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Thread: karaislam's 3d gallery

  1. #101
    paleologos's Avatar You need burrito love!!
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    Default Re: karaislam's 3d gallery

    I am going to complain to the administrators for this: Content Staff ought to be allowed to give more than seven rep points per 24H.
    Expect yours tomorrow, as it is a rather well earned one!

  2. #102
    karaislam's Avatar Vicarius
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    Default Re: karaislam's 3d gallery



  3. #103
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: karaislam's 3d gallery

    I guess it's made with Silo 3D as well. I'm just wondering: do you use the free version or the licensed one? I'd just like to know how "limited" is the free version compare to the other one
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  4. #104
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    Default Re: karaislam's 3d gallery

    this one i made with 3dsmax 2012.i can use effectively silo3d max and maya.

    about silo3d.its the easiast 3d modelling software and every 3d modeller should begin to use silo3d first(its my opinion)cos it makes u understand basic of polygon subdivision modelling.there is no free silo version.there is 7 days trial or u must buy the licenced one.

  5. #105
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    Default Re: karaislam's 3d gallery

    It seems that you can still use the free version of Silo 3D after 7 days but only as a viewer. So I guess that it must be limited in terms of functions
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  6. #106
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    Default Re: karaislam's 3d gallery

    u cannot save ur model or import export as far as i know.
    autodesk give free 3 years student licence.u can download max or maya from their website free.they are far more advanced than silo3d.

  7. #107
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: karaislam's 3d gallery

    I know. That's just my laptop that can't hold them (too old)
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  8. #108
    karaislam's Avatar Vicarius
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    Default Re: karaislam's 3d gallery

    here 2 minute uvmap technique

  9. #109
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    Default Re: karaislam's 3d gallery

    15 minutes of texturing and its ready.



  10. #110
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    Default Re: karaislam's 3d gallery

    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  11. #111
    paleologos's Avatar You need burrito love!!
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    Default Re: karaislam's 3d gallery

    That's a good looking piece of work, you get a from me too.
    Did you ever think about making simple models of "medieval" buildings?
    Last edited by paleologos; March 06, 2018 at 05:47 AM.

  12. #112
    karaislam's Avatar Vicarius
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    Default Re: karaislam's 3d gallery

    no i didnt think about them.i put them on my to do list.
    i plan to make an ottoman helmet firstly

  13. #113
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    Default Re: karaislam's 3d gallery

    a historic warrior work in progress.notice the clean topology of the model.can u be used from m2tw to attila total war.

  14. #114

    Default Re: karaislam's 3d gallery

    Maya sexi viewport only lacks some proper colors for wireframes and componet selections, outlines for object selections and some matcaps materials for reading the geometry much better. The option box that popups in the viewport for tools also has a poor and dated design. Max one seems very fresh and its a not a solid box one so getting less in the way.

    There is also a tehnology that seems is already present in Houdini regarding complex wireframe displays to distinguish between frotn and back wires




    One of the solution is to fade out the wires that are not fade out while thikening the ones in proximity are and the outlines. Blender 2.8 viewport seems to be a huge improvement towards that.

    Part from the 10:00 onwards







    For the rest of the UI The modelling toolkit panel its just for the very beginner cause it includes only a handful of tools unlike max Edit poly one. And its a bit of redundancy add to that with the Tools shelves and the keyboard call up menus that includes the rest. Same redundancy with the Channel box/Layer editor and the Atribute editor.
    Last edited by Kranos; March 07, 2018 at 05:36 AM.

  15. #115
    karaislam's Avatar Vicarius
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    Default Re: karaislam's 3d gallery

    i made little improvements

  16. #116
    paleologos's Avatar You need burrito love!!
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    Default Re: karaislam's 3d gallery

    I hope you don't take this the wrong way but the textures are reminiscent of M-&-B models, though I could be wrong about this.
    The model looks very good overall.
    I would like to see a viewport screenshot with wireframe overlay if that's not too much trouble.

    PS:
    Can maya render the model with the normal maps in real time?

  17. #117
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    Default Re: karaislam's 3d gallery

    Quote Originally Posted by paleologos View Post
    I hope you don't take this the wrong way but the textures are reminiscent of M-&-B models, though I could be wrong about this.
    The model looks very good overall.
    I would like to see a viewport screenshot with wireframe overlay if that's not too much trouble.

    PS:
    Can maya render the model with the normal maps in real time?
    i ve very big texture clothes gallery from various games.it can be from mount blade or one of its modifications.
    about maya render i think yes but i use lt version.in my version there is no rendering function.for render i use different applications.

  18. #118
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    Default Re: karaislam's 3d gallery

    wireframe

  19. #119
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    Default Re: karaislam's 3d gallery

    i ve rigged him as well.but it needs proper 2 feathers, a bell on the spear,lamellar 3d armour on the top and down,needs to fix texture problem on the shield etc.there are too much work.

  20. #120
    paleologos's Avatar You need burrito love!!
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    Default Re: karaislam's 3d gallery

    In the wireframe shot is that the real torso geometry or is it just a placeholder?
    Because the torso seems to be made in fer less geometrical detail than the rest of the model.

    In my experience if you are planning to "dress" the model with a texture that features a lot of distinct and repetitive details, such as chain mail, then you would need from about 16 to as much as 24 faces along the torso periphery.
    That's for the M2TW graphics engine.
    Otherwise the details of the texture are going to outline the faces of the torso and make it look "boxy".
    The face geometry, on the other hand, is more than is needed for M2TW.
    Just my opinion.

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