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August 11, 2005, at 06:06 PM by bjarne
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Img: b17_in_game.jpg

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August 11, 2005, at 06:06 PM by bjarne
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August 11, 2005, at 06:05 PM by bjarne
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The 512*512 UV mapping. The model looks awfully Tron-ich with this as a texture :D

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The 512*512 UV mapping. The model looks awfully Tron-ich with this as a texture :D

I realised I'm not a naturally gifted texturer. And as jv_map offered to do the texture, I thannkfully allowed him to. And a nice job he did! Here is the completed model in full blasting action in Medal of Honor: Allied Assault:

Img: b17_in_game.jpg

Yes, Medal of Honor: Allied Assault normally don't have working aircraft, but since jv_map made his "Sky is the limit" mod for it: it now does.

July 22, 2005, at 02:18 AM by bjarne
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Complete model. 1789 polygons.

to:

Complete model. 1789 polygons.

Hmm... Placing the UV mapping on a 512*512 texture may not be enough. The B17 is rather big now that I think of it. I may have to increase to 1024*1024.

The 512*512 UV mapping. The model looks awfully Tron-ich with this as a texture :D

July 21, 2005, at 01:28 PM by bjarne
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I asked in the .Map forum if anyone needed a model. That way I could train modeling and make some use of it as well. jv_map wanted more planes for his "Sky ir the limit"-mod.

to:

I asked in the .Map forum if anyone needed a model. That way I could train modeling and make some use of it as well. jv_map wanted more planes for his "Sky is the limit"-mod.

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Around 1400 polygons at this point.

to:

Around 1400 polygons at this point.

Oki dokie. The modelling is done. I still havent figured out the smoothing groups... I gan smooth faces, but I havent figured out how to assign smoothing to separate areas ( I cant get creases between 2 areas ).

Complete model. 1789 polygons.

July 21, 2005, at 01:05 AM by bjarne
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July 21, 2005, at 01:04 AM by bjarne
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Starting to create a beast-mecha

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Beast-mecha

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Modeling complete.

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Modeling complete.

Boeing B17G? Flying Fortress

I asked in the .Map forum if anyone needed a model. That way I could train modeling and make some use of it as well. jv_map wanted more planes for his "Sky ir the limit"-mod. So here is the start of a B17G? model:

Around 1400 polygons at this point.

July 19, 2005, at 04:58 PM by bjarne
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Vladimir in the Sentinel Song project doodled this mecha in a meeting a few months back. I think its cool, even if it never makes the game, so I decidet to try making it.

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Vladimir in the Sentinel Song project doodled this mecha in a meeting a few months back. I think its cool, even if it never makes the game, so I decided to try making it.

First render of an early stage of the mecha.

Here I've completed the modeling and made a brutal UV mapping by projecting the model onto the original drawn scetch I worked from. As it was done in ink an watercolor: I added some "Toon ink edges" to the render :)

Modeling complete.

July 10, 2005, at 08:16 PM by 213.180.87.82
Changed lines 38-43 from:

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Starting to create a beast-mecha

Vladimir in the Sentinel Song project doodled this mecha in a meeting a few months back. I think its cool, even if it never makes the game, so I decidet to try making it.

July 08, 2005, at 04:39 PM by bjarne
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(:toc:)

July 08, 2005, at 04:36 PM by bjarne
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But as soom as I merged the Armatures, it was smooth sailing again.

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But as soon as I merged the Armatures, it was smooth sailing again.

July 08, 2005, at 04:35 PM by bjarne
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The texture with the UV-map superimposed.

to:

The texture with the UV-map superimposed.

My first character rigging and skinning

This guy gave me a huge headache as the skinning seemed to be lost, and I couldent understand why... But the problem was that I was trying to use multiple "Armatures" for the skeleton. I made one for each arm and leg and so on, and parented them to the spine. It kind of worked, but only for the bones, as soon as I tried parenting the "Armatures" to the mesh, only the last parented Armature worked.

But as soom as I merged the Armatures, it was smooth sailing again.

Look how happy the geezer got when he worked:

July 08, 2005, at 11:35 AM by bjarne
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This time its a poly count of 146 :) ( Had to count them manually as I still havent found a counter in blender :) )

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This time its a poly count of 148 :) ( Found the poly counter, but it is a face counter. So unless the model is triangulated, it will not show you what you want :) )

July 07, 2005, at 10:36 PM by bjarne
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The texture:

to:

The texture

July 07, 2005, at 10:35 PM by bjarne
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This time its a poly count of 146 :) ( Had to count them manually as I still havent found a counter in blender :) )

July 07, 2005, at 10:30 PM by bjarne
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First try with blender

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It's supposed to be a low-poly game model.

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It's supposed to be a low-poly game model.

Second try with blender

This time I really tried to make it low-poly.

Some blender mesh screens.

The texture:

The texture with the UV-map superimposed.

July 06, 2005, at 03:58 PM by bjarne
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July 06, 2005, at 03:56 PM by bjarne
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...no not really... at least not yet...

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Img:delorean_render_test.jpeg Δ

My first ever 3D model. Made in Blender just to see how hard it was... And it was hard as hell as every single step was new to me :)

Havent found a poly counter in Blender, so I have no idea how heavy the model is. The UV-map is 128*128 pixels. It's supposed to be a low-poly game model.

May 05, 2005, at 07:35 PM by bjarne
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Images

...no not really... at least not yet...

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Page last modified on August 11, 2005, at 06:06 PM