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The Relentless Movie project The general for of The Relentless Movie Project. The goal of this project is to make a CG movie of Relentless.

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  #1  
Old 2003-11-09, 00:40
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My first 3D Models in RMP!

Here's some pics for the first 3D models I made for a little contribute for RMP.

Palm Tree:
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  #2  
Old 2003-11-09, 00:49
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Desert Dead Tree:
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  #3  
Old 2003-11-09, 00:53
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Gawley's Horn:
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  #4  
Old 2003-11-09, 02:41
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whee...yes...activity!! )

Ok, they are all quite good, they look quite low res so they will be good for distant shots.
When the RMP relunchs properly we will upload them all.
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  #5  
Old 2003-11-09, 06:48
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The trees are pretty good, but as for the Gawley's Horn... well... I'm not really sure how to explain what's bad about it, but I think it could be a bit better...
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  #6  
Old 2003-11-09, 06:55
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Great.

Have you seen the spaceguitar model I made in E3D?
You can see it here:
http://www.intangible-designs.com/Fe...ceguitar3d.jpg
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Polaris: "And what is a guitar doing in the middle of an asteroïd anyway?"
sgk: Think of it this way: it's like a message in a bottle. In our world, we put a message inside a bottle to protect it while it travels through the oceans to reach some other island. In other worlds, they put a message inside an asteroid to protect it while it travels through space to reach some other planet. In this case it is a gift, a guitar, rather than just a message.
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  #7  
Old 2003-11-09, 07:01
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A pretty low resolution there, isn't it?
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  #8  
Old 2003-11-09, 07:28
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When youve cliked the link, another window came, right? then it was minimized? If so have you maximized it to see the image better?

You mean the image is small or it is pixelated?
----------------------------
This model is one of the first images I made in E3d, and I havent done any tutorial, nor had any intructions, only get an old cd from my fathers old cd shelf, installed it and reading each tool tag.

Was quite hard to make it...

Then Ive took a screenshot of the model in different angles and... youve seen the result. Dont know if can improve the resolution more than that.
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Polaris: "And what is a guitar doing in the middle of an asteroïd anyway?"
sgk: Think of it this way: it's like a message in a bottle. In our world, we put a message inside a bottle to protect it while it travels through the oceans to reach some other island. In other worlds, they put a message inside an asteroid to protect it while it travels through space to reach some other planet. In this case it is a gift, a guitar, rather than just a message.
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  #9  
Old 2003-11-09, 12:41
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Maybe this pic is betther them the other
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  #10  
Old 2003-11-09, 12:55
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Apprentice ~ Can you render the image to a file so it isnt a screenshot?
Rendering to file allows high-res pics.
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  #11  
Old 2003-11-09, 12:59
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Quote:
Originally posted by Darkflame
Apprentice ~ Can you render the image to a file so it isnt a screenshot?
Rendering to file allows high-res pics.
Ok


Btw, how can you incrise the number of poly?
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  #12  
Old 2003-11-09, 17:37
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Kewl models

Well the number of polys depend of the technic you uses : for splines, primitives, compound objects, nurbs, you can often increase the polygon count directly in the options, but for mesh modelling, the way is either to "cut" your mesh to add vertexes, and then refine their position, or far better the "meshsmooth" modifier (HSDS is similar but less handy). You can then specify the number of iterations of smoothing ect... The problem with meshsmooth is that it breaks the sharp angles, so if you want to keep a proper form for Gawley's horn by example, you'll have to set smoothing groups on it and tick the right options in the modifier, for it to know which faces to smooth together and which ones to let with sharp angles.

DF - need answer soon to rethrow Bu's temple asap, the next weeek'll be harsh...
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  #13  
Old 2003-11-09, 17:37
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The trees are really awesome! Good job alex
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  #14  
Old 2003-11-24, 14:19
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Anyone have a pic with all details of Gawley's Horn
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  #15  
Old 2003-11-26, 20:17
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Really good. Though the branches on the second tree are really repetitive and it would be better to have a texture map that wraps round the entire tree and not the branches seperately. Secondly i recommend looking at real life horns and including detail from them as opposed to just the in game model, whilst keeping the whole lba feel to it.

Gees its changed round here since i've been gone, im still banned from the internet but i'm working on being allowed back on.

Cya soon. (hopefully)
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  #16  
Old 2003-12-27, 16:29
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I thinking made the Principal Island Town Center. I take a look at the objects I'll need...

...and didn't find a fence, so here's my fence version:



Anyone have this bar shop?





.
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  #17  
Old 2003-12-27, 17:00
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Well take care of the polygon count (those boxes mustnt have more than 1 quadpoly by face, by example) and good luck.

The shop shield hasnt been made I think, but the others have been.
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  #18  
Old 2003-12-27, 17:11
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I can't find the place to increase the quadpoly.

I increase the number og segments but just in the horizontal box. The vertical boxes I can't find. I think its because the Boolean Compound Object I use to make the curve in the fence.
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  #19  
Old 2003-12-27, 18:42
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And about the size of objects... itsn't importante?
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  #20  
Old 2003-12-27, 19:19
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Until you have to care with lights and dynamix effects, the size of objects isnt important at all.

The detail level for primitive objects is in their creation modifier, in the modifiers stack. If you have applied a boolean operation over your objects, just select the name of the sub-object in a field in the "boolean op." modifier, then the previous stack of the object will appear in the modifiers stack, under the "boolean op" modifier. Thus, you can modify the creation parameters of the objects, but for such flat objects, just make sure there are only 1 line per face of the box, basically.
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  #21  
Old 2003-12-27, 22:22
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The beginning of Principal Island - Town Center:

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  #22  
Old 2003-12-28, 03:36
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More pics...





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  #23  
Old 2003-12-28, 13:44
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Hum kewl beginning, as soon as we have the template architectuure of the place (with the right levels, the right stairs and stuffs, it's a piece of cake to fill it with good objects

I forgot : ALWAYS copy as instances the similiar objects (lamp posts, bins...) or it will be too hard to edit them. Recopy them if they are unique objecst in your current scene.
And when you have an object or a group-object, make sure its pivot point is at its bottom (third panel of the edition panel, button "move pivot point only"), this way if we need to rescale some objects we wont have to move them to plae them touching the ground.
GLHF
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  #24  
Old 2003-12-28, 15:03
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I'm using copy as instance. About the pivot, I'll try as soon as possible.
Thanks for the advices...
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  #25  
Old 2003-12-28, 23:15
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A little bit more...



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