Free Models and Media / Voodoo's new SCI FI Props

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Voodoo
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Posted: 8th Jan 2016 12:48
just to make a change a new set of SCI FI stuff.
P,S. if this time i get only 5 comments i will never make new stuff
visit my homepage to download 3D Content
http://voodoogstudios.webs.com/

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HarryWever
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Posted: 8th Jan 2016 13:26
nice assets.. thank you...
love the tanks...

Harry
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Voodoo
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Posted: 8th Jan 2016 13:45
IT#S NOT THAT I LOVE THANKS BUT I WOULD LIKE TO HAVE FEEDBACK
in order to improve and after all my models are for free
visit my homepage to download 3D Content
http://voodoogstudios.webs.com/
Lance
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Posted: 8th Jan 2016 15:13
I just downloaded your new assets and I like them . I do have your other assets and am using them too .
Sorry for not thanking you before .
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Pirate Myke
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Posted: 8th Jan 2016 16:02
Very nice, these are great models.
They are coming into the editor as dynamic instead of static. That can be fixed in the FPE file.

NB base 6 is offset from insert point in the editor.

Again more glowing bits with the _i texture will make them pop more.

Thank you.
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Bolt Action Gaming
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Posted: 8th Jan 2016 16:56
I'll check them out tomorrow - I have a practice tonight and can't dedicate the time to it.

But I know that piratemyke's observation about static/vs dynamic is one thing I've noticed in the past with your models. I kind of took it for granted and meant to bring it up myself.

So if you're looking for a more critical eye I'll be happy to provide some very grounded input but I generally avoid that on this forum since I feel like most people don't want to have their work critiqued.

SMS
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Posted: 8th Jan 2016 17:27
Nice models. I like the look. They seem like they are really efficient (good use of textures...) but I don't know how to check this for sure. Probably file size is a good indicator... and the models are definitely small... Efficiency rules!
sacdaly
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Posted: 8th Jan 2016 21:26
These are great thanks just started on a new sci fi map will defo be using these cheers
s clarke
Isagabe
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Posted: 9th Jan 2016 07:01
On behalf of the silent masses that cannot model, Thank you. Those creating sci-fi games are indeed fortunate.
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Posted: 9th Jan 2016 08:47
Nice work. They remind me of my first game Starsiege Tribes , in style.
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synchromesh
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Posted: 9th Jan 2016 09:00
Great Models !!
We really don't have much sci fi stuff so please don't give up ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Tarkus1971
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Posted: 9th Jan 2016 10:11
excellent stuff voodoo, thank you.
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Bolt Action Gaming
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Posted: 9th Jan 2016 16:38
I appreciate the scifi stuff, greatly. So the critique:

The buildings make a good supplement to existing stuff you've put out as they have a few that you can enter, which is good. Some of the items are a little redundant, like the bridge, but a lot of the items fill a specific niche which is good. A few little issues with the lights - like the way they face by default seems to be the opposite of what they should be (they face up, they should face down shouldn't they?) though that's a minor inconvenience.

Colors are a bit dark; I'd like to see you try something with some streaks of color like reds or blues or yellows. This way we could have some differentiation on the textures.

One thing that seems a bit off is the tanks (the cylinders) seem to have a hard time shading in the engine. The cylinder seems to have a very chunky set of sides and so the shading gives it definitive stripes of color. It's textured well and the model looks good itself so I don't know why that's occurring.


I've highlighted what I'm talking about here.

I really appreciate the work and hope this type of constructive criticism helps.
Voodoo
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Posted: 9th Jan 2016 17:09
Thanks,
regarding the cylinders, i think this is a Blender problem, if i increase the number of sides of the cylinder, the begger gets the number of faces and the weight of the model.
i think that i need another program for cylinders.
Yeah you're right about the colors, i'm working on something lighter.
didn't understand though the topic with the Lights facing Up.
Thank you very much, i need these kind of feedback to improve.
visit my homepage to download 3D Content
http://voodoogstudios.webs.com/
Bolt Action Gaming
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Posted: 9th Jan 2016 18:19
With blender, you should probably add a subdivision surface to help ease that out.
Belidos
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Posted: 9th Jan 2016 20:06
Quote: "Thanks,
regarding the cylinders, i think this is a Blender problem, if i increase the number of sides of the cylinder, the begger gets the number of faces and the weight of the model.
i think that i need another program for cylinders.
Yeah you're right about the colors, i'm working on something lighter.
didn't understand though the topic with the Lights facing Up.
Thank you very much, i need these kind of feedback to improve."


When creating in blender did you smooth your models? When in object mode highlight the object you want to smooth and on the T menu there should be a smooth button, this rounds off the edges and vertices so that when it renders you don't see them as sharp edges
Voodoo
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Posted: 10th Jan 2016 09:34
Alleluja,
done, smoothened, thanks thanks thanks
as you see comments help
visit my homepage to download 3D Content
http://voodoogstudios.webs.com/
vrg
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Posted: 10th Jan 2016 10:28
Great stuff Voodoo nice work thanks
nuncio
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Posted: 10th Jan 2016 15:12
really nice stuff! i like this. if you need some feedback i would suggest to make them static (red). the rest is nice, nothing to complain
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Dosedmonkey
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Posted: 11th Jan 2016 22:11
Thx
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Housetroll
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Posted: 13th Jan 2016 03:51
Great stuff! It's not that I don't appreciate all the free stuff, but I have severe ADD and get easily side-tracked. If I don't thank you, its because I got side-tracked then forgot completely. Really appreciate all the hard work you've put in. I'm going to have to start putting in some of the stuff I've come up with - if I remember the next time.
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geistschatten
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Posted: 18th Jan 2016 05:05
The style of these worked perfect with some existing media I had laying around.

Thank you again for all the amazing work you do!

No criticisms about any of your model sets. I did enjoy the stairs you did with the recent building set. Maybe more like that and/or outdoor archways. I really like the small feeling that mega-sized structures give the player.

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JackalHead
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Posted: 18th Jan 2016 16:14 Edited at: 18th Jan 2016 16:29
Even with smoothed models. I have this happen in GG. Its a GG issue. Also I dont know how you guys are getting your lights to actually glow. Ive set my textures to black and white with pure white for lights and set them to _I and still they dont glow when set to high in GG. They just look solid color and dont dem when darkened, but do not put off a glowing effect. The actual texture files are in DDS 1 format. This is the PNG coppies.
"So let it be written; so let it be done."

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Belidos
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Posted: 18th Jan 2016 17:26
if what I read recently is right it's because your background is 00,00,00 black, the _I textures don't work with pure black, try changing the black areas to 01 01 01 (very dark grey). I might be wrong though, I haven't tried myself, its just something I read a while ago.
JackalHead
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Posted: 19th Jan 2016 00:56
Hmmm nope, I set the background to dark grey instead of black and still doesnt really glow. Also red lights turn to pink. So if any ones knows how to make an actual glowing light please let me know.
"So let it be written; so let it be done."
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wizard of id
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Posted: 19th Jan 2016 06:11 Edited at: 19th Jan 2016 06:13
Quote: "Thanks,
regarding the cylinders, i think this is a Blender problem, if i increase the number of sides of the cylinder, the begger gets the number of faces and the weight of the model.
i think that i need another program for cylinders.
Yeah you're right about the colors, i'm working on something lighter.
didn't understand though the topic with the Lights facing Up.
Thank you very much, i need these kind of feedback to improve."


I figured I would help out here quickly. Object smoothing if you would, just adds more polygons in my 3d editor, it is not suited to it.May not be be called the same in blender. What you should be doing is calculating normal's so that all faces light/shadows are calculated consistently by the model editor, for use in gameguru.


Quickly imported a model with no normals same polygon count, quite the difference.



In blender you should do the following.


Adding object normals means you can use a 12 face cylinder (before triangulation doubles to 24) apply normal and it would appear perfectly smooth.

I just though I will assist here, since information regarding subdivision would improve look is the wrong, it only applies to non cylindrical shapes but even then subdivision is best used to bake normals on a lower polygon model from the high detail one, High polygon models does not improve how the model looks if you throw normals into the mix, a 24 polygon cylinder is going to look exactly the same as 96 polygon cylinder if normal are calculated you would not be able to tell the difference.


Bet you can't tell me which one is 8500 polygons :p
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Belidos
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Posted: 19th Jan 2016 08:05
thanks for that wiz, very helpful.

(its not the middle for sure because i can see sharp edges on the bend in that one)
Belidos
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Posted: 19th Jan 2016 08:10
hmn what version of blender do you use? just tried to recalculate normal and its not listed under normal for me, also tried smoothing a cylinder and it didn't increase the poly count, maybe later versions have a smart smooth that works like recalculate does?
Belidos
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Posted: 19th Jan 2016 08:17
ignore my last post, I was looking in the wrong menu and smoothing dud increase the poly count, I was reading the wrong number, far too early for the modelling malarkey lol

thanks again for the advice
wizard of id
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Posted: 19th Jan 2016 08:18
Quote: "(its not the middle for sure because i can see sharp edges on the bend in that one)"

Lol middle one is 8500 left and right is both 2500
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AuShadow
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Posted: 19th Jan 2016 08:48
Thanks for that wizard , never knew
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Belidos
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Posted: 19th Jan 2016 09:31 Edited at: 19th Jan 2016 09:39
Quote: " Lol middle one is 8500 left and right is both 2500 "


I know, I was being sarcastic because I had foiled you and spotted the 8500 poly model

I think my sarcasm failed because I forgot to end the sentence with a lol
seppgirty
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Posted: 19th Jan 2016 23:53
Thanks for sharing.
gamer, lover, filmmaker
Honkeyboy
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Posted: 22nd Jan 2016 15:18
Im using your stuff a lot Voodoo cheers m8 , really nice Stuff
Super Clark
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Posted: 23rd Feb 2016 19:08
Thanks for the freebies mate nice work
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