Going to the Art Institute of Vancouver studying 3D Modeling for Animation and Games. Gamer on the side (When homework doesn't control my existence). Want modeling help? Give me a shout! Fav Game: TC:E (True Combat:Elite a tactical realism shooter). Unreal fan. Nu-Metal <3
Yeah, self explanatory.
It's too bad JPEG and such picture formats eat quality and kill depth in pictures. These were taken 1024 X 768 at 1000 P/cm on production quality rendering.
Workwise
Model - 30 minutes with tweeking.
UV - another 30 again with tweeking
Texture/Bump/Spec - Lol at bout 20 mins and lots of tweaking
Overall I really should put some time into the handle instead of a smudge colour with a tad of bump. I like the spec and rust but there doesn't seem to be enough and I may want to make the spec a tad lower. Geo is right around 800 Poly for reg and 3000 for smoothed. It is made of quads and only quads. F triangles and all they stand for.
It took 5 minutes to render at fine quality for a Mental ray occlusion render, so I didn't bother posting its 10 MBness... lol...
The rust doesn't shine :D
Dude, that's so ******* pro.
If you want a HL1 compile as a crowbar, hit me up :]
If I want a HL1 compile? (Sorry my source/goldsource lingo sucks, I've been using UT3 the last while give me a break :P).
The hilt still bugs me but Ima lazy bastad'
Ah, no problem. Well, basically, a compile is making something work ingame.
Ok damned your source/goldsource XD. The crowbar has some of the worst animations ever in the history of both the ID-Tech spinoff engines and the Source engine in general. :D.
Looks pretty nice.
But why did you render the same knife side by side?
Wouldn't it be better to 'flip' the knife and get both sides shown?
Both sides are nearly the same. One of these knives is 2200 polygons less then the other XD.
It was built to smooth but still be usable on weaker engines.
It's based off something from an game so IDK what they were going for with the handle. I'll either make it wood or wrapped, but atm the brown smudge that is the hilt is wtf it wants to be. Wood is easy to make realistic (Both self made on photo or using RL textures), but metal and such harder materials are not, being why I spent more time on the blade.
I don't usually see full wood handles on a blade such as that.
It could work though. Perhaps something more like a Kabar knife handle or the classic Katana wraps?
Kabars are more modern day, and wraps are more Asian style or loose style. Wood handles with burned in metal blades that have been soaked to grip seem more this time peroid (For this kind of shotty knife nyways).
I've reworked the blade a tad but mainly I'm working to make the hilt look more worn and made of SOMETHING.
Burned in? You mean like a full tang?
Or am I thinking of something else?
I mean hot metal searing into a poorly carved hole in a wood hilt.
Somehow that doesn't seem too effective. :/
That's why most ppl preferred metal XD
I can see what you mean by the different poly counts. You can see the difference near the tip of the blade.
needs some work
I'm glad you took the time to write your deep thoughts guy who joined this website around 2 weeks ago.
You don't want to know what I really think.
Meh, at least your models look better.
oh, wait...
You act like you know what your talking about.
At least make a statement or critic instead of random mesteriouso. It works better when commenting on pictures.
who likes smurfs anyways?
They are just random things I've done; they are not the only things. Quit trolling this page and comment on what you are talking about not in general to my profile. If you don't like it then don't comment here at all.
You can delete comments...
But that only gives them the satisfaction of being inconspicuous. I like the stupidity to run rampant on my profile. Let em all see.