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zee-ub00r-assi

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Everything posted by zee-ub00r-assi

  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

    So , maybe you already know this baby from all those game2 screens , but nevertheless : why wait so long ?? I want to create something between the Little Birds and the Black Hawks , and the UH-1y seems to be a perfectly balanced for troop-transport and fire-support ... not to froget : it looks badass .... so this is my first serious project in 3dsmax , im currently using the 30-day-trial version of release number 9 , which will become unvalid in 10 days ... im going to order the educational-version in about a week so i can keep on modelling . soooo , here is what it should look like in the end : and here is what it looks like at the moment : it took me about one week to find the right technique and , most important thing , to find the "autosmooth"-button ... nevertheless i still have to learn this smoothing-groups stuff i started with a big box , 2 sides and extruded, scaled and moved my way until i reached the tail rotor . the nose (one of the most difficult things , definatly needs some tweaking later ) was made of one half of a sphere . i brought the two objects together via boolean union  and then connected them . so , expect to see (in two year's time ) a bell uh-1y helo in armed assault  . But first i have to find a texturer ( ... or is it possible to make decent textutres in gimp 2  ) and , of course , get into ArmA-modding when the tools are released . thx to abs for some answers on basic questions C&C demanded
  16. zee-ub00r-assi

    Bell UH-1 Y wip

    i will
  17. zee-ub00r-assi

    Bell UH-1 Y wip

    i dont know .... the whole mesh is some kind of experiment . i didnt know things when i started wit the nose , for example , that i know now --- it has no sense continueing with this model , it would only get worse but ill be back , expect to see something better then ...
  18. zee-ub00r-assi

    Bell UH-1 Y wip

    messed up everything today ... in an huge aggressive emotional breakout (while facing my stupidity) , i noticed that my whole mesh is a f9785 piece of crap in terms of modifyability ... i cam e to the decision that i need a break from modelling ( ... i see vertices and stuff everywhere when i close my eyes ) the trial runs out in 3 days , m going to order the edu-version today , so , i think , im at least one or one and half weeks off --- i will start from scratch then and keep an eye on clean edgeflow permanently , maybe ill try corkey's subsurf method . I think ill get as far as i am now in a few days then , because ive got a better routine and workflow while making the parts youve seen in this thread . I DON'T SAY THAT THIS PROJECT IS COMPLETELY DEAD OR I WONT CONTINUE WORKING ON IT IT . so , regard this thread as closed or paused , until i'm pleased with my model .... expect to see it in maybe 2 or 3 weeks ... thx for all critics and motivations , i expect you guys to give even harder C&C when im back
  19. zee-ub00r-assi

    Bell UH-1 Y wip

    ey , thats good news ps: no progress yet , still thinking bout how to start the cockpit and seats
  20. zee-ub00r-assi

    Bell UH-1 Y wip

    not yet , ive found a good unwrapping tutorial for max , but i only have gimp , and when i buy the edu-version of 3dsmax , im totally broke ... is it even possible to make textures without adobe ps ?? i only see ps used everywhere ... the mentioned tutorial gave me a little idea of how unwrapping works and i think im possible to make a good texture for the venom , if i can get my hands on the cobra texture so that they match eachother ingame ... dont understand me wrong : i dont want to just copy and paste it , i just want the colors and level of detailing
  21. zee-ub00r-assi

    Bell UH-1 Y wip

    you guys are just soooo demotivating .... dont bother me with all this normal maps stuff now .... i will keep on modelling until i reach the 8000 limit ... i think i have enough polies in budget to make an decent looking interior and stuff im also planning to make these versions : 1. transport : first thing to finish , no weapons 2. FFAR's and m240d's on both sides 3. FFAR's and 50 cal.'s on both sides 4. and , of course : FFARS and a gau17 minugun on bothside the FFAR's are already available from BIS , so ill use these for the minuguns : i think ill do my own , because i really dont like the ones on the blackhawk ... all armaments are available in reality i hope i can get some script or stuff , that , when the pilot switches to manual fire , points the miniguns/m240's or 50. cals in flight direction , so they can be used better by the pilot . and , since this is the role of this helo is the dropping off of small reconnaissance-units , i hope i can implement the fast rope script , if its coder allwos me to. i will release thsi thing only if it looks perfect to me (dont laugh) , i want it to look as if it was done by BIS (dont laugh)
  22. zee-ub00r-assi

    Bell UH-1 Y wip

    using the the weld and target-weld tool i am now at 4570 polies .... that makes a poly-loss of about 25% and : optimizing a mesh is freakin fun ....
  23. zee-ub00r-assi

    Bell UH-1 Y wip

    going to try that now ... maybe it turns out to be very interresting ...
  24. zee-ub00r-assi

    Bell UH-1 Y wip

    woohoo i didnt expect to see so much stuff !! thx buddies , i believe this is turning out to become great !! for this subsurfs-thingy ; isnt that blender you use ?? the pink vertices remind me of that ... blender was my very start in 3d modelling , but i dl'ed the 3dsmax trial very soon after playing arround with blender ... another point : when subdividing the polies using subdivision surfaces so much , Â arent there way too many polies in the model ?? regards , max
  25. zee-ub00r-assi

    Bell UH-1 Y wip

    yepp , going to check that method you described , plaintiff , thx ! i think im just a bit too ambitious when i try to sort out triangles and for these understated bulges : they were the same way as in your picture , i did that today actually , but then i messed up one model , when saving just 4 cylinders that now form the bolts in the rotor-blades ... and since im a lucky sonofab*tch i had an backup  ... so i'll make them again tomorrow , after skieing maybe thx a lot for c&c
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