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#31 (permalink) |
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Senior Artist
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I tried to get as much detail as possible in the time limit, I found it really hard and ended up running out of time so the side is not as good as it could be, but overall i am quite happy with it! ^_^
The main way i made the model was bridging pologons, and using symatry modifiers ![]() |
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#33 (permalink) |
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New Artist
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Ok so I had already modeled this before the whole.. "also no sci-fi, no fantasy.. make it a real train" debate but I think that even though it's a fictional design it's a pretty realistic one, so I wanted to share it, even if it's not eligible for the vote.
![]() It's the train from a game called Darkwatch by High Moon Studios. Ref pics are here, the concept is by Shane Nakamura. I didn't think much of the game, but the train always stuck in my mind and when this topic appeared, I thought it would be perfect. Workflow: Blocked out half of the body with some cubes and cylinders, made a single wheel and instanced/resized it a bunch of times to get all 5. Did some edge beveling and face extrusions to spice up the wheels and main cylinder and then mirrored the whole thing to get the entire body. Extruded a few boxes to get those fins on the side and the mechanical bits on the wheels, then I just tweaked the edges on some cylinders for the smokestacks and the drivers booth roof. Realised I was nearly out of time and added the spikey bits at the front. I wish I'd had more time to tweak the smokestack and the drivers cabin.. they are missing a lot of detail from the concept drawings I found, but on the whole it came out pretty well. Also it's not specific to this entry, but for the last 3 speed comps I've been using this little program called 1time that does a little countdown for you. I set it for like 10 minute increments and work on a specific part of the model/texture, and when it goes off, I move onto the next part... I just keep doing that til I have 10mins left on the time limit, then I use the last 10 to clean up all the loose ends and make sure the model/texture doesn't have any gaping holes in it. It's working for me... if anyone else is having trouble managing the time well, give it a shot. edit - lol I just noticed we had 100 mins for this one, not 90. I guess maybe I did have time to clean up those other bits. Oh well.. next time I guess. Last edited by Coldfire; 03-02-2008 at 02:31 AM. Reason: I'm a noob. |
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#34 (permalink) |
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Game-Artist.net Admin
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Time to vote...
![]() yea, made it 100 minutes so that addi's submission was vallid. would be a bit stupid to make it 90 and rule him out. ![]() Just to get this sorted out. The reason why i posted "no toy trains", because i didn't want a "cilinder and cube collections" that look like a train. There's no real challenge in that. Trying not to sound to harch, but what boostermoose made is kind of what i wanted to avoid . But then coldfire makes his submission, with a cool looking sci-fi train, that makes my point about "no toy trains and no sci-fi trains" realy stupid. So, i'm facing a dilemma here. Rule them all out, or allow them al. For this one time i'll allow them all. You can blame my bad rules for this if you like. I'll make sure they are clear next time around... @Jedah: Did you reuse objects from other models for this one? I'm seeing bones, cilinders that look like the roof of a carousel, even more bones, all over the train. Just so that we're on the same page here, you have to model everything within the given timeframe...
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![]() ![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - Last edited by doylle; 03-02-2008 at 07:04 AM. |
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