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Some Models
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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Wed Nov 21, 2007 2:33 am    Post subject: Some Models Reply with quote

Hey folks, I posted an update over at our website regarding these...but check out two models that have recently came out of the foundry. The first was done in Lite, the second was done by me in Pro. The render isn't from Deled however.



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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Nov 21, 2007 7:15 am    Post subject: Reply with quote

Very nice models. I'm into buildings like that really so I like that one a lot. Which program was used to make those renders?
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Andreas233223
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Joined: 29 Jul 2007
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PostPosted: Wed Nov 21, 2007 11:09 am    Post subject: Reply with quote

The anti-aircraft gun would be great in a lowpoly game.
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Mr.Fletcher
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Joined: 07 Aug 2004
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PostPosted: Wed Nov 21, 2007 12:03 pm    Post subject: Reply with quote

Sweet models, and they gain a lot by the rendering.
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trucker2000
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Joined: 11 May 2005
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PostPosted: Wed Nov 21, 2007 1:34 pm    Post subject: Reply with quote

Those do look good.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Nov 21, 2007 3:31 pm    Post subject: Reply with quote

The columns look like they don't belong, because they have way more polygons then the rest of the scene combined.

Notice how the 'round' parts of the gun are the same resolution as the rest of the mesh?
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Tincho
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Joined: 24 Aug 2007
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PostPosted: Wed Nov 21, 2007 3:40 pm    Post subject: Reply with quote

Nice models ... I like that anti-aircraft Very Happy
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Starnick
DeleD PRO user


Joined: 28 Jul 2007
Posts: 611

PostPosted: Wed Nov 21, 2007 7:42 pm    Post subject: Reply with quote

Jeroen wrote:
Very nice models. I'm into buildings like that really so I like that one a lot. Which program was used to make those renders?


They were actually rendered in 3ds, using a simple skylight source above the model. It certainly adds to an untextured model as you do get some more of the depth. I'm playing with the renderer in blender and some other open source renderer's to try and mimic the effect though as I don't have access to 3ds at my home computer.

Also, I agree Daark the building was his first "official" output with a tool other than Valve software, but he's getting better Smile
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bugubmx
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Joined: 24 Nov 2007
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PostPosted: Sun Nov 25, 2007 10:14 am    Post subject: Reply with quote

Yea i agree with the thing about the columns too. I was trying to make them look as round as possible. The closest one seems to look alright though.
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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Mon Dec 24, 2007 12:19 pm    Post subject: Reply with quote

Another of Bugu's buildings (rendered nicely). Something of an armory I think:



And a bit of a guard tower I finished last night, I initially did another tower prior to test out some stuff (namely interiors and getting proportions right). Here's a dressed up scene with two of them in between some wall segments I had lying around (there's two types, the straight ones, then the bulbous ones):



Here's a shot of the back in DeleD with one of my first attempts at light mapping to give it some depth. Multiverse has dynamic shadows/lighting so this is a feature of DeleD seldom explored by me:



The tower actually extends a good 10 or so meters under that plane, but that's more for giving a solid foundation look for terrain that isn't flat (ie in the next pic). I have a thing for stairs, and I absolutely love the entrance to that tower. Creating collision volumes however is proving to be a nightmare though Smile. The next pic is of the scene I'm dressing up in our testworld. The theme is of a military base, and basically I'm going for the "Omaha beach" style with a seawall, and bunkers around the perimeter of that platau. I'm currently working on a base interior that will be cut into the mountain interior that has landing pads cut into another side of that mountain (not seen in the pic). For the rest of the platau we'll be building more base structures, landing pads, etc and get a more industrial feeling in there too. The island as a whole is comprised of three tiers, the beach and the plateau seen in the pic and then a sort of "top of the mountain" which we'll have another entrance to the base interior and will act as a sort of a command hub.

Currently in our testworld this is one of the three islands that will serve as prototypical cities (or in this case, a military base) for our art concepts/architectual designs ranging from shining metallic floating cities to gritty imperialistic strongholds Smile.

The towers seen here are the old versions, obviously not really textured Wink.

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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Mon Dec 24, 2007 1:18 pm    Post subject: Reply with quote

And something rather strange by Bugu...not sure if he continued with these:





Some more doodles by me:





Not sure if I'll continue with those two, they both have seperate meshes as interiors but overall scaling was a bit off. Early on I had a real knack for making a cantina setting (first pic) more like a hobbit hole Smile. Still I kind of like the overall exterior, I'd like to expand it to be truly multi-level with some overpasses jutting out from the top extending to other buildings (creating some dark back alley ways while having the front to be more open) and I think it could work well in a very urban setting. The second pic is of a fairly st range "power plant".
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Jeroen
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Joined: 07 Aug 2004
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PostPosted: Mon Dec 24, 2007 1:34 pm    Post subject: Reply with quote

Very nice! Shocked

All geometry was made with DeleD?
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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Mon Dec 24, 2007 3:14 pm    Post subject: Reply with quote

Of course Smile
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santutatu
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Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Mon Dec 24, 2007 4:23 pm    Post subject: Reply with quote

Those models look amazing Starnick! Shocked
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Tincho
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Joined: 24 Aug 2007
Posts: 357
Location: ARGENTINA

PostPosted: Wed Dec 26, 2007 4:20 pm    Post subject: Reply with quote

I like all those screenshots, specially last one Very Happy It's amazing all this has been done with DeleD
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