Random WIP 2006-2011
Moderators: MR.D, Moderators
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: wow
How long have you been modelling? That is what I thought. I've had, roughly, 4 or 5 months of modelling experience, probably more since I dicked around with Wings for a while before actually going to make my mod. With time and practice comes experience. These guys have been around for a few years and know the routine.rcdraco wrote:I just don't get it, everyone here is a better modeller then me.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
I was lucky enough to get good ish after my 3rd model... and pretty good at UV maps by my 5th. Myself, I found I learnt more and got better faster when modeling something that existed and I hence had something to aim to make it look right against. Maybe you should try that, not trying to model from your imagination. (u might be doing that already... I dont know
)
Most important thing is, keep in mind some people here are almost (if not) good enough to do this for a job.
aGorm

Most important thing is, keep in mind some people here are almost (if not) good enough to do this for a job.
aGorm
Quite a phail of a render.
Good luck on those treads, I tried some like those once, they are pretty damn hard, but I have a feeling you can do it. Mine came out.. alright. I killed the unit because it was pretty laggy, though, didn't look well either.
Lots of moves, have fun, lol. Takes way too much time IMO.
Good luck on those treads, I tried some like those once, they are pretty damn hard, but I have a feeling you can do it. Mine came out.. alright. I killed the unit because it was pretty laggy, though, didn't look well either.
Lots of moves, have fun, lol. Takes way too much time IMO.
As Rattle stated, it's pretty easy to do if you can use a bezier curve to wrap- just make the first tread, uvmap it, then re-import the mesh, and use the spline curve to make copies wrap around it... then move the mesh a bit forwards, repeat until you've reached the desired number of animation steps (3-4 is usually enough).
At any rate, I've re-rendered to give you a slightly clearer view. The body, etc. is kept very low-poly to keep total polycount per frame within reasonable spec- about 1350 tris. Which is high, and I could save about 800 by just using uv-map treads, instead, but I really like real treads, and this isn't a unit you'll be spamming, so it's cool.
At any rate, I've re-rendered to give you a slightly clearer view. The body, etc. is kept very low-poly to keep total polycount per frame within reasonable spec- about 1350 tris. Which is high, and I could save about 800 by just using uv-map treads, instead, but I really like real treads, and this isn't a unit you'll be spamming, so it's cool.