hppav wrote:I had been wondering what didn't look right, does this look right to you?
What Asjad said, and machf that's sorta the idea --- the bars are too thick in general so they appear far too close to each other for their width. Hppav one thing that always helps is trying to set up a direct line of site between your mesh and any reference; in my scene I had cameras set up all over the place, one for each useful reference, so when rendered in wireframe it would go ontop of that ref pic and show how close to it the lines were. Otherwise I think you may spend a long time tweaking without much improvement...
"Well, as long as you're under there, you can check the breakers," Thorne said. ... "There's a box right behind the front bumper. Over on the left."
"I see it." [said Sarah]
...
"The box is in backward. Flip all the switches the other way. Are you dry?"
"No, Doc. I'm soaking wet, lying in the damn mud."
~Michael Crichton
My turn to show off a bit lol , i had been modelling a dinosaur, trying to actually recreate The Lost World CGI T-rex with comlete accuracy, it is still incomplete as a model, its teeth are missing and textures are not yet made. Iam not sure if ive accomplished that...but i think iam close.....Really close! its a shame it won't work in tres or will it?
here check out screenies:
approximately 1450 faces.
teeth not done yet.
textures not done yet.
Last edited by Asjad on Thu Jan 19, 2006 12:49 am, edited 2 times in total.
Asjad wrote:My turn to show off a bit lol , i had been modelling a dinosaur, trying to actually recreate The Lost World CGI T-rex with comlete accuracy, it is still incomplete as a model, its teeth are missing and textures are not yet made. Iam not sure if ive accomplished that...but i think iam close.....Really close! its a shame it won't work in tres or will it?
here check the screenies out:
approximately 1450 faces.
teeth not done yet.
textures not done yet.
Hey asjad!! that looks great would you like to work in a mod?
Hmmmmm I see a little bit of improvement. Going in the right direction! Though it doesn't seem like you've thinned the bars at all... And like I said and Asjad emphasised the building is still too tall. Another indication of this is the concrete triangular.. um, things that stick out either side of the doors. They don't look like the ones in the references. Have you tried matching camera views to references at all yet
"Well, as long as you're under there, you can check the breakers," Thorne said. ... "There's a box right behind the front bumper. Over on the left."
"I see it." [said Sarah]
...
"The box is in backward. Flip all the switches the other way. Are you dry?"
"No, Doc. I'm soaking wet, lying in the damn mud."
~Michael Crichton
I'm sure this has been brought up before but, why not re-make every single model in Trespasser? A lot of work, maybe, but could be a helluva face lift for the game.
Heh, good question. I work fast and am fairly patient with the program (I love making models, I can hardly stop working when I start it's so fun).
don vercetti wrote:I'm sure this has been brought up before but, why not re-make every single model in Trespasser? A lot of work, maybe, but could be a helluva face lift for the game.
I was going to do that two/three years ago with my other version of the ops center (lost due to virus, plus it wasn't the best). I'm using this in Trespassing (the FarCry Mod) and my own Far Cry mod, but, if I get permission from the Trespassing staff, I would be happy to contribute this model to someone wishing to take on a Remodel Trespasser project.