Page 10 of 418
Posted: 16 Jun 2007, 04:31
by Pressure Line
KDR_11k wrote:Wouldn't such a long ship be hard to move anywhere? The core thing is pretty much square so its footprint should match its shape but that long thing would need a huge footprint to avoid clipping.
hush. i came to the same realisation myself. im going to go with my original idea of making the arm one a catamaran.
Posted: 19 Jun 2007, 02:08
by Pressure Line
some more random wips (even though they are more or less finished now)
and
i like the second one a lot, has a very cool counter-rotating blade effect
Posted: 19 Jun 2007, 02:10
by Pressure Line
and a little something im working on for S:1944

Posted: 19 Jun 2007, 02:17
by AF
the parts on the wheels in the track could be done vi texture, those tiyn little faces on the sides are unnecesary.
The same with the little long strip faces at the top between the larger panels.
Posted: 19 Jun 2007, 10:17
by Pressure Line
AF wrote:the parts on the wheels in the track could be done vi texture, those tiyn little faces on the sides are unnecesary.
The same with the little long strip faces at the top between the larger panels.
i know. i never said it was finished did i?
Posted: 19 Jun 2007, 10:36
by KDR_11k
Like the bevel option much?
The base of the brrel on that tank has way too many polies.
Posted: 19 Jun 2007, 10:54
by yuritch
Is that some kind of M5 Stuart light tank (looks very much like it)? If so, then the gun is quite strange (it's way to large), unless it's some kind of close support modification? Of course, this may just be the "work in progress" part that makes it look so big...
Posted: 19 Jun 2007, 12:06
by Pressure Line
yuritch wrote:Is that some kind of M5 Stuart light tank (looks very much like it)? If so, then the gun is quite strange (it's way to large), unless it's some kind of close support modification? Of course, this may just be the "work in progress" part that makes it look so big...
ding ding ding! we have a winner!
it is infact the hull of an M5 Stuart, with a 75mm howitzer in the turret
Posted: 19 Jun 2007, 12:46
by jcnossen
Why are you modelling a tank that is actually really ugly in real life?
Posted: 19 Jun 2007, 13:02
by SwiftSpear
jcnossen wrote:Why are you modelling a tank that is actually really ugly in real life?
M-M-M-MONSTERKILL!
Posted: 19 Jun 2007, 14:56
by KDR_11k
Why did you bevel the turret edges when the real thing has no bevel there?
Posted: 19 Jun 2007, 15:48
by yuritch
I thought M8 had an open-top turret? Yours seems like it has a roof...
Posted: 19 Jun 2007, 15:55
by rattle
Yeah, you should stop using bevel so much in general, it's of no use in low polygon modeling IMO.
Posted: 20 Jun 2007, 01:45
by Pressure Line
rattle wrote:Yeah, you should stop using bevel so much in general, it's of no use in low polygon modeling IMO.
it actually works very well in the conversion work im doing for my other project, its a quick and easy way to add polygons along sharp edges where i want to add either contrast colour or team colour.
yuritch wrote:I thought M8 had an open-top turret? Yours seems like it has a roof...
its still WIP, i basically havent touched the turret since i did the original shaping.
The way i model is a quickly whip up the basic shape of whatever im trying to make, in this case the M8 HMC, so i can view the model in its entirity, then go over the model again.
If you dont know what whis is... well lol @ u :)
Posted: 20 Jun 2007, 01:53
by Pressure Line
Just thought id mention that i installed Wings at the start of June. Before that i had NO 3d modelling experience. At all. So im learning as i go along, the same as i am with scripting, texturing and balancing.
Posted: 20 Jun 2007, 01:56
by Zpock
Learn to UV-map/s3o.
Posted: 20 Jun 2007, 01:57
by Pressure Line
Zpock wrote:Learn to UV-map/s3o.
I'll be learning how to do that in the next week or so :)
Posted: 20 Jun 2007, 05:05
by AF
imo new modellers should skip 3do entirely and go straight to s3o
Posted: 20 Jun 2007, 06:05
by Pressure Line
AF wrote:imo new modellers should skip 3do entirely and go straight to s3o
imo we should pretend that (in my case especially) people dont automatically have hundreds of hours of experience with image editing software other than mspaint, or any sort of 3d modelling or coding as soon as they start modding Spring stuff. We could also pretend that last month if you'd asked me to do what i can do now id have gone 'lolwhat?'
even better. DONT PRETEND. EVERYTHING ive learned about modding spring i have done in the past 4 weeks. In that time ive pretty much managed to get the hang of Wings, 3dobuilder, Upspring, the various tools for unpacking and repacking modfiles, editing fbi and tdf files as well as coding bos scripts.
Posted: 20 Jun 2007, 06:08
by Peet
Heh, I could s3o with my eyes closed but I still have no texturing experience past mspaint (and making trippy crap with a raytracer <_<)
Anyway, I do agree with AF on this one. 3do simply isn't really a stepping-stone in the path of learning to create content for spring, it's just a 10 year old modelling format with many problems in the spring engine.