Reply to Thread New Thread |
![]() |
#1 |
|
hey all, i know theres a thread thats similar, but id like this one to be for 3d game art, i.e realtime models that can be used inside games (low polygon count). If anyone wants to learn to do 3d for games i'll gladly help out. anyway heres some of mine (all untextured, i.e no colors. will update with textured versions at some point)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
#2 |
|
|
![]() |
![]() |
#4 |
|
![]() I thought this picture looked a lot like the wings3D interface. I don't know why but i have always found 3DSmax's interface too complex to model in, in the past i have used Wings3D (which i hear is actually very good for low poly modelling although i've never used it for that) and then render with 3DSmax + Vray. might have to see if i can get back into modelling (i laways found myself doing 'render tests' rather than actually developing my ability.... |
![]() |
![]() |
#5 |
|
|
![]() |
![]() |
#6 |
|
|
![]() |
![]() |
#7 |
|
|
![]() |
![]() |
#8 |
|
Very nice modelling there mate. You certainly know how to make the most of the "low-poly" target for game models. Very impressive indeed [thumbup]
Do you set yourself a limit on how many poly's you can use, or do you just model away and see how it goes? Have you ever tried putting any of your models into a game engine? Just curious as to what game(s) you were modelling for. |
![]() |
![]() |
#9 |
|
Hey Gez, send me your msn and I'll help you get started.
Thanks for the kind comments Lugole. Alot of those models went in game, specifically some homebrew PSP and Xbox games. And yes, I do set myself limits for the models =) Mainly becuase I think subdivision modelling is pointless, becuase when you start doing that you pick up bad habits mainly just by modelling something basic and slapping a 'meshsmooth' or a 'turbosmooth' modifier on the model to make it look 'good'. I think the only time subdivision modelling can be justified is when your doing a high poly mesh to 'bake' detail into a lower poly mesh via normal maps. Although if this were the case Zbrush or Mudbox would be vastly more appropiate. |
![]() |
![]() |
#11 |
|
|
![]() |
![]() |
#12 |
|
|
![]() |
![]() |
#14 |
|
|
![]() |
![]() |
#15 |
|
some of my previous works from before..about a year ago.. never got the time to finish some of em though
.. made with maya 6.0: http://maraccasmein.deviantart.com/a...ender-36306072 http://maraccasmein.deviantart.com/a...eta-2-36134866 http://maraccasmein.deviantart.com/a...-army-21362818 http://maraccasmein.deviantart.com/a...IP-v3-24195470 other stuff on my gallery.. |
![]() |
![]() |
#16 |
|
|
![]() |
![]() |
#17 |
|
|
![]() |
Reply to Thread New Thread |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|