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#2 (permalink) |
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Game-Artist.net Admin
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this should be a good one!
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#4 (permalink) |
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Game Art Student
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we had the same thing as this as an assignment from university lol (mine came out so bad haha) - might give this a go when i get back from the gym
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http://www.xaku-designs.com/ |
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#7 (permalink) |
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Game Art Student
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haha yea maybe, although we had to also texture our model.. and we were given 2 weeks to do it (too long to do sumthign so simple imo)
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http://www.xaku-designs.com/ |
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#8 (permalink) |
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Artist
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Bowler Hat Propeller
Workflow I first began to model the top section of the bowler hat, by creating a capsule, cutting it in half and stretching it slightly. I then selected the edges along the bottom and shift and extruded it out to create the rim. I detached the rim added an FFD modifier to create the up turned shape of the rim. I then attached the two pieces and added a shell modifier to give the hat some thickness. I then created a cylinder on top of the hat, did a load of poly modelling to create the spike, and fixed the propeller around it. ![]() That's it really, very simple, done relatively quickly. Just thought it would be fun to do a bowler hat with a propeller on top of it, :P . Although I think I could've done something a little more complex with the 90 minute time frame. I might give this another shot. |
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#10 (permalink) |
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Senior Artist
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Remote Controlled Propeller Claw.
![]() The main body was just a cylinder that I beveled, inseted and extruded to get the proper shape. Some scaling was done in the middle section. The hydraulics were done in a similar way. And the claws themselves were done starting with a spline which was then extruded and shaped with soft selection. That's about it.
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![]() 3D artist at http://www.thinkplaystudios.com/ My Portfolio: http://www.francoisstelluti.com |
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