Starting to model (first model) - Page 2

Starting to model (first model)

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I don't really like the extruded bits around the base, a simple rounded base would look a bit better IMO.

Esp when you consider raising it slightly and then giving it a platform that is flush with the turret. Also consider where it will be rotating along the x-axis, as it stands the braces at the ends of the barrels will clip into the turret.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

.MJJNL. wrote:well *update* ive got now 3 pieces 2 for the barrels 1 for the base its now more guardian like and thanks for all the tips. pic:
*Picture*

The only thing i need now is a uv mapper because i cant uv map...
UV mapping is easy, just play around with the one in wings.
.MJJNL.
Posts: 105
Joined: 18 Apr 2006, 18:14

Post by .MJJNL. »

ok heres my 2nd model taked long to get a idea for this mech
Image
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

o.0 Looks weird, my mechs are gunna be thicker but shorter a little :P

Nice job, almost too,..... I can' t think of the word, too many spaces and holes, fill in a few gaps
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Heh, odd design. Though it looks cool. Poli count is acceptable too. Now to the texture board!
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

black text on dark blue backgrounds makes baby jesus cry.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Image
Image
Image

My first attempt at creating a serious model in wings. The texture is way too big and the UV map isn't well done either... did this in 2004.
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