Author Topic: Need another Modeler?  (Read 5090 times)

supmarsh

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Need another Modeler?
« on: August 09, 2003, 12:41:35 am »
Bahamut had directed to me this forum to post for a possible position to Model for you fellows.  So, I'll leave a few samples...

http://www.picturetrail.com/gallery/view?p=999&gid=2577682&uid=1355231&members=1

Thanks to Bahamut for finding webspace for these!
ar

Crylar

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Need another Modeler?
« Reply #1 on: August 09, 2003, 11:27:10 am »
Some of it is kain of good. I like the gun, it just need a bit skinning.
Your cries of agony... They are like music to my ears!"-Vega
My portfolio -> Da PixelTongue

supmarsh

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Need another Modeler?
« Reply #2 on: August 09, 2003, 03:43:07 pm »
That's right, the gun was alright, most of the detail went into the scope, and I tried to make it more edged for the sake of rendering, and I would have liked to do more to it but at that state, without the gun butt, it's at 7776 triangles.  The other thengs are just examples, such as lighting maybe in marbles.  But yes, I can dofair modeling, however, I can't skin.  Maybe I'll remakes the gun into more detail, for shits 'n' giggles.


:)
ar

Timbo

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« Reply #3 on: August 09, 2003, 04:18:28 pm »
Thanks for the support, but I think we have all we need in terms of modellers right now. However if this changes I'll keep you in mind.

OverFlow

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Need another Modeler?
« Reply #4 on: August 09, 2003, 09:21:09 pm »
7776 tris is WAY too much, even for a higher poly gun in Q3.  I doubt most of the default player models go over 1000.  You have too much detail in the scope, and almost no detail in the rest of the gun.  There are lots of ways to still make things look round without using thousands of polys.  All the guns I've made are under 400 tris, and (not to sound like I'm bragging) have fairly good detail.  

When I first started I had some of the same problems, but take this advice from veda:
"Think of it this way, an average Q3 player model is 800 polys. Your gun is 1300+ , you have 5 guys running around with those on screen and now you are drawing 10,000+ polys. The irony is that more than half of those polys are taking up the smallest percentage of the screen in form of the guns."

 Just some advice :)

supmarsh

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« Reply #5 on: August 10, 2003, 01:05:07 am »
Timbo:  Appreciate it.

ERR:OverFlow:  I'm aware of this, these were just all things I tinker with in free-time, nothing to for a game.  I try to stick to 800 at best for weapons.  And am well-aware that the detail comes from the texturing, but since I'm not a skinner... well, you understand.

Appreciate everyone taking the time to regard this.
ar

OverFlow

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« Reply #6 on: August 10, 2003, 08:11:12 pm »
Ok, just making sure :) keep it up though, modelling is certainly one of my favorite hobbies.  And its a good idea to start trying to skin, that way to can at least understand how you should make your model and skinmap for someone to skin.

Well, I hope Im not still handing out advice you're already aware of :D

supmarsh

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« Reply #7 on: August 10, 2003, 10:02:02 pm »
Not entirely but I can help point you in the right direction....  Skinning -_-.

I tried once, gave up after looking at the program once, it obviously wasn't designed for beginners but it was very discouraging.
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PsychoBrat

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« Reply #8 on: August 14, 2003, 08:19:49 am »
Have you tried the uvw unwrap modifier in 3D Studio MAX 5? I think you'll find it very easy to use :) (that is of course if you can afford 3DSMax :o)

-out-
PsychoBrat

supmarsh

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« Reply #9 on: August 15, 2003, 11:51:22 am »
Actually those models were produced in 3ds max 5, so... explain this wrap thing to me?
ar

OverFlow

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« Reply #10 on: August 15, 2003, 06:27:58 pm »
UVW map and UVW unwrap... the tools used for creating a skinmap so that people can skin your models.  Quite difficult and annoying if you ask me, but I'm pretty new at it :)