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Prop modeler

Started by Pking, June 07, 2008, 05:28:14 AM

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Pking

Hello all, I was wondering if you were looking for a modeler.  I will post some of the things I have done mostly just simple max renders. Some are from a mod and others are from a ut3 map I was making.  My stuff is not the best.. but I am dedicated. I don't have alot of free time but I can work at least a few hours a night. 


LennardF1989

Haha, I love the Capitalism logo instead of the Coca Cola one xD

The models look solid and smooth, but hey, I'm just a programmer ;D

MulleDK19

They look a lot better than what I'm able to do in max XD

Quote from: LennardF1989 on June 07, 2008, 03:48:54 PM
but hey, I'm just a programmer ;D

If my heart ever heals, I will make sure it'll never break again.

frvge

Hey,
Thanks for your interest.

We had a bit of an internal talk (as usual) and we were wondering if you can make something with good normals and a specular map? You can choose the model.

I suggest some high-detail metal crates/things with plenty of normal-mapped details.

If that work is good enough, you're in. The current ones are also good, but we want to see how well you do normal maps, which are important in PS.

:)
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Pking

Work in progress.. I Still have to work on the normal maps and spec bit more.  Here are some Max unlit renders..



Texture Variation w/o Spec
http://www.blindonline.com/props/alttexture.jpg

Texture Variation with Spec
http://www.blindonline.com/props/render4.jpg

One area omni light
http://www.blindonline.com/props/render5.jpg

Im also working on a smaller model that will have alot more normal mapping..



Gui Brazil

Cool.

The only thing that I noticed (it's a really minor detail but I'll say it anyway...) is the use of polies where they aren't really needed like the seam on the mesh above and the 4 rectanguler intrusions behind the metal bars on the container.

goodkebab



These objects need to be modeled and textured on the inside as well,  with the option of opening the doors so that characters can go inside.  For game play reasons, we will need versions with 2 openings,  and a third in the top like in Deftech.


I would suggest a 3rd version with an open top + ladder for climbing in and out.

We will also need a textured version without any logos,  or graffiti  + a black white mask of the color painted metal.  The painted metal areas should also be desaturated so that we can add color in the material editor.   This is so that we can get an infinite number of colored variations.

And finally,  good stuff!

Pking

Easy enough - I will have to reskin the model as there is no room in the maps for more surface.  What is Deftech?

frvge

It's a map in Chaos Theory.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Zedblade

You can desaturate in the material editor or just use the red channel. No need to desaturate the actual texture.

goodkebab

Quote from: Pking on June 12, 2008, 11:30:28 PM
Easy enough - I will have to reskin the model as there is no room in the maps for more surface.  What is Deftech?


Pk, 

Keep these as they are,  they are fine for props that will not require an inside.

Deftech is a map in CT that makes a predominate use of these kind of objects.

Any one care to post a vid or picture of Deftech?

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.


Zedblade

Welcome aboard.

Get xfire and add me.

xfire username is Zedblade. Hope to hear from you soon.