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3D Competition - VIII


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#81 chrillen

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Posted 20 September 2005 - 01:04 AM

Dude, thats awesome. Looks great!

#82 adam123

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Posted 20 September 2005 - 01:47 AM

ok, just in case the recent hurricane knocks my power out for the remainder of the week, im going to post my product, i was inspired by a number of my favorite pieces, i really thought this model through so i was really proud of it, its not COMPLETELY done, there are still somethings i want to do with it in the future, but my skils as of now limit me and i wouldnt even know where to start

anyways, i hope u like this as much as i did making it!

and let me explain it a bit, its a spybug, it takes surveillence through its tiny cameras in the front (the globe) in the future it would be used by assualt teams againts the fight against crime

( i modeled it after a laddy bug if u didnt notice)

cooool, nice work BeaverElfeater :lol:

#83 bongoboy

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Posted 20 September 2005 - 11:07 AM

Groovy stuff mate.... Nice styles :)

I've done some more on mine

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#84 Av-

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Posted 20 September 2005 - 11:19 AM

nice entries guys, i love that spybug
i wonder how you did that circling wire chkristian?

#85 Ckristian

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Posted 20 September 2005 - 11:19 AM

Great stuff bongo!!

I'll probably start on mine tomorrow - Been trying to get back into programming and stuff that I haven't had time to work much on this one :)

And Nice model Beaver :D

EDIT:
@Avalanche - I just took a helical spline - put it under extrude nurbs - made it editable - then selected all polys and did an extrude with the "create caps" option enabled - Hope that helps :) Another slight variation to this would be using the helical spline a small square shaped spline and using the sweep nurbs - would give you a slightly different result though ;)

Edited by Ckristian, 20 September 2005 - 11:39 AM.


#86 BeaverElfeater

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Posted 20 September 2005 - 11:45 AM

Groovy stuff mate.... Nice styles :)

I've done some more on mine

hey bongo, is that splines or polys?

nice stuff btw

#87 bongoboy

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Posted 20 September 2005 - 11:51 AM

All poly... everyone drawn by hand. There's still a couple of shaky moments in there but they should be sorted soon.

It's a pain and you need patience, but it's ultimately satisfying! (like a good fart, the day after a strong curry) :)

#88 BeaverElfeater

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Posted 20 September 2005 - 11:56 AM

All poly... everyone drawn by hand. There's still a couple of shaky moments in there but they should be sorted soon.

It's a pain and you need patience, but it's ultimately satisfying! (like a good fart, the day after a strong curry) :)

lol wth????? funny thing is i kno EXACTLY what your talking about

but on a more serious note, when ur modeling that, how do u get all the pieces to match up so nicely?

Edited by BeaverElfeater, 20 September 2005 - 12:05 PM.


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Posted 20 September 2005 - 12:27 PM

i changed my mind, im entering, i just had a great idea :)
i hope i can finish it in time

#90 bongoboy

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Posted 20 September 2005 - 12:34 PM

but on a more serious note, when ur modeling that, how do u get all the pieces to match up so nicely?

Copy the points that make the edge - when you come to a seam - paste them and move them slightly down then start the next part of the seam from those points.

This way, both edges have the same amount of points in the same position. So that when you extrude the flat surface outwards the edges sit flush against one another.

The ones on the front are a bit shaky, but they're getting better the more I do... :)

#91 Av-

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Posted 20 September 2005 - 12:35 PM

i changed my mind, im entering, i just had a great idea :)
i hope i can finish it in time

#92 BeaverElfeater

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Posted 20 September 2005 - 02:15 PM

but on a more serious note, when ur modeling that, how do u get all the pieces to match up so nicely?

Copy the points that make the edge - when you come to a seam - paste them and move them slightly down then start the next part of the seam from those points.

This way, both edges have the same amount of points in the same position. So that when you extrude the flat surface outwards the edges sit flush against one another.

The ones on the front are a bit shaky, but they're getting better the more I do... :)

hmm, ok i hope it works the same way in maya, thanks!

#93 Av-

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Posted 20 September 2005 - 02:23 PM

hum, sry for double posting with 8 minutes between my two posts??
that was really weird....
delete 1 post and this one too if you like :)

#94 BeaverElfeater

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Posted 20 September 2005 - 03:26 PM

HEY BONGO THATS FROM I ROBOT!!

#95 bongoboy

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Posted 20 September 2005 - 03:30 PM

the penny drops... :D

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Posted 20 September 2005 - 03:59 PM

nice car, nice movie :)
are you gonna model will smith too :D ;)

#97 ludwigw

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Posted 20 September 2005 - 10:57 PM

Awesome n3's everyone :)

#98 SHIVMOO

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Posted 22 September 2005 - 04:12 PM

:( i am done...

mainly because i forgot about h.l.c and want to finish him...
and also because the model was starting to drag on a bit.. and i didnt really have the patience to finish it..

normal lighting final test renders-
http://img356.images...6/finals0bn.jpg
http://img356.images.../2finals8ac.jpg

final. final, photoshop drawn background :o
Posted Image
:D thats all folks ;)

#99 BeaverElfeater

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Posted 22 September 2005 - 04:38 PM

looks good shiv, a bit low poly, buy the ovarall scene is good, nice shot at texturing too

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Posted 23 September 2005 - 07:46 AM

could u give us a wireframe rendee, just wanna see what it looks like. i finished mine too, ill post some renders later today

jay, my 400th post :unsure:

Edited by Avalanche, 23 September 2005 - 07:51 AM.





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