Ree
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« Reply #1560 on: May 30, 2012, 05:28:20 AM » |
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What a great design! Very clean as well. nice work
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Delko
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« Reply #1561 on: May 30, 2012, 08:36:52 AM » |
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Thanks guys, its based off a VT-100. ![](http://www.catb.org/~esr/writings/taouu/html/graphics/vt100.jpg) The weird ports on the side are for a game play mechanic.
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FawfulBeans
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« Reply #1562 on: June 06, 2012, 06:20:57 AM » |
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i dun a scooter ![](http://i.imgur.com/Hdkug.png) I should probably learn how to animate this and get it into a game.
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kamac
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« Reply #1563 on: June 06, 2012, 11:50:53 AM » |
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That's cute FawfulBeans ![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif) Would rather be useful for a top-down game, where the camera doesn't get too close ![Tongue](https://forums.tigsource.com/Smileys/derek/tongue.gif) But yet, it would be nice in there. I can imagine some city-game where you ride a scooter... And throw newspapers? ![Who, Me?](https://forums.tigsource.com/Smileys/derek/whome.gif)
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emacs
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« Reply #1564 on: June 06, 2012, 12:49:28 PM » |
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Model looks nice, but the texture density on the wheels looks way too low compared to the headlight, handles, and speedometer.
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threesided
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« Reply #1565 on: June 10, 2012, 08:41:48 AM » |
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![](http://img.photobucket.com/albums/v320/AlienQuark/NEW_base_untextured.gif) Been busy.
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Vox
Guest
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« Reply #1566 on: June 10, 2012, 09:31:05 AM » |
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![](http://img.photobucket.com/albums/v320/AlienQuark/NEW_base_untextured.gif) Been busy. alskdjdkfasf That is amazing ![Kiss](https://forums.tigsource.com/Smileys/derek/kiss.gif)
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Trevor Dunbar
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« Reply #1567 on: June 10, 2012, 03:58:08 PM » |
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THIS is an unhappy llama (wip): ![](http://i.imgur.com/l2hu7.png)
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Toucantastic.
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SolarLune
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« Reply #1568 on: June 10, 2012, 04:55:31 PM » |
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@threesided - Cool guy! I like his style. Were you modeling based off of an object or concept design? @Trevor Dunbar - Haha, cool llaama. I like it. Are you using the new Knife tool in Blender? Progress on 7DFPS thing. ![](http://i1126.photobucket.com/albums/l620/SolarLuneTP/7DFPSTorch.png) ![](http://i1126.photobucket.com/albums/l620/SolarLuneTP/7DFPSCell2.png) ![](http://i1126.photobucket.com/albums/l620/SolarLuneTP/7DFPSCell.png) I didn't make the DOF filter, and the tree and torch could use some work. I like it, though. ![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
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« Last Edit: June 10, 2012, 05:03:42 PM by SolarLune »
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threesided
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« Reply #1569 on: June 10, 2012, 05:13:54 PM » |
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Thanks guys @SolarLune: I modelled it off of a concept drawing I did a couple months back, which I posted in the Art thread. Once I update it with textures it should look a little better as well. UPDATE: ![](http://img.photobucket.com/albums/v320/AlienQuark/NEW_base_colour.gif)
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« Last Edit: June 11, 2012, 09:24:04 AM by threesided »
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BlueSweatshirt
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« Reply #1571 on: June 11, 2012, 01:29:44 PM » |
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Aren't there 3D physics tools/plugins that can do cloth physics for you?
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Azure Lazuline
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« Reply #1572 on: June 11, 2012, 01:38:37 PM » |
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None I know of that would make it properly loop - I render out each frame into 2D for use in the game. Besides, I need to get better at animating clothes/hair.
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PompiPompi
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« Reply #1573 on: June 11, 2012, 03:44:36 PM » |
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Tesselation + Displacement map = Love This "ball" probably have more polys than some games have in their entire level. ![Tongue](https://forums.tigsource.com/Smileys/derek/tongue.gif) It was just a test though. ![](https://dl.dropbox.com/u/8025882/RockyBall.png)
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Master of all trades.
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peous
Level 2
![*](https://forums.tigsource.com/Themes/tigsource/images/star.gif)
Indie opportunist
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« Reply #1574 on: June 13, 2012, 01:41:51 AM » |
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Hi Just want to introduce a blog I just made about technical articles about modeling, and video game constraints. The first article is about... Modeling a sphere ^^ ! Feedback would be appreciated: do you think the blog idea interesting, do you like like to have specific themes treated ? Next theme would be "when you to model a character, how to you spend your vertex count ?", and will include some informations about how to models character. If you have some information about your own models, I would be interested, too. http://video-game-art.blogspot.fr/
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Geti
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« Reply #1575 on: June 14, 2012, 01:53:54 AM » |
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![](http://fc09.deviantart.net/fs70/f/2012/166/a/2/sketch_14_6_12_by_forsakengeti-d53jpqn.png) Sorry for the drastic lack of presentation, I'm very much behind time. First time trying the painted texture thing. Some futuristic container carrier thing. Probably would've benefited from an AO pass actually, something to try next time maybe. The UV map is freaking horrible. Got to figure out nicer ways to unwrap this sort of stuff.
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Joshua
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« Reply #1576 on: June 14, 2012, 07:28:22 AM » |
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@GetiI'm really digging the hand painted style you have going on here. I agree that an AO pass would add quite a bit. Also I think that you could paint in some lighting (particularly on the crates under the ship). I feel your pain on the UV's. I often feel like I spend as much time unwrapping as I do modeling. ![Undecided](https://forums.tigsource.com/Smileys/derek/undecided.gif)
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SolarLune
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« Reply #1577 on: June 14, 2012, 10:17:36 AM » |
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@Geti - Yeah, I don't like to UV unwrap either. It's kind of hard to set up good seams - I usually do Smart Unwrap in Blender for low-poly pixel-art 3D stuff, but that doesn't work for everything (obviously). ![Tongue](https://forums.tigsource.com/Smileys/derek/tongue.gif) I never posted this, but I made a of the progress on what was going to be my 7DFPS project, though I probably won't finish it it. ![](http://i1126.photobucket.com/albums/l620/SolarLuneTP/BGE7DFPS.png) Since this pic and the video, I've changed the DOF.
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PompiPompi
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« Reply #1578 on: June 14, 2012, 01:14:02 PM » |
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Shadow maps:
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Master of all trades.
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Delko
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #1579 on: June 14, 2012, 10:13:06 PM » |
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@Geti: What ever technical short comings it may have its still a solid design, and the texture work is really nice. it reminds me of a really industrial version of the HL2 dropships.
@SolarLune: Really cool effects going on there, the chains physics are really cool too. The whole thing reminds me of those pre-rendered scenes they made for PSX and N64 game promotions.
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