N00b Modeler = Brain Explosion

DeadYellowBunnyDeadYellowBunny Join Date: 2003-01-10 Member: 12123Members
<div class="IPBDescription">tried making a skulk</div> Ok here it goes......

I saw a picture for the WAR40k universe and i though...... hey the aliens from NS would look mad if they looked like this!
What i did was i started out with the original skulk and added some sort of spike carapace to the top and the front legs of it. Now everything was going well untill i look at the polycount and it was up to around 1100........
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
then i started trying to skin the ba$tard and...... lets just say i have a whole lot of respect for the guys that do this for fun.
Could someone just explain to me where i want wrong and how i could improve on my already minimal modeling skill.

Comments

  • DeadYellowBunnyDeadYellowBunny Join Date: 2003-01-10 Member: 12123Members
    Here's my inspiration pic....
    LOOKS TASTY <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • VashVash Join Date: 2002-11-12 Member: 8333Members
    Hm...what's wrong with it? Only 1100 polies...It's not like were all running commodore 64's here man.
  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    learn m8, it took me a while, but i made my own gorg type, it just takes learning and tutorials. theres a forum in here somewhere with every single tutorial link youll need to help you with making models and skinning
  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    oh here we go <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=20223' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=19&t=20223</a>

    modelling 101, they mustve found it very improtant to put it in the top 3 forums section on the models skinning board. but it helped em a hell of alot that forum did, i suggest you check it out
  • DeadYellowBunnyDeadYellowBunny Join Date: 2003-01-10 Member: 12123Members
    well vash the problem is i know so little i thought 1100 was a problem .... lol

    thanx for those links kylie they will come in very handy im sure. Hopefully ill have the model up very soon because i think they should look pretty good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Members
    My SVI hack with the original AvP2 hands was over 3000. 1100 isn't bad at all. As far as I'm concerned, going over 1500 is pushing it, especially for a model you're going to be seeing a lot of, on-screen. If it's 3000, or something, and you've got four or five coming at you, all but the most monstrous computers will be choking and gagging and trying to crawl away from the pain. But me, I love things to be as detailed as possible. A lot of the work done for these HL mods looks so much better than too much stuff you have to pay for, these days. Take the default NS alien models. When's the last time you saw a retail game with models that smooth and detailed as the Fade?

    Anyway, that's just to say to budget your polycounts according to the amount of time you expect the model to spend on-screen. I read that in a tutorial somewhere. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • ArgOnatHArgOnatH Join Date: 2003-01-02 Member: 11720Members
    edited January 2003
    Ah is that i tyranid i smell?!

    cuz im trying to make a aliens pack of tyranids!

    heres a model im makin for skulk
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