HOME | DD

Soilworker06 β€” 'Desert Hawk' DWV Final Shot

Published: 2010-12-06 20:21:22 +0000 UTC; Views: 39104; Favourites: 962; Downloads: 815
Redirect to original
Description The Final Presentation shot with wireframes and Textures Sheet
Related content
Comments: 190

Elinewton In reply to ??? [2010-12-08 15:38:47 +0000 UTC]

Welcome!!

πŸ‘: 0 ⏩: 0

Felideus In reply to ??? [2010-12-08 12:52:12 +0000 UTC]

Great work my friend!

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Felideus [2010-12-08 15:20:04 +0000 UTC]

thank you Juan ^^

πŸ‘: 0 ⏩: 0

Amylrun In reply to ??? [2010-12-08 00:00:13 +0000 UTC]

HO
-LY

SH*T !

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Amylrun [2010-12-08 00:01:26 +0000 UTC]

omagad

πŸ‘: 0 ⏩: 0

Demirock In reply to ??? [2010-12-07 21:21:51 +0000 UTC]

what #d program did you use to make her?

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Demirock [2010-12-07 21:37:21 +0000 UTC]

3dsMax 2009

πŸ‘: 0 ⏩: 1

Demirock In reply to Soilworker06 [2010-12-08 01:15:51 +0000 UTC]

ah I knew it wasn't Maya but had to be sure. Thanks

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Demirock [2010-12-08 01:46:06 +0000 UTC]

You're welcome

πŸ‘: 0 ⏩: 0

Hellstern In reply to ??? [2010-12-07 20:36:28 +0000 UTC]

Good job!
I like that you made her a sniper, not close combat unit.

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Hellstern [2010-12-07 20:41:50 +0000 UTC]

Thank you Hellstern ! ^^ Glad you like it

πŸ‘: 0 ⏩: 0

yelkenlin In reply to ??? [2010-12-07 17:29:59 +0000 UTC]

great

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to yelkenlin [2010-12-07 20:26:27 +0000 UTC]

Thank you !

πŸ‘: 0 ⏩: 0

RKurczewski In reply to ??? [2010-12-07 14:57:33 +0000 UTC]

Great stuff. One thing that somehow bugs me... shouldn't rifle be held by a muzzle ? I mean- that way it would get all dirty in place which should RATHER remain clean (not that I know much about design of this particular SF gun )

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to RKurczewski [2010-12-07 20:27:23 +0000 UTC]

Thanks ! Yes you may be right i didn't thought about that ...

πŸ‘: 0 ⏩: 0

jucari In reply to ??? [2010-12-07 13:57:01 +0000 UTC]

Amazing work!

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to jucari [2010-12-07 20:27:28 +0000 UTC]

Thanks a lot !

πŸ‘: 0 ⏩: 0

tgw-Raptor In reply to ??? [2010-12-07 11:46:42 +0000 UTC]

Do you have quads or tris (marmoset render?), because it would be nice to see the edgeflow as quads (for the animation)

Beside that nice as i said before

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to tgw-Raptor [2010-12-07 20:29:16 +0000 UTC]

I have initially modelised it in quad. I'll maybe post a quad wireframe.

πŸ‘: 0 ⏩: 0

Nekranea In reply to ??? [2010-12-07 08:32:27 +0000 UTC]

Fantastic work!

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Nekranea [2010-12-07 20:29:25 +0000 UTC]

thank you very much Jezabel ^^

πŸ‘: 0 ⏩: 1

Nekranea In reply to Soilworker06 [2010-12-08 08:27:14 +0000 UTC]

You're welcome

πŸ‘: 0 ⏩: 0

Wolfynsong In reply to ??? [2010-12-07 02:31:26 +0000 UTC]

Very pretty. The topology looks pretty solid too. Of course, you're obviously better at this than I am, so I suppose it's kind of pretentious for me to say that.

Anyway, I do have a couple questions, if you're willing to answer. When you're modeling this, do you make more detailed parts separate from the main mesh? That's a no-no for the average game engine, right?

Also, do you get any kind of odd deformations resulting from the use of tris over quads? I've been recently questioning my taught stance on tris being the Satan of deformation. I suppose it could merely be an issue within Maya, though.

πŸ‘: 0 ⏩: 2

SythenDesigns In reply to Wolfynsong [2011-03-06 16:09:47 +0000 UTC]

Game engines like the UDK do not require specific parts of a model to all be attached. Once they're apart of the same rigging for animation they'll show up in game. Weapons are specific though, they're parented to a bone with a specific name so the weapon attaches to the biped rig in game. You could technically have a floating ball behind her, and it wouldn't need to be directly attached and can be imported as the same model.

πŸ‘: 0 ⏩: 1

Wolfynsong In reply to SythenDesigns [2011-03-07 01:06:45 +0000 UTC]

Very cool, thanks for the insight.

πŸ‘: 0 ⏩: 0

Soilworker06 In reply to Wolfynsong [2010-12-07 20:41:04 +0000 UTC]

Hi ! Thank you for the comment, i will try answer you, if i understand correctly your questions.

I modelised directly in low poly and in quads, i have converted it in tris at the end for the need of the challenge. But the engine convert it automaticly in tris, Quads are finally no more than 2 tris . An i think in fact Tris are the devil for those who works with smooth, tris are currently used on low poly models.

I hope i answered your question rightly and sorry for my bad english too

πŸ‘: 0 ⏩: 1

Wolfynsong In reply to Soilworker06 [2010-12-07 22:54:48 +0000 UTC]

Not a problem. Thanks for replying! It does make sense that tris would only be a problem with high poly models.

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Wolfynsong [2010-12-07 23:39:35 +0000 UTC]

you're welcome ^^

πŸ‘: 0 ⏩: 0

Mini-Wolfsbane In reply to ??? [2010-12-06 21:32:48 +0000 UTC]

Wow! Great job!

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Mini-Wolfsbane [2010-12-06 21:35:37 +0000 UTC]

Thank you !

πŸ‘: 0 ⏩: 0

Prospass In reply to ??? [2010-12-06 20:24:11 +0000 UTC]

Looks awesome!

Très bon ^3^

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Prospass [2010-12-06 20:25:31 +0000 UTC]

merci beaucoup

πŸ‘: 0 ⏩: 1

Prospass In reply to Soilworker06 [2010-12-06 20:50:06 +0000 UTC]

Ça colle vraiment parfaitement au concept de base, c'est très impressionnant.

Γ‡a donne envie d'avoir une version temps rΓ©el sous la mains pour examiner dans l'dΓ©tail

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Prospass [2010-12-06 20:52:21 +0000 UTC]

héhé merci, jsuis content que ca te plaise. J'avoue que ca me donne envie de jouer avec moi aussi, après tant d'efforts

πŸ‘: 0 ⏩: 1

Prospass In reply to Soilworker06 [2010-12-06 21:05:49 +0000 UTC]

Huhu, en fait je pensais plus a quelque chose dans ce goΓ»t lΓ : [link]

Aucune idée de comment il faut s'y prendre pour uploader une mod' 3d de cette façon, mais je trouve ça très classe comme façon de présenter son taffe

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Prospass [2010-12-06 21:12:43 +0000 UTC]

Ha oui excellent ! J'aimerais bien savoir comment c'est possible de faire ca aussi ... je vais essayer de me renseigner merci pour le lien.

πŸ‘: 0 ⏩: 2

Prospass In reply to Soilworker06 [2011-03-04 12:03:40 +0000 UTC]

Bravo pour la Daily Deviation ^^

πŸ‘: 0 ⏩: 1

Soilworker06 In reply to Prospass [2011-03-04 23:45:09 +0000 UTC]

Merci beaucoup ! ca m'a fait tout drΓ΄le de voir les 750 notifications en rentrant ce soir xD

πŸ‘: 0 ⏩: 0

Prospass In reply to Soilworker06 [2010-12-06 21:15:41 +0000 UTC]

Huhu derien, c'est une crΓ©a de Sinok, sΓ»r que si tu lui pose la question il te rΓ©pondra volontiers.

Tiens moi au courant si tu y parviens

πŸ‘: 0 ⏩: 0


<= Prev |