3rd Party Models/Media Chat / some models i created

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HarryWever
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Posted: 8th Jan 2014 18:06
Hello,

I want to share some models i created. Its just a few. i try in the coming periode to show some more models i made.

I really hope you like it



First the big one's

A lighthouse with a spiral stair and a extra room at the top.





























Gr

Harry Wever
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HarryWever
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Posted: 8th Jan 2014 18:10
Next is also a big one.



A oil_platform with entrance in the tube with spiral stair to the top and some buildings with stairs etc.

























Gr

Harry Wever
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Emrys
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Posted: 8th Jan 2014 18:35
Great work ! Looks like you've been busy



Are these for a game idea or just for fun?



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HarryWever
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Posted: 8th Jan 2014 19:12
thanks



Yeah i have a lot more to show.



The most i made are just for fun.

and maybe something for the store.

But i also have a game idea.



Gr

harry wever
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Dunvel
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Posted: 8th Jan 2014 20:52
Woa. Those look great!! The oil platform alone can make for some nice scenes and even games! Well done!
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HarryWever
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Posted: 9th Jan 2014 10:38
These are bunkers and bunker houses first the large one, with rooms and stairs to the top. i also attached a video of that model.

They all share the same texture map.



















the video : http://wever.home.xs4all.nl/images/fps/made/bunkerlarge.WMV



gr
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HarryWever
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Posted: 9th Jan 2014 10:42
smaller ones





























Gr
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HarryWever
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Posted: 9th Jan 2014 10:43










Gr
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HarryWever
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Posted: 9th Jan 2014 10:45
and a watchtower.



















Hope you like them!
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Slim Tonone
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Posted: 11th Jan 2014 00:28
Looking good!
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HarryWever
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Posted: 11th Jan 2014 13:25
A fantasy column with Fence.

Still working on other objects such as walls etc for that clomumn.









Gr

Harry
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HarryWever
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Posted: 11th Jan 2014 16:55
I tested also the fence anim.

It just a little bit fast, but it works.





http://wever.home.xs4all.nl/images/fps/made/fence_anim.mov





Gr

Harry Wever
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granada
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Posted: 11th Jan 2014 19:49
Quote: "I tested also the fence anim.

It just a little bit fast, but it works."


Thats cool,i had the same thing with my windmill.I think with a little work it will be ok .



Dave

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HarryWever
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Posted: 13th Jan 2014 23:04
The gargoyle i made is finished. Finally.. That was for me really a pain to texture.













In Fps Reloaded











Gr
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almightyhood
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Posted: 13th Jan 2014 23:17
they look great m8, welldone. I cant get my head around modelling lol..

have fun stay safe

hood
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granada
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Posted: 14th Jan 2014 17:58
That little scene has a nice look to it .



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HarryWever
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Posted: 17th Jan 2014 11:20
a video of the gargoyles

Now with some gravestones









Gr
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HarryWever
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Posted: 24th Jan 2014 22:49
I added a eagle circeling above. I still am working on the wings to flap.







Harry
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BioDragonlord
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Posted: 25th Jan 2014 12:19
That's awesome how did you get th egele to stay of there and move ..

Also I noticed that you they where moving in your 2d editor... how

Bring It On

HarryWever
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Posted: 25th Jan 2014 17:27
To stay in the air is the same as placing a rock in the air.

With the page up key i moved it in the air, and then its stays there.

The animation is made in a 3d program. just a simple circle.



In the fpe script you can set playineditor to 0 or 1.



Gr

Harry
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BioDragonlord
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Posted: 26th Jan 2014 01:14
right that make much more sense now....



thank you,,, are you using blender?

Bring It On

HarryWever
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Posted: 27th Jan 2014 21:06
some other objects animated.

one kind of electro motor with meter.

And a air conditioner. also animated.

See video

The animation in game is really smooth.

Best to watch on youtube in 720







Gr

Harry

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almightyhood
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Posted: 27th Jan 2014 21:09
hahaha awesome even the little dials move that's so cool...

have fun stay safe

hood
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HarryWever
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Posted: 27th Jan 2014 21:12
The photo of the two objects

Harry
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J0linar
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Posted: 27th Jan 2014 21:29
Looking nice, especially the animated models

http://j0linar.carbonmade.com/
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HarryWever
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Posted: 2nd Feb 2014 23:53
Some new models i working on.

Beach houses and cabins.



Gr



Harry

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HarryWever
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Posted: 2nd Feb 2014 23:53
Overview

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HarryWever
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Posted: 2nd Feb 2014 23:54
More

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HarryWever
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Posted: 2nd Feb 2014 23:54
The last photo

Harry
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HarryWever
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Posted: 2nd Feb 2014 23:55 Edited at: 2nd Feb 2014 23:56
another one

Destroyed House

Harry
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HarryWever
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Posted: 2nd Feb 2014 23:56
destroyed house with some bricks

Harry
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TattieBoJangle
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Posted: 3rd Feb 2014 00:01
Nice !

Teabone
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Posted: 3rd Feb 2014 01:42
Fantastic work, your bunkers put mine to shame lol

HarryWever
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Posted: 24th Feb 2014 19:07
Now i am working on some cars.

I first made them correct, then after that i will deform it, so it looks like wrecked cars.



This one is a pontiac













Gr

Harry

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Emrys
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Posted: 24th Feb 2014 19:33
They all look great Harry !



Can't wait to see the finished Pontiac



PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 3GB

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Spotaru
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Posted: 24th Feb 2014 20:14
Very nice looking models. The car looks awesome so far.



Quote: " Can't wait to see the finished Pontiac "




I second that
KajoCat
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Posted: 24th Feb 2014 22:54
can be that too sometime, somewhere download

it looks so great.

https://www.facebook.com/RPGMVXA?ref=hl
HarryWever
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Posted: 25th Feb 2014 00:11
Thanks all



Just to see how its going to be.

with a symetry modifyer and smooth on.







Gr



Harry

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Emrys
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Posted: 25th Feb 2014 09:13
Symmetry is a very handy tool !



I gather you use 3ds max as well?



PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 3GB

Laptop - Windows 7 32Bit, Intel Core 2 Quad Q9000, 4GB Ram, 500Gb WD, ATI Mobility Radeon HD 4850
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HarryWever
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Posted: 27th Feb 2014 23:26 Edited at: 27th Feb 2014 23:27
Its starting to look old.

Its not finished, but getting there..

I am around 9000 poly now, i hope thats not to much!!!







Gr

Harry
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Emrys
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Posted: 28th Feb 2014 10:33
I was told just recently 5-6k for a character and lot less for other models.



The reloaded docs state 'max. of 6k poly for characters' and '500 poly for general models'.



I know you want to keep models as low poly as possible but I think 500 poly is a bit low.



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rolfy
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Posted: 28th Feb 2014 11:16 Edited at: 28th Feb 2014 11:44
The figures on max poly's are just an average guide, it of course depends on the complexity of the model and it's use in game. All the same 9000 poly's for a medium sized static prop may seem high, if you show a wireframe we might get an idea on where you could lose a few of those (I can already see where you could lose some from the wire you show above), once you add the other LOD its likely to come in at a lot more. Since your working in quads the mesh will be triangulated on export to .x and you really got 18000 faces in there (which is getting close to crashing Reloaded) unless you already got poly counter set to faces. Nice work all the same

Lee-"...and before you know it you're a shader coder!"



rolfy-"Coding...To me this is the Dark Arts..don't blame me when something Evil comes to claim y'all if I dabble in it"
HarryWever
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Posted: 28th Feb 2014 11:54
Hi thanks for the response.

Polycounter is already set to triangles.

I broke up the model in pieces and will show it below.





first the body 5100 poly (triangles)







The hood 369 poly









chair 108 poly x 2 = 216









dash 62 poly







steeringwheel 172 poly









mirrors and door knob 256 poly







rearwindow 160









frontgril 628







wheel 900 ( thats indeed much)









I made the wheel with more poly, because it was so chunkey with lower polys.



Gr

Harry

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rolfy
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Posted: 28th Feb 2014 12:15
Ok Harry you could lose a real bunch from the body,the hood and the wheels and still retain the shape and flow of your model. What you should do is consider using your higher poly there,even subdividing it and baking an AO to add to your base texture. There is too much for me to mark out for you just now, I got to go get some sleep



I will post later if you like or if it would help you could send me the model and I will do it for you so you can see first hand what I would do, it's up to you

Lee-"...and before you know it you're a shader coder!"



rolfy-"Coding...To me this is the Dark Arts..don't blame me when something Evil comes to claim y'all if I dabble in it"
Emrys
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Posted: 28th Feb 2014 12:40
If you do that Harry / Rolfy can you post up the after images, it's a great learning exercise.







PC - Windows 7 64bit, Intel i5, 12Gb Ram, 1TB WD Black, Evga Gefore 760gtx 3GB

Laptop - Windows 7 32Bit, Intel Core 2 Quad Q9000, 4GB Ram, 500Gb WD, ATI Mobility Radeon HD 4850
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HarryWever
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Posted: 28th Feb 2014 13:06
Thanks for the help Rolfy.

I will send you the files, and send also another car i made a couple years ago.

This one is really high poly.



If all are finnished, i will post them here as a free download.



a mustang









Gr

Harry
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rolfy
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Posted: 1st Mar 2014 00:09
PM'd you harry.

Lee-"...and before you know it you're a shader coder!"



rolfy-"Coding...To me this is the Dark Arts..don't blame me when something Evil comes to claim y'all if I dabble in it"
KajoCat
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Posted: 1st Mar 2014 01:01
I will have it, please I LOOVVVVVVVVVE it

good Work.

https://www.facebook.com/RPGMVXA?ref=hl
rolfy
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Posted: 1st Mar 2014 23:16
Sorry I haven't got back with this yet Harry, but sometimes I suffer severe ligament pains in my forearm...this is one of those times...just need to rest it for a day or two and will be ok
HarryWever
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Posted: 1st Mar 2014 23:46
Oh no problem at all ... I am already glad that i get some help.

Its not in a hurry.



I hope the pain is not to much.



Gr

Harry
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