**3d Modeling Update(Mesh Views)***

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  • RetroEclipseMan
    AO's Future Game Artist
    • Jun 2002
    • 1386

    #1

    **3d Modeling Update(Mesh Views)***

    Alright Guys, as promised I finally got a chance to get some shots of my latest models that I posted earlier with wireframes. So here we go. Here's the first thread i made of thisModel Renders
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  • RetroEclipseMan
    AO's Future Game Artist
    • Jun 2002
    • 1386

    #2
    Here's the rest of them.
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    • Blazestorm
      I win
      • Feb 2002
      • 3523

      #3
      Psssh Worst models ever!

      They look like poop
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      UBLPB. UBLPB. UBLPB.

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      • RetroEclipseMan
        AO's Future Game Artist
        • Jun 2002
        • 1386

        #4
        Originally posted by Blazestorm
        Psssh Worst models ever!

        They look like poop

        Hehehe. Man you're fast. Are ever not on AO.
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        • Blazestorm
          I win
          • Feb 2002
          • 3523

          #5
          Why leave?

          Actualy I've been wanting to play some FPS games but been too lazy
          My Feedback
          UBLPB. UBLPB. UBLPB.

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          • Bluestrike_2
            Archer
            • Jan 2004
            • 481

            #6


            CV-67 John F. Kennedy Aircraft carrier.

            Might help you out. Other carriers available at that website too.
            "I've always said that Pixar is the most technically advanced creative company; Apple is the most creatively advanced technical company"
            -Apple CEO, Steve Jobs

            http://www.fortune.com/fortune/technology/articles/0,15114,1025098,00.html - Apple CEO
            http://www.pcmag.com/article2/0,1759,1572017,00.asp - Adobe CEO

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            • RetroEclipseMan
              AO's Future Game Artist
              • Jun 2002
              • 1386

              #7
              Thanks for the link man. The carrier is actually a part of a group project I did with my freinds Dan and Tim. I did the hull, Dan did the Tower and Tim did a low poly F-18 that we cloned over the deck. Just don't have that updated file on me.
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              • Fred
                AO Zealot
                • Feb 2002
                • 2624

                #8
                very nice, what kind of hardware you running your programs on?

                I had a dual Xeon 1.6 at school, bout a gig of ram, decent video card... it was new about 3 years ago...

                I really want to build a dual processor workstation of my own, but I have no clue really where to start.

                Pretty clean meshes, that carrier is pretty cool, I need to start looking into grad schools so I can learn more about this type of modelling...

                ---Fred
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                • RetroEclipseMan
                  AO's Future Game Artist
                  • Jun 2002
                  • 1386

                  #9
                  We got dual pentium 2.7's with a gig of ram as far as i know. Not sure what kind of video card but it's decent. Runs Maya with a full IPR smoothely. They're about 9 months old I think. I need to start saving for a box of my own. Right now I'm just kind of bumming my mom's boyfreind's laptop which is good enough to model on. Just need something that I can actually run Maya on and do some decent renders.
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                  • Bluestrike_2
                    Archer
                    • Jan 2004
                    • 481

                    #10
                    Do you own a version of Maya 6?

                    If not, you can get the student editions at Journeyed.com Just NO commercial work. About $450 for Complete(commercial is $2k)and $700 for Ultimate (commercial is $7k). Cool, huh?

                    http://www.suurland.com is a site I find especially useful for tracking down blueprints fore my modeling.
                    Last edited by Bluestrike_2; 07-15-2004, 04:28 PM.
                    "I've always said that Pixar is the most technically advanced creative company; Apple is the most creatively advanced technical company"
                    -Apple CEO, Steve Jobs

                    http://www.fortune.com/fortune/technology/articles/0,15114,1025098,00.html - Apple CEO
                    http://www.pcmag.com/article2/0,1759,1572017,00.asp - Adobe CEO

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                    • Dayspring
                      aka- The Day Wang

                      • May 2001
                      • 9664

                      #11
                      Anybody use 3DStudio Max anymore? I remember learning 2 & 2.5. (They added 1000 commands between 2 and 2.5)

                      What version are they on now?

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                      • Fred
                        AO Zealot
                        • Feb 2002
                        • 2624

                        #12
                        I've been using 3D VIZ 4.0 and MAX 5.0...

                        Max is WILD... way more powerful thatn VIZ, but VIZ is more for architectural stuff, MAX is for special effects...

                        for some reason MAX renders A LOT faster than VIZ... if you can get the models to import correctly...

                        I have never used Maya, but from what I've heard modeling in it is a PITA, but skinning is way easier.

                        ---Fred
                        Warp Feed Evangelist
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                        • RetroEclipseMan
                          AO's Future Game Artist
                          • Jun 2002
                          • 1386

                          #13
                          Right now I use Max 6 for modeling and Maya 6 for texturing and lighting. I haven't quite gotton fast enough at poly modeling in Maya yet to completely step away from max. I'm not sure exactly which definition you mean Fred when you mention skinning,however, Maya is better than max for both I think (rigging for animation, and unwrapping for texturing). Anybody else have any samples of stuff they've done?
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                          • Fred
                            AO Zealot
                            • Feb 2002
                            • 2624

                            #14
                            unwrapping...

                            i really have very little experience with UV mapping, I only just started dabbling with it...

                            with VIZ most of the textures/materials are done with combinations of the materials in the Mat Editor...

                            I really want to learn how to create an image (i.e. 1024x1024) and assign it to a mesh unit to properly wrap... its so superior to materials...

                            ---Fred
                            Warp Feed Evangelist
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                            • RetroEclipseMan
                              AO's Future Game Artist
                              • Jun 2002
                              • 1386

                              #15
                              Yeah, I feel a lot more confident in unwraping and painting a texture than trying to get a procedural to look right. I still need to learn how to project a texture onto a surface without unwrapping it though to save time. For some reason if I don't have uv's in front of me to paint over I can never get a texture to look quite right.
                              Originally posted by Fred
                              unwrapping...

                              i really have very little experience with UV mapping, I only just started dabbling with it...

                              with VIZ most of the textures/materials are done with combinations of the materials in the Mat Editor...

                              I really want to learn how to create an image (i.e. 1024x1024) and assign it to a mesh unit to properly wrap... its so superior to materials...

                              ---Fred
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