #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Mar 03, 2009 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Still learning, what I'm mainly looking for here is tips on how I can improve from other people rather than "That looks good!" or "That looks crap!". Droke has been helping me out a lot, but I'd like more opinions and tips etc. Anyone out there still use C4D aside from Droke and I by the way?



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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Tue Mar 03, 2009 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

well, i'm not sure what opinions to give, as I don't work with C4D. the shape is pretty simple. try working with more complex shapes. different textures/materials.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 03, 2009 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

if you really want to make it that big ingame, it's way too undetailed and also the proportions don't fit.
The repetitive texture used on the roof and the walls is also a bit boring. (use for the walls a different texture)

However you should render it in a 2x1 foundation or even 1x1. In this size it could actually look quite good again, since too much detail can also be a problem on small things.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Mar 03, 2009 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

i never even noticed this stuff. good job man #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Mar 03, 2009 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
if you really want to make it that big ingame, it's way too undetailed and also the proportions don't fit.
The repetitive texture used on the roof and the walls is also a bit boring. (use for the walls a different texture)

However you should render it in a 2x1 foundation or even 1x1. In this size it could actually look quite good again, since too much detail can also be a problem on small things.


Thanks. Smile

- It will never go in-game into anything, I don't know why I actually render it in In-game perspective.
- When I shrink it down to in-game size it does lose quality, I'll have to get into the habit of checking the in-game size detail.
- I'm still learning things about textures and how I can avoid repetition.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Mar 03, 2009 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

C4D was one of my options...I still have it on my old comp.

But,oh,the tragedy!The old comp is on the other comp,and the other comp is at the old house XD.

About this building...proportions,yes,try getting better proportions,and textures,yeah,get better textures.

Also add something around it.Don't make it a 3 box building.

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Tue Mar 03, 2009 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add some details like eaves, small chimney, lightning rod, TV antenna and so. Maybe you should have one texture on walls and other on the roof (maybe just different colour, modified RGB ratios, etc.)
also I would change the bottom parts of the walls, add some dirt on texture, some concrete bits, concrete sheet or blocks around Wink

I do in C4D (my 2nd voxel and some later voxels were made in C4D) - I usually end with high-poly model... #Tongue
like this one (voxel is scrapped (being replaced with something more earthbound) and will be free, but not the model, model not):



hannibalicon.jpg
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it's few years old, but I haven't still learned how to animate this or how to work with normal maps... xD
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Mar 03, 2009 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, I'll remember these tips for future reference, I'll give that building another go soon.

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