Model Requests? (or help)
- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
Model Requests? (or help)
I will take specific requests for just about any sort of model (and it's texture).
Ground Rules:
1) Has to be specific. No requesting a 'cool building', etc. Sketches of what you want will make it easier for me...
2) You can only make one model request at a time. If you want me to make 10 models to complete your world...too bad.
3) I reserve the right to refuse any job.
4) I can provide a texturing template (with model edge lines) of any model I have previously made...(multiple template requests are permitted)...or you can request a custom model and a template to paint yourself (rule 2 still applies).
5) By request I can provide links to any of the programs I use to construct models and help you set them up if you would like to try to make your own.
6) I can do animations...but try and keep them simple.
7) I will not texture a pre-existing model...go bug Jaye or Fooli for that...
8 ) If you don't like how something turns out, I will only go back and try to fix it if I have no other accepted-requests.
9) If my list of accepted-requests (list will appear at the bottom of this post) is 3 or more I will not be taking anymore...requests made at such a time will be ignored till all items that were currently listed are finished.
Accepted Requests:
Flametard's Medieval Armor/Knight Character
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Ground Rules:
1) Has to be specific. No requesting a 'cool building', etc. Sketches of what you want will make it easier for me...
2) You can only make one model request at a time. If you want me to make 10 models to complete your world...too bad.
3) I reserve the right to refuse any job.
4) I can provide a texturing template (with model edge lines) of any model I have previously made...(multiple template requests are permitted)...or you can request a custom model and a template to paint yourself (rule 2 still applies).
5) By request I can provide links to any of the programs I use to construct models and help you set them up if you would like to try to make your own.
6) I can do animations...but try and keep them simple.
7) I will not texture a pre-existing model...go bug Jaye or Fooli for that...
8 ) If you don't like how something turns out, I will only go back and try to fix it if I have no other accepted-requests.
9) If my list of accepted-requests (list will appear at the bottom of this post) is 3 or more I will not be taking anymore...requests made at such a time will be ignored till all items that were currently listed are finished.
Accepted Requests:
Flametard's Medieval Armor/Knight Character
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-
Last edited by fhko on Sun Aug 31, 2008 9:36 pm, edited 3 times in total.
http://en.wikipedia.org/wiki/Gordon_FreemanJayecifer wrote:I don't know who he is.
I'm sure this link should help XD
- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
Okay Junk I'll get to work on it tomorrow...
Do you want stuff such as a parking lot (w/ cars), a translucent green house, and/or an unloading area in the rear with semi-trucks.
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It seems Fooli is taking care of the Lock ness monster...If I'm not mistaken
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Jason...
1) having never attempted a humanoid model (or the related animation) I'm not sure starting off with something so detailed is probably going to end well
2) I have a feeling something like a game's signature suit would be copyrighted.
so how serious is this request?
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By Rikku's request:
I do all the modeling with Gmax, from here save the file and open with the Tempest plugin and export (as an .MD3). I use
Lithunwrap to organize the UVmap, export the texturing template and convert the model into .3ds (usable by the ATM Converter).
...I should have realized earlier lith. can export in .x ...I need to go re-do my car model with smoothing...
Do you want stuff such as a parking lot (w/ cars), a translucent green house, and/or an unloading area in the rear with semi-trucks.
----
It seems Fooli is taking care of the Lock ness monster...If I'm not mistaken
----
Jason...
1) having never attempted a humanoid model (or the related animation) I'm not sure starting off with something so detailed is probably going to end well
2) I have a feeling something like a game's signature suit would be copyrighted.
so how serious is this request?
----
By Rikku's request:
I do all the modeling with Gmax, from here save the file and open with the Tempest plugin and export (as an .MD3). I use
Lithunwrap to organize the UVmap, export the texturing template and convert the model into .3ds (usable by the ATM Converter).
...I should have realized earlier lith. can export in .x ...I need to go re-do my car model with smoothing...
Last edited by fhko on Mon Aug 06, 2007 2:51 am, edited 1 time in total.
A Mothman. Speculation on the physical appearance of a Mothman varies greatly. It will take a great deal of artistic interpretation to model.
Various strange Terrasaur-like creatures. The deformities in their features make these very interesting especially if the end product will be a ground dwelling creature.
Monster Lobster Beasts!
Should I just keep posting like this as to form a library of projects for bored modelers who need a new project? Or should I stick to popping in with my own drawings?
You are mistaken :) I started making a pleisiosaur some time ago. It's not all that hard to do but until such time as we have proper sea-bound wildlife I ain't gonna bother doing more on it.fhko wrote:It seems Fooli is taking care of the Lock ness monster...If I'm not mistaken
If it looks smoothed in Gmax, then it is - and any problems you're having are with the export process. This is always a pain, even with high end tools. I've just tried a test model in Gmax, and this is what I've discovered:fhko wrote:hey fooli can I have a crash course in smoothing? The sports car /w smoothing (.x) looks a whole lot like the one without smoothing (.3ds). (any reason why the .x model is on it's side?)
- m3d exports unweld all the vertices. That's a Bad Thing - with the verts unwelded you lose all your smoothing groups.
- lithunwrap appears to have optimise model functionality that'll weld the verts back again. However, I don't think that'll preserve your original smoothing groups - it seems like it's smoothing them in the model preview, but on exporting to .x they disappear again
- which probably means it's a problem with the .x exporter in lithunwrap, too.
I couldn't fix this using Gmax -> m3d -> 3d Exploration -> model converter, either.
I had a quick search on Turbosquid and haven't found the answer yet, but you might want to have a good look there on the gmax support forum - someone may have solved this.
As for the orientation... same issue, lithunwrap is rotating its .x export. You'll either have to compensate for that in Gmax (or perhaps in lithunwrap itself, before export) - or just in the model converter. For me, rotating it 90 degrees in the X axis, in the converter, puts it back to normal.
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