Interest in models

Post » Sat May 28, 2011 6:54 am

Here's one of my favorites. Also one of my biggest by poly count, yet it was surprisingly simple to fix compared to some of the others. It originally weighed in at a hefty 96,276 polys, but I managed to get it down to 2,957. I think I dislocated my shoulder patting myself on the back for this one. :biglaugh: And it still looks pretty damn nice, if I do say so myself.

http://i4.photobucket.com/albums/y131/Skinjack/GiltWingSword.jpg
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Bedford White
 
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Post » Sat May 28, 2011 1:58 am

Yet another one. I had to build this one from scratch in Max because it was a real mess trying to reduce and fix it the same way I did the others. But it gave me more practice making things in Max, even though it is relatively simple. Let's see, so far I've fixed 13 of my models originally done in SolidWorks, and in the process I've shaved off 275,507 polys. Not too bad so far.

http://i4.photobucket.com/albums/y131/Skinjack/PaladinsMace.jpg
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Susan Elizabeth
 
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Post » Fri May 27, 2011 11:43 pm

http://i4.photobucket.com/albums/y131/Skinjack/GiltWingSword.jpg

Wow, I like that!
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Ebou Suso
 
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Post » Sat May 28, 2011 1:45 am

This one took forever. I probably could have modeled it from scratch faster, but I still don't think I'm good enough in Max to pull that off. Anyway, from 52,436 polys to 2115. I could get this down below 2K, but I really like the raised "sergeant" stripes at the top of the handle. I suppose I could do it both ways if anyone really didn't like them.

http://i4.photobucket.com/albums/y131/Skinjack/DragonsBane.jpg
http://i4.photobucket.com/albums/y131/Skinjack/DragonsBane1.jpg
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Phillip Hamilton
 
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Post » Sat May 28, 2011 1:16 am

:shocking: :shocking: :shocking: You can model like that Skinjack??? :shocking:
OMG I love you!!!!!!!!!
*adding Skinjack to his top 5 modders*
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Lizs
 
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Post » Fri May 27, 2011 11:50 pm

:shocking: :shocking: :shocking: You can model like that Skinjack??? :shocking:
OMG I love you!!!!!!!!!
*adding Skinjack to his top 5 modders*

Eh, I wouldn't get carried away with that. All I can do is model. No mapping yet, no texturing, CS handicapped, and script illiterate. And, old dog that I am, it takes me forever to figure things out these days. But once I get all of my models minimized, I'm going to tackle the mapping. I have a week off at Christmas. That sounds like an ideal time to sit down and figure it out.
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MatthewJontully
 
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Post » Sat May 28, 2011 7:22 am

Well, for some your models no need to make a very hard texture. It can be all black, for example.
Like http://s262.photobucket.com/albums/ii100/GreatKalian/Morrowind%20Screens/?action=view¤t=Morrowind2009-08-3118-00-34-26.jpg. Btw, did you do UV maps for models ?
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Zualett
 
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Post » Sat May 28, 2011 8:44 am

Well, for some your models no need to make a very hard texture. It can be all black, for example.
Like http://s262.photobucket.com/albums/ii100/GreatKalian/Morrowind%20Screens/?action=view¤t=Morrowind2009-08-3118-00-34-26.jpg. Btw, did you do UV maps for models ?

Hi Kalian,
Sorry, I haven't started with the uvmapping yet. My weekends, such as they are, tend to get a bit hectic. I think I'm going to fix all of my models first, then move on to mapping. Unless I get burned out on fixing them. Then I'll try mapping for a change of pace. As stated above, I'm shooting for the week between X-Mas and New Years, since I usually get that time off, to map everything. But don't worry. The two you picked out are first in line.
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MR.BIGG
 
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Post » Fri May 27, 2011 9:11 pm

Oh, okey. No need to hurry up, heh. I'll be waiting for models, heh.
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Chad Holloway
 
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Post » Sat May 28, 2011 7:37 am

Eh, I wouldn't get carried away with that. All I can do is model. No mapping yet, no texturing, CS handicapped, and script illiterate. And, old dog that I am, it takes me forever to figure things out these days. But once I get all of my models minimized, I'm going to tackle the mapping. I have a week off at Christmas. That sounds like an ideal time to sit down and figure it out.


Well, I'm talking about modeling. :)

If you need any help with building a place to stick your weapon in feel free to give me hint! ^_^
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noa zarfati
 
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Post » Fri May 27, 2011 11:54 pm

UVW unwrapping svcks!!!!! :swear: :banghead: I've spent the better part of the weekend since I got home Friday trying to figure this stuff out. Any good tutorials for Max out there? Not for dummys. I think I fit better in the simpleton/dolt category. Did I mention UVW unwapping svcks?
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Steven Nicholson
 
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Post » Sat May 28, 2011 8:57 am

Em.. maybe this:
http://www.biorust.com/index.php?page=tutorial_detail&tutid=85
http://cg-india.com/tutorials/3dsmax_tutorials_uvmapping.html
?
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Ludivine Poussineau
 
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Post » Fri May 27, 2011 6:40 pm

OK, making a little (stress little) progress on UVW unwrapping. PITA!!!! But before I go too far I want to check the models in-game to make sure they are scaled and positioned right. Then I'll unwrap them. So, in the CS I load the esm's, click on the Seyda Neen Census Office cell and.... nothing. I can't get anything to show up in the viewport. I even select an object in the cell from the list and click C and/or T and it still shows nothing. Any ideas? I'm running this on my laptop, which only has graphics through the motherboard, so I was thinking that might be a problem. But I'm pretty sure I've used the CS on the laptop before without any problems, so I'm clueless as to what's going on here.
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Elina
 
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Post » Sat May 28, 2011 8:37 am

OK, making a little (stress little) progress on UVW unwrapping. PITA!!!! But before I go too far I want to check the models in-game to make sure they are scaled and positioned right. Then I'll unwrap them. So, in the CS I load the esm's, click on the Seyda Neen Census Office cell and.... nothing. I can't get anything to show up in the viewport. I even select an object in the cell from the list and click C and/or T and it still shows nothing. Any ideas? I'm running this on my laptop, which only has graphics through the motherboard, so I was thinking that might be a problem. But I'm pretty sure I've used the CS on the laptop before without any problems, so I'm clueless as to what's going on here.


Had the same problem with old partition, posted about it, but apparently no one knew what the problem was. :( This was not the case with me, but try this. Go to options, preferences and set the clipping distance to max (far). Also click on render settings, doesn't mean anything to me, but you might see something there.
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Paula Rose
 
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Post » Sat May 28, 2011 10:40 am

I'm drooling. Sweet! :mohawk:

But this one is very disturbing: http://i4.photobucket.com/albums/y131/Skinjack/spine4.jpg
You better at least give this one a 100 point thrust rating. OUCH!
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Kit Marsden
 
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Post » Sat May 28, 2011 2:24 am

I'm drooling. Sweet! :mohawk:

But this one is very disturbing: http://i4.photobucket.com/albums/y131/Skinjack/spine4.jpg
You better at least give this one a 100 point thrust rating. OUCH!

That would be Dagoth's Spine. I've got a pic of it somewhere being exercised on Fargoth. :D

Thanks for the advice, ChakaZG. I'll try that next time I get into the CS. Right now I'm going to get back to unwrapping.
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Natalie J Webster
 
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Post » Sat May 28, 2011 10:23 am

That would be Dagoth's Spine. I've got a pic of it somewhere being exercised on Fargoth. :D

Thanks for the advice, ChakaZG. I'll try that next time I get into the CS. Right now I'm going to get back to unwrapping.


Well. I'm afraid it's not likely to be a problem, but why not check I guess. :shrug: Good luck with further fiddling with UVW. :)

Btw, you have any special wish for location of house's location?
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krystal sowten
 
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Post » Sat May 28, 2011 2:50 am

Well. I'm afraid it's not likely to be a problem, but why not check I guess. :shrug: Good luck with further fiddling with UVW. :)

Btw, you have any special wish for location of house's location?

No specific location in mind yet. Any suggestion? I'm thinking Solstheim somewhere. The architecture is kind of like Santa's workshop, so the location would be appropriate.

I redid parts of the model, so I'll get that out to you after I map it. Thanks again for offering to help with it.
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Kate Schofield
 
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Post » Sat May 28, 2011 6:20 am

No specific location in mind yet. Any suggestion? I'm thinking Solstheim somewhere. The architecture is kind of like Santa's workshop, so the location would be appropriate.

I redid parts of the model, so I'll get that out to you after I map it. Thanks again for offering to help with it.


Agreed on Solstheim, I'll check a bit over for some nice looking location. :) In fact I have one in mind already. ^_^

Keep up your great work on weapon models, and take your time with house, that part is only optional. In fact, I can use provided model as surrogate one and make the surroundings and just replace the model when it's done. Interior can be made as well, so I have a whole lot of work if I pick it up, before you decide to move on to the house model. :)

Only one thing. Should I make it only Morrowind parented?
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carly mcdonough
 
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Post » Sat May 28, 2011 5:45 am

Agreed on Solstheim, I'll check a bit over for some nice looking location. :) In fact I have one in mind already. ^_^

Keep up your great work on weapon models, and take your time with house, that part is only optional. In fact, I can use provided model as surrogate one and make the surroundings and just replace the model when it's done. Interior can be made as well, so I have a whole lot of work if I pick it up, before you decide to move on to the house model. :)

Only one thing. Should I make it only Morrowind parented?

I'm not sure. I don't see any reason why they would need to be expansion dependent, but I don't know enough about what additions they make to the game to give a definitive answer on that. Your call, unless others decide to weigh in on the topic one way or another.
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Irmacuba
 
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Post » Sat May 28, 2011 11:00 am

I'm not sure. I don't see any reason why they would need to be expansion dependent, but I don't know enough about what additions they make to the game to give a definitive answer on that. Your call, unless others decide to weigh in on the topic one way or another.

If you decide to put the building on Solstheim, then you should make it dependent on Morrowind and Bloodmoon esms. Unless you don't mind a shop floating out over the sea where the island would be for non-Bloodmoon users. :P
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Katie Louise Ingram
 
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Post » Sat May 28, 2011 6:58 am

If you decide to put the building on Solstheim, then you should make it dependent on Morrowind and Bloodmoon esms. Unless you don't mind a shop floating out over the sea where the island would be for non-Bloodmoon users. :P

D'oh!
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Rusty Billiot
 
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Post » Sat May 28, 2011 3:33 am

That's only logical. :P I meant, if you'll want some weapons to have fancy scripts for effects or something, since I heard some scripts can't be made without Tribunal, tho I have no idea which scripts are those. I'll make only Bloodmoon dependent for now, if it will be needed Tribunal dependency is easily added.
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^~LIL B0NE5~^
 
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Post » Sat May 28, 2011 2:19 am

That's only logical. :P I meant, if you'll want some weapons to have fancy scripts for effects or something, since I heard some scripts can't be made without Tribunal, tho I have no idea which scripts are those. I'll make only Bloodmoon dependent for now, if it will be needed Tribunal dependency is easily added.

Yeah, I'd just go ahead and do all three to begin with. That way it covers all the bases for scripting, etc. Not that I know how to script.
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JAY
 
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Post » Fri May 27, 2011 8:30 pm

ChakaZG is kindly helping me put a place together for these weapons once I get the models done. I think it has great potential, so I figured I'd post a pic or two..

http://i4.photobucket.com/albums/y131/Skinjack/pic1-1.jpg

Hopefully it will look something like this when done.

http://i4.photobucket.com/albums/y131/Skinjack/magetower.jpg

Now I just need to figure out the mapping for this thing.
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Kira! :)))
 
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