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WIP: Stuff you are working on 2!

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Hmmm, i have try it whit "F5". But the result see on the Pic ;)

F5 only recalculates normals and does not define sharp and smooth edges. You have to manually select the faces that have sharp edges (i.e. straight and level surfaces) and hit "U". Curved surfaces should have smooth shading, select them and hit "I".

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F5 only recalculates normals and does not define sharp and smooth edges. You have to manually select the faces that have sharp edges (i.e. straight and level surfaces) and hit "U". Curved surfaces should have smooth shading, select them and hit "I".

Ok, thank you for the Help Soul_Assassin, i was try it now.

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if you're using O2 to model, you're my own personal hero.

Well yes, havent used anythign else than O2 to be honest, why? How does that make me a hero? O2 is easy as hell, I'd imagine there to be more complicated programs for PRO modellers, like Maya or something :p

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Well yes, havent used anythign else than O2 to be honest, why? How does that make me a hero? O2 is easy as hell, I'd imagine there to be more complicated programs for PRO modellers, like Maya or something :p

O2 is fairly impressive, especially for a free program. Max, Maya, and XSI (the ones I know how to use) are more powerful, though, and have more UI features that make modelling much faster and easier once you know how to use them.

For instance, to make that mesh, most of my time was spent messing around with trying to get the proportions right (I was measuring out 12 gauge in mm and figuring out some known lengths). Then I extruded a box a couple of times, created a mirror clone, and applied a bevel to the outside edge. After extruding the handle and doing a couple of different versions of that to get the look right, I cleaned up the meshflow and dealt with some shape issues and was finished what you see in about an hour. There was some more fiddling in there in places but that was basically how it went. I think in O2 I would have to pull more points, taking more time and adding to the complexity of the task.

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O2 is fairly impressive, especially for a free program. Max, Maya, and XSI (the ones I know how to use) are more powerful, though, and have more UI features that make modelling much faster and easier once you know how to use them.

(...)

Yep, but since you need O2 anyway to rig the model, knowing how to use O2 is mandatory, atleast that's what I keep telling me for not starting Blender tutorials or tryout out another modeller :p . Plus, I have the feeling I know myself around in O2 now and would have to learn alot of how it works with the other programs :( .

O2 also has "hidden" features. I never thought of using the merge Point option to create low-poly meshes for the other lods, it works pretty cool.

____

Some ideas on jungle paramilitary units (reskin) with mud approach

clean

http://i290.photobucket.com/albums/ll246/bla212/clean.jpg

earthen mud

http://i290.photobucket.com/albums/ll246/bla212/st2_2.jpg

dry mud

http://i290.photobucket.com/albums/ll246/bla212/st1_2.jpg

http://i290.photobucket.com/albums/ll246/bla212/st1.jpg

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Yep, but since you need O2 anyway to rig the model, knowing how to use O2 is mandatory, atleast that's what I keep telling me for not starting Blender tutorials or tryout out another modeller :p . Plus, I have the feeling I know myself around in O2 now and would have to learn alot of how it works with the other programs :( .

O2 also has "hidden" features. I never thought of using the merge Point option to create low-poly meshes for the other lods, it works pretty cool.

____

Some ideas on jungle paramilitary units (reskin) with mud approach

clean

http://i290.photobucket.com/albums/ll246/bla212/clean.jpg

earthen mud

http://i290.photobucket.com/albums/ll246/bla212/st2_2.jpg

dry mud

http://i290.photobucket.com/albums/ll246/bla212/st1_2.jpg

http://i290.photobucket.com/albums/ll246/bla212/st1.jpg

Man, if a 3d editor doesnt have such simple tools like edge chamfer, polygon cut and target weld, I wouldnt even touch it nowadays. Having to setup your model in O2 and modeling in O2 are 2 different things. While it is true that knowing your way around it is unavoidable if you want quality, I think you are just torturing yourself by modeling in it. It would take a day to sit through some beginner blender tutorials and by the end you will have something miles better than something that took a week to make in O2. And if you are wondering how you should plan out your mesh just know that THE SAME RULES APPLY no matter where you model. Just imagine the mesh like you would have done it in O2 but make use of the full toolset that the other modeler gives you. Export to 3ds and you are go.

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O2 also has "hidden" features. I never thought of using the merge Point option to create low-poly meshes for the other lods, it works pretty cool.

Please do not use merge near or merge. It screws up your UV. Sometimes you won't notice it...but still.

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O2 is really simple of use, maybe because he lacks those tools (i know i can get lost really fast in all the options or the configuration to make in the other 3d editors)

so, i think the choice comes down to the person who use it :) if he feel goods with modelling directly within o2 or another 3d program :)

but, sure. o2 is easy to work with, hard to master if you want to make your whole model in it :) it's still possible to make wonderful models only in o2 (check the lcac model i offered to the community, was done entirely within o2 for the model). what most lacks in o2 are automatic poly reduction tools, and good uv tools

Edited by sgt_flyer
link added

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guys, i cannot understand, how are you getting the character models from arma2 in o2/bulldozer, while only russian soldier sample model was released?

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they didn't , they use arma1 models or just retexture arma2 models but they cant edit them (well some maybe able to unbinirize the models but....)

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.

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=nvj_A-YgnRc&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=nvj_A-YgnRc&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="680" height="485"></embed></object>

.

WIP .... Dont ask when!

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is it a boot, is it a plane...noooo it is a bridge :bounce3:

Thats a nice working drawbridge gnat :D

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Gnat;1582366'].

.

WIP .... Dont ask when!

Captain Gnat gives the order to dive... :) nice model :)

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Awsome looking model, interesting movement :)

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The Assault craft in video is clearly female, since it is carrying babies inside. Cant wait to play a bit with AttachTo when that gets out :)

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@Icewindo, those paramilitary guys looks pretty badass. :)

Me thinks you should release them.

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Gnat;1582366'].

.

WIP .... Dont ask when!

Titanic?

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awesome boat Gnat :D

That coding stuff could probably make a cool as openable bridge to let bigger boats through :)

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Well i am back from the shooting range and started with something i love...

Some of you will know that thingy. I am not very far with it right now but i think you will see what it is.

I started with an Marder 1A3. The Hull is almost done just need a lot more details.

The actual Facecount is 6523. I have no idea what a good facecount is but it will get some more because of the turret and the other details.

th_Hullback.jpg

th_Hullfront.jpg

th_Hullside.jpg

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Yet another Marder? Looks good none the less.

Was there already one? :confused:

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I believe there is one WIP by BW Mod and Vilas has one also, but I always welcome more vehicles as it means more competition. Please ignore insensitive posts.

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