Author Topic: The new and improved 3D model topic!  (Read 4642588 times)

Nice, the stock looks very funky and dis-proportionate though

Also INH learns to texture part 1



Part 2

« Last Edit: December 26, 2016, 05:15:19 AM by Insert Name Here² »

reminds me a hell of a lot of these things

actually what i initially based the models off of. i had to take a more stylized approach since having as much detail as the pictures would make each model take at least a few days of intensive work, and eventually just went off of my own imagination.

Do you guys know any good websites that offer good, decent resolution textures? Free ones if possible, I'm not made of money

Do you guys know any good websites that offer good, decent resolution textures? Free ones if possible, I'm not made of money
This is going to hurt but Google.
You can search images based on size and you can add "seamless" for looping texture.
But beyond that, if you find a texture that looks really good you could also check out the website and see if they have any packs which typically are of similar quality.
Example: from this Google image I get to this website, so you can find a virtually infinite amount of websites which offer free textures using this method.
In other regards that website I linked looks pretty good, too.


anyone got a favorite rust weapon?
i'm definitely not learning how to make addons for a Rust addon pack

Nice, the stock looks very funky and dis-proportionate though
while its good you know how to texture things i recommend you dont texture wheels and instead stick to modeling them. wheels that have textures usually look bad because not only do 1; shadows dont look as nice on them and 2; the wheels always look flat no matter what you do to them (mostly because of the lack of shadows) and they stand out against the rest of the vehicle which is not textured. also the texture your using looks blurry but i think thats just an issue with the texture itself being low quality

Alright I see what you're getting at. Also the texture is blurry because the picture isn't a true hd render, its just the real time rendering option blender has. When I get home I'll post a full rendered out picture of it's current progress

(The wheel textures are pretty high quality too, iirc they're in the 750x750 range)

(The wheel textures are pretty high quality too, iirc they're in the 750x750 range)
That's not necessary, you can just model that and even add some depth to it

750x750 isn't even a valid size for most game engines, the closest you can do is 768x768 (does Torque even support the specific resolution?), but that'll result in minor blurring and artifacts from up-scaling the image, or you can use 512x512, which is one of the common resolutions used by Blockland

Id be modelling it but it wouldn't match the car which I'm trying to make in the simplest low poly way I can, along with using textures to give the car some texture and looks lol

If I make a very low poly car, then the wheels follow suit. If I make a high poly car, then the wheels will follow it but more detailed.

Plus I'm not modelling this for blockland, I'm practicing for a different project
« Last Edit: December 26, 2016, 10:11:56 PM by Insert Name Here² »

My first try at a blocky model.

Blocky LMG thing:

Try making the cross hair consistent with the blockyness of the gun

It's really thin and small when everything else is exaggerated.

« Last Edit: December 27, 2016, 12:13:02 AM by Insert Name Here² »

I finished the car, the only thing on it that isn't a texture is the Blue, and that's it.



My first try at a blocky model.

Blocky LMG thing:

needs a stock