Announcement

Collapse
No announcement yet.

Show us your modeling project(s)

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Shambler234
    replied
    Looks great talisa.

    That link really did work out for you, sadly i still have yet to get a hang of baking VIA cage.

    I can bake normally though.

    Leave a comment:


  • talisa
    replied
    thanx primal

    and yes, the tutorial really helped a lot with being able to bake good normals and AO-maps

    Leave a comment:


  • PrimalLove
    replied
    @Talisa

    I can always count on your to be making something so very cool! Even if its not quake related! That tutorial has done you well! The foam looks fantastic.

    Leave a comment:


  • talisa
    replied
    thanx both

    Leave a comment:


  • xaGe
    replied
    Looks great talisa.

    Leave a comment:


  • damage_inc
    replied
    DOH... I got it now. I remember those DJ models you were working on before. Looks very nice, good job.

    Leave a comment:


  • talisa
    replied
    @GB
    aye aye, i have given the model smooth shading and done edge-splits where neccesary

    prefer to work in blender without any lights in the scene, and work in fullbright.
    my pic is also just a screenshot i made using printscreen button, and not a render.
    so model looks a lil flat in the pic cuz of that.

    here's an in-game screenshot with shadows & lighting


    .

    @damage
    I'll upload it to Second Life and will add it to a set of models ive been making,
    which are all DJ equipment: a mixer, vinyl decks, a DJ-table, and big-ass speakers.

    all models that make up the set ive made myself

    mixer:


    vinyl decks:


    table:
    Last edited by talisa; 12-15-2014, 01:56 PM.

    Leave a comment:


  • golden_boy
    replied
    Nice work Talisa.

    If it's possible to use normal maps, you could just bake details like the keyholes down to a normal map and reduce the polycount of the object. But I don't know what you've got in mind

    You might also want to use smooth shading on the rounded part of the latch (and an edge split modifier or something like that to create smoothing groups.)

    Leave a comment:


  • damage_inc
    replied
    GREAT... but if I may ask, what are you going to do with it?

    Leave a comment:


  • talisa
    replied
    and.... its done

    Leave a comment:


  • talisa
    replied
    after several hours of almost non-stop work just finished UV-mapping all parts of the model


    so tomorrow i can start texturing the model

    Leave a comment:


  • talisa
    replied
    lastly made the handles on sides and made the foam inside the lid.


    thanx to the tut shambler234 linked over here:http://quakeone.com/forums/quake-tal...tml#post154217
    i could bake normals and AO-map from a supersmoothed version of the foam, so that even on a flat plane the foam will still appear 3D-ish in-game


    also, i added feets to the case:


    .

    so modelling stage is done, now to get to UV-mapping all parts
    Last edited by talisa; 12-14-2014, 03:50 PM.

    Leave a comment:


  • talisa
    replied
    added the keyhole to the lock


    and i added the hinges to the backside


    .

    and i build everything in a way so that i can easily open the chest


    modelling stage nearly done now
    just need to add handles on sides, the feet, and the foam on inside of lid

    Leave a comment:


  • talisa
    replied
    even more progress!

    made the latch itself

    now only to add the key-hole and then the lock will be done

    .

    case with near-finished lock:

    Leave a comment:


  • talisa
    replied
    made some more updates to the case

    happened to find a great hires pic of the exact lock used on the case

    so i started modelling the locks using the pic as reference

    .

    full pic of the case with WIP-locks on it
    Last edited by talisa; 12-14-2014, 07:49 AM.

    Leave a comment:

Working...
X