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zee-ub00r-assi

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About zee-ub00r-assi

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    Lance Corporal
  1. zee-ub00r-assi

    WIP: stuff you are working on!

    thanks for the links , 3dtotal's always been my first station to ask when i was fiddling arround with my high poly bmw m6 . i made the head following an old character tut by ben mathis , maybe it was too old , considering next gen techniques ... ... for the polycount : yepp , i think i mentioned ít , it can be easily cut down , mainly because there are large parts of the basic body ( a soldier with just the ballistic vest) under the vest , plus , (as you guys mentioned ) unneeded loops on the head . so , things to do : - make a new head (maybe ill just make a                balaklava head first and then try                another "naked" one )             - cut out polies that can not be seen i also have a second basic body , with long sleeves and one other kind of pants for this buddy , also a second , different , tac vest is to follow , so expect some variations . regards , max edit: i've just read through the thread and the pdf. and i must say that the mathematical approach can be considered a useful way of getting a nice meshflow ... now i just have to get that into practice ...
  2. zee-ub00r-assi

    WIP: stuff you are working on!

    this is supposed to be a member of the german KSK , he  might become a playermodel somewhen , but that depends on if i want to make a highpoly and bake it . of course he lacks stuff like a radio , and some additional pouches on the bag , but it's WIP .... 10.5k tris all-in-all , not optmised yet , ca. 2.3k tris for the head alone i'm not happy with the shape of the head yet , gotta change it ... this is my first character ever , by the way  max
  3. zee-ub00r-assi

    Sakakah Al Jawf

    impressive work so far , but one thing disturbs me a bit : is the landscape really that flat ?? from what i could see from the released pics the areas outside of the city don't have any visible surface details . my suggestion : -add some dunes outside of the city            if it really is that flat in reality , then don't mind my post . max edit: looking forward to your island ... especially when sakura-chan releases his 150th SOAR blackhawk .
  4. zee-ub00r-assi

    WIP: stuff you are working on!

    you pretty much summed it up ... thx for that i never mapped a whole model or used normal maps , only bump or displacementmaps for decals like tire sidewalls,windows or license plates , so i can't tell how i would master mapping a whole mesh . i only have 3ds since this year's march and spent too much time (~4 months) on my first project , so i didn't have the time to make additional ones to practice other stuff . i will have a look at normal maps later , first thing is to finish the Venom . ps : maybe it is of someone's interest , here the link to the thread of my first 3d high poly project : BMW M6 continueing on the Venom now , max
  5. zee-ub00r-assi

    WIP: stuff you are working on!

    ... feeling depressed and unneeded when watching this thread i decided (for the bazillionst tinme) to restart my uh-1y venom project . i have to say that i have no clue on how to make a proper next-gen game model since i've only been making high poly stuff but high poly seems so ... really unneeded ... so i got a bad conscience when wasting my time with it ... tho it has some really nice results ... however : this is what i got after ~2 hours of modelling and getting back into the flow ... it's not tweaked yet , still has some triangles and stuff .... tho i don't understand why some gamemodels have n-gons ... http://img154.imageshack.us/my.php?image=wipjpegey6.jpg i really would appreciate some tips on game modelling , something like a 15-point list that tells the do and don't's of game modelling ... i know that there should be tuts on the net but i've only found character modelling workshops ... and that would be the next stage ... thx , max ps : im using 3ddsmax 9 32buit student version , polycount can be seen on the pic)
  6. zee-ub00r-assi

    Is there a ArmA Huey

    i was working on a uh-1y venom ~2months ago but since i was quite a n00b in 3ds max and game vehicle modelling i quit the project and jumped into the high poly business ... now that i'm pretty finished with my high poly project i wanted to make some thing that makes more sense for the community , but i just can't get back into the modelling workflow coz' ive been wasting so much time rendering my ca ... i may make a new uh-1y, but i don't think it would make sense regarding all those big mod teams out there the thread can be found somewhere in here i think , if you're interested max
  7. zee-ub00r-assi

    Default models too thin

    came to my mind , too ... i hope i can get the modelling and texturing skills to build some new units or , at least, modify the stock ones with additional ammo bags and stuff one thing that really bugs me in this genre is that all of the soldiers have the same physical appearance , i mean , nobody weighs the same , has the same amount of muscles or is 1.80m tall the armored vehicles and cars in arma also need a bit more individuality of course there shouldn't be these clishés like the seargant with a big cigar huge sunglasses o the medic with thick glasses and his harvard diploma on his helmet or whatever ... u know what i mean every soldier should have different equipment and a different outward appearance that would mean a lot of work for modellers and texture artists and coders ( maybe something like a script that randomly assigns the proper equipment to soldiers that have random models , from a bit fat to thin and tall and so on ) , but i think the modding community is strong and big enough for this task my 2cents , max
  8. zee-ub00r-assi

    Do you like Sahrani?

    i think about 40% of the landscape of north sahrani are useless due to the high mountains and stuff ... of course , it looks realistic , but it just takes away too much space where there could be more towns , nice green fields and rolling hills , etc . .... maybe even a nice airport for the sla
  9. ... i should continue working on my uh-1y , but low-poly modelling is so frustrating at my current skill-level ... keep it on buddy , would really like to see a hind that isnt converted from ofp
  10. zee-ub00r-assi

    CH-47 Chinook can it be converted?

    ... this thing looks freakin mean in frongt view !! Looking forward to it !!! (*contniuesworkingonhisownaddonbecause3dsmaxcopyarrivedtoday*)
  11. zee-ub00r-assi

    1.05 Slight Delay - Read News

    ... torrent released at morphicon.de ,the  german arma publisher 1.05 torrent (installing my torrent proggy ......)
  12. zee-ub00r-assi

    1.05 Slight Delay - Read News

    ... its 15.15 in czech now , i hope they dont have tea-time now .... or is that at 5 o'clock ?? any brits here ?
  13. zee-ub00r-assi

    Be 32

    it looks similar to the an-72 coaler ,a V/STOL plane that i have in the plans the only difference is that the coaler uses jet engines
  14. zee-ub00r-assi

    Bell UH-1 Y wip

    yeah i know the huey tut , its done in xsi softimage i think ... the seaking isnt new to me either , its a good quality tut , but it focusses on modelling with meshmooth in mind so it isnt that useful . ive learned the most things by watching the a3-tutorial at 3d-palace.com , you actually see how the model is made and then can pick some techniques that you like . the login there is really worth it
  15. zee-ub00r-assi

    Bell UH-1 Y wip

    i will
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