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Work in Progress: Video Game and Real-Time Game and lowpoly model WIP showroom


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  #41 (permalink)  
Old 01-09-2009
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gee venom, wheres the fat one?
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  #42 (permalink)  
Old 01-09-2009
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Originally Posted by The IC View Post
gee venom, wheres the fat one?
Haha, maybe when I actually work on it I will post it
Same goes for anything else non car-related that ain't finished <__<
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  #43 (permalink)  
Old 01-20-2009
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No car, but nice aswell. Highpoly model of the Heckler & Koch G36C assault rifle, ready for normalmap baking. Started the lowpolymesh today, still a loooong way to go. <.<
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Show off your projects you are working on-render10.jpg  
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  #44 (permalink)  
Old 01-20-2009
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Use the attachment system, that crappy image hosting site gives some errors.
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Old 01-21-2009
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K, used the attachment system, gimme some comments
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Old 01-21-2009
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Nice details.
Interesting to see how the normalmapped low-poly version turns out!
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  #47 (permalink)  
Old 01-21-2009
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ok schaefft, hast auf gwm schon gepostet, hier sind die pics vom wire, und wo ich hilfe brauche

ok folks this here is ma first 3ds-car
its a Toyota Mark2 JZX100 aaand i need help with the rearfender





i hope u guys can help me

thanks in advance
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  #48 (permalink)  
Old 01-22-2009
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I'm doing a Toyota Carina E for an rFactor project. screenie has Turbosmooth applied (nevermind the errors, i'm aware of them).
Also, a bridge for a 80's track i'm working on as well.
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  #49 (permalink)  
Old 01-22-2009
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Lowpolymodel of the G36C, 5038 tris.
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Old 01-25-2009
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My try at the Mazda MX-5 Garage Vary/Omiya Satoshi
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  #51 (permalink)  
Old 01-26-2009
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Hey sumpex,
nice to see that you are modeling again
The car looks very great for zmod1!
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Old 01-30-2009
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Well, hi everybody! I never post here before, but then... Here's my first scratch-made car, lowpoly '71 Stutz Blackhawk, gonna be in Mafia game soon (maybe). So, here's some screens:



11k triangles in total, all work shown completed in ZModeler for about a month (started it in September, 2008 for 3 weeks, then stopped, then now I'm back to work on it).
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  #53 (permalink)  
Old 02-05-2009
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finally found some time to improve that normal map and mapping a bit. Its 1024x1024 atm, the final model will get a 2048x2048 map. Still some smoothing errors in it, maybe I can fix them in photoshop somehow.

Holydays start in 2 days, I hope I can finish the diffuse- spec- and ambientocclusion map in the next days, I hope those normal errors wont be that visible anymore then. Polycount is 5200, should be final.
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Old 02-08-2009
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Another random aircraft, this time an attack helo...
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Old 02-12-2009
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Heres an update, a nice and clean G36C, right out of the factory. Atleast the plastic parts <.<

Still have to fix some spots of the AOmap, any crits are welcome!
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  #56 (permalink)  
Old 02-15-2009
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<__<


Random shuttle type space craft and reusable winged booster I made...
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  #57 (permalink)  
Old 02-15-2009
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Awesome G36c schaefft. That's my favourite rifle, esp. normal G36 with this big dual scope. Incredible model mate. Looking for more.

Venom and his imagination ;D
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  #58 (permalink)  
Old 02-17-2009
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Okay, I think Im done with it.

It was my first weapon ever modeled, the first complete highpoly model, my first normal/specular map ever created and the first time I created a texture completely from scratch. So, there are quite alot of first times in this model, I think its okay how it turned out. I learned alot throught the process of creating that model and Im glad I did it. Im sure I can use the stuff I have learned in my next projects, so it was kind of a big step for me.

Hope you like it.
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  #59 (permalink)  
Old 02-17-2009
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hey schaefft great work,could explain the method used in this? im still wondering how you make a map from high poly mesh then map it to low poly.

also what program did you use to make your specular and normal maps..
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  #60 (permalink)  
Old 02-17-2009
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The normalmap is rendered in max, you use the same render to texture window like when you render an AO map. 3dsmax gets all the normal data from your unmapped highpoly mesh and bakes it on the UVmap of your lowpoly mesh. The specmap was created by using the diffuse map and changing contrast/brightness, Im sure theres a much better way but it worked good for those materials. Both are made in Photoshop.

Its my first normal/specmap, Im sure there are some better ways to get good results, but Im still a noob.
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