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-FP- LoS
07-07-2003, 12:13 PM
This is my first post which will be showing off my work. The following are low-polygon models, I am developing for a first person shooter to join the Half Life2 series. The game name is Liberation of Seoul, which is based on the Korean war; the war following WWII.

All renders are generated using my own lighting, by placing various enviromental lights throughout the area.

Name: Douglas C-47
PC: 2843
Time: 4 hours, 39 minutes
Needed: Texture map/textures
Comments: Personal fav. transport/Heavy usage in Korea.
http://platoon.nucleardays.com/renders/C47.jpg

Name: CH-34 Chickasaw
PC: 2651
Time: 3 hours, 7 minutes
Needed: Texture map/textures
Comments: I havent put much detail into this yet, but I am far from complete.
http://platoon.nucleardays.com/renders/Chickasaw.jpg

-FP- LoS
07-07-2003, 12:14 PM
Name: S-51 Dragonfly
PC: 3109
Time: 3 hours, 48 minutes
Needed: Texture map/textures/minor details
Comments: As you can see, I am not familiar how to make the texture map, so I cannot create the glass, and modeling the windsheilds will cause higher unneded poly.
http://platoon.nucleardays.com/renders/Dragonfly1.jpg
http://platoon.nucleardays.com/renders/Dragonfly2.jpg

-FP- LoS
07-07-2003, 12:15 PM
Name: Lockheed T-33a lightning
PC: 2469
Time: 4 hours, 4 minutes
Needed: Texture map/textures
Comments: My personal fav. jet propelled aircraft, served heavily during the Korean War.
http://platoon.nucleardays.com/renders/t33a.jpg

Name: Train engine
PC: 4280
Time: 4 hours, 52 minutes
Neede: The rest of the train, I guess
Comments: The first time I have ever made a texture map, and this took me 2 hours for the texture map+texturing.
http://platoon.nucleardays.com/renders/Train.jpg


Again, these models are for Liberation of Seoul a game to be featured in the Half Life2 series.
We are always looking for an extra hand.

Let me know what you think of my models. I have not yet learned how to work with UVW mapping. I have tried many a time, but failed miserabley.

-FP- LoS
07-07-2003, 06:31 PM
I would appreciate some crits. :thumbsup: ;)

-FP- LoS
07-08-2003, 05:04 AM
/bump. I know this will bring a negative influence, but I am really anxious to know how my skills are, said by you guys (the pros ;).

ShortFuseNZ
07-08-2003, 09:42 AM
Alright i'll give you some negative feedback :P. To me or maybe its just the render looks very fat and stubby. Ive modelled a low poly version of the C-47 for BF1942 mod so i know what it looks like.

How bout another angle of the C047 please.

jampoz
07-08-2003, 11:11 AM
ShortFuse can you post a pic of your model so he can get inspiration from you?

I see we need lots of details here, man, tires textures and stuff like that, you really should learn how to optimize polys and how to texture them
Right now the shapes look good, but there are some imperfections in the modeling that you really should fix before going on working on them


EDIT: You really should post pics of their wireframes and a poly count for each model

-FP- LoS
07-08-2003, 02:16 PM
To the ''critters'', thanks for the feedback. I do realize this is, but it is hard to get a perfect shape when you need to stay within a certain region for poly-counts. I do not want to go over 5000 on any of my models, because I do not know yet what the Half Life2 Source engine is capable of.

I have been looking for some people to help us(the mod I am with) with the uvw mapping, though. If you know of anyone who might be interested, please let them know about me.

jampoz
07-08-2003, 05:04 PM
Yep I can see that, but 5000 polys limit is a big one, I can see you had a certain waste of polys on some of those models, where you were supposed to spend those polys in more important details
I think

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