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Ilidur
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Ilidur's showcase

Post by Ilidur »

These are some of my models, the last four and the houses are from another project that went down (atlantis).

[url=http://img327.imageshack.us/my.php?image=gaiahousejf4.jpg][img]http://img327.imageshack.us/img327/7906/gaiahousejf4.th.jpg[/img][/url]
[url=http://img260.imageshack.us/my.php?image=gaiahouse2ro1.jpg][img]http://img260.imageshack.us/img260/571/gaiahouse2ro1.th.jpg[/img][/url]
[url=http://img144.imageshack.us/my.php?image=headlz3.jpg][img]http://img144.imageshack.us/img144/5861/headlz3.th.jpg[/img][/url]
[url=http://img144.imageshack.us/my.php?image=senatepw7.jpg][img]http://img144.imageshack.us/img144/1209/senatepw7.th.jpg[/img][/url]
[url=http://img260.imageshack.us/my.php?image=sworduq3.jpg][img]http://img260.imageshack.us/img260/1205/sworduq3.th.jpg[/img][/url]
[url=http://img504.imageshack.us/my.php?image=sword2wq3.jpg][img]http://img504.imageshack.us/img504/7399/sword2wq3.th.jpg[/img][/url]
[url=http://img144.imageshack.us/my.php?image=waterbowag4.jpg][img]http://img144.imageshack.us/img144/4621/waterbowag4.th.jpg[/img][/url]
[url=http://img504.imageshack.us/my.php?image=waterlongswordly4.jpg][img]http://img504.imageshack.us/img504/9661/waterlongswordly4.th.jpg[/img][/url]
[url=http://img260.imageshack.us/my.php?image=watershortswordyy1.jpg][img]http://img260.imageshack.us/img260/1331/watershortswordyy1.th.jpg[/img][/url]
[url=http://img144.imageshack.us/my.php?image=watersmallshieldeo5.jpg][img]http://img144.imageshack.us/img144/66/watersmallshieldeo5.th.jpg[/img][/url]
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NEENJA
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Post by NEENJA »

Hey dude, and welcome to TR. It's good to have plenty of modelers around. I myself am trying to tame the beast known as Blender. Do you use Blender? or 3dsmax? or something else?

As far as I know, Blender and 3DS Max are the only 3d programs that can export .nif files.

Well, welcome, have fun, and yeah, that stuff...

--the NEENJA
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Post by Lady Nerevar »

maya can, or is atleast supose too.

welcome to the project btw.
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Post by Nanu »

Maya can not, yet. The NifTools team is working on an exporter.
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Ilidur
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Post by Ilidur »

i use 3dmax...
Could you leave some comments? good or bad. I can take it :D
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Post by horodnicdragos »

Can you do something with a higher polycount? Try making a horse.

[img]http://www.tarpits.org/education/guide/art/page13a.jpg[/img]

From what I'm able to see you're quite a good modeller but you didn't show all your powers.
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Post by Ilidur »

would love to, but my computer sucks and it doesn't like high poly, i'll show you what i made with high poly.

And with this ocasion i'll post other works.
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Post by El Scumbago »

Don't worry about high poly-counts, smaller items such as weapons and various others are most welcome. I'm no modeller, but your work seems quite solid. What are you interested in the most? Oblivion or Morrowind modding?
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Post by Ilidur »

I think i'm going with morrowind for a few reasons:
It works on my computer ergo i can test the models before sending them;
Far fewer polys than oblivion models so that means fewer time for a model and less work for the computer.


Just installed 3d max again and my best work doesn't work...
it sais i don't have some dlls.
Those were my best models and i used many features on them and now because of those features they don't work.
Can some of the other 3d max users send me some dlls? I'll make a list of what i need, just pm.
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Post by El Scumbago »

Send a pm to Eyeball or Angelus6, they use 3Dmax as well. And pm Gez to see if there is something specific needed for Morrowind which you could work on. Welcome to the club Ilidur, have fun :)
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Post by Joco »

NEENJA wrote:As far as I know, Blender and 3DS Max are the only 3d programs that can export .nif files.

--the NEENJA
Blender dont unless you have installed the .nif scripts. Most programs do if you install nif scripts.
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Post by witcher93 »

Hey, I'm a modeller but with another program, your work is very good, I think you could do a minor gloss on the last shield, and try adding some more gloss to the weapons blade so that it seems more metallic.
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Post by Lady Nerevar »

Nanu Ra wrote:Maya can not, yet. The NifTools team is working on an exporter.
like hell there aint. as in there is one. cause i just got it to work :) yey, lady is happy now.

sry for spaming up the thread.
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Ilidur
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Post by Ilidur »

[url=http://img97.imageshack.us/my.php?image=s1lutejm5.jpg][img]http://img97.imageshack.us/img97/2141/s1lutejm5.th.jpg[/img][/url]
A model from lute's concept.
And now for yet other older stuff i made:
[url=http://img187.imageshack.us/my.php?image=arme1aw1.jpg][img]http://img187.imageshack.us/img187/6374/arme1aw1.th.jpg[/img][/url]
[url=http://img187.imageshack.us/my.php?image=house1zs6.jpg][img]http://img187.imageshack.us/img187/1408/house1zs6.th.jpg[/img][/url]
[url=http://img176.imageshack.us/my.php?image=rp1cl3.jpg][img]http://img176.imageshack.us/img176/992/rp1cl3.th.jpg[/img][/url]
[url=http://img221.imageshack.us/my.php?image=rp2ut2.jpg][img]http://img221.imageshack.us/img221/4118/rp2ut2.th.jpg[/img][/url]
[url=http://img187.imageshack.us/my.php?image=tentir2.jpg][img]http://img187.imageshack.us/img187/641/tentir2.th.jpg[/img][/url]
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Joco
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Post by Joco »

Wow, that is amazing! I really like your weapons, very well made!
As for the knife, it looks a bit clumsy, maybe the balde should be abit less wide and a bit longer IMO.
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Post by horodnicdragos »

I expected more from you. Your models are too cartoonish style. Try make them as real as you can. I like the staff though. Ok, did you try to do the horse?
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Post by Ilidur »

I had some test papers. I think i'll try and work a little tomorrow.
And the first sword... that's the concept.
offtopic: heard you from Iasi.
Ok, so it was my mistake. The concept i used was to wide, than i looked at what lute did and i modified it a little.
[url=http://img265.imageshack.us/my.php?image=s1luteaz3.jpg][img]http://img265.imageshack.us/img265/1792/s1luteaz3.th.jpg[/img][/url]

Modified 1:
[url=http://img119.imageshack.us/my.php?image=s1lutekg0.jpg][img]http://img119.imageshack.us/img119/2516/s1lutekg0.th.jpg[/img][/url]
Last edited by Ilidur on Tue Dec 19, 2006 7:02 pm, edited 2 times in total.
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Post by Haplo »

horodnicdragos wrote:I expected more from you. Your models are too cartoonish style. Try make them as real as you can. I like the staff though. Ok, did you try to do the horse?
Please be a bit more polite to people, horodnic.
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Ilidur
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Post by Ilidur »

Haplo wrote:
horodnicdragos wrote:I expected more from you. Your models are too cartoonish style. Try make them as real as you can. I like the staff though. Ok, did you try to do the horse?
Please be a bit more polite to people, horodnic.
I take good and bad suggestions. No harm done...
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Post by Morgoth »

horodnicdragos wrote:I expected more from you. Your models are too cartoonish style. Try make them as real as you can. I like the staff though. Ok, did you try to do the horse?
Just remember that you're no spring chicken to modelling, Horodnic. Ilidur is new to the project, as were all of us at one time. Go easy on people, and if you want to criticize something, offer a suggestion to help them learn better.

Ilidur, you're doing well so far. Try to use some slightly rounder edges for things like the sword hilts, and axe blades. Secondly, as a few have said, working with higher poly counts isn't a bad thing. I'm sure you're computer could handle about 4-500 polys in a model, so aim for that. If you plan to model in Morrowind, that's about the ammount detailed models get into. Weapons especially. Look at the poly-counts of items similar to what you want to make in the CS. Then try to match that number with your own model. Also, try to find more realistic, or detailed textures where possible. We've got some great texture sites in a stickied-thread in the Oot forum, I believe.

If you don't know about the different types of mapping, take a look at some guides for whatever program you use. A good reflection or bump map can make all of the difference in the world.
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Post by horodnicdragos »

I know what someone can do after seeing a few models. Did I said something disturbing? It's the same mistake I used to be. I wasn't allocating enough time to my models. We debated that sword on Y!M and I think it looks all right now. Speaking the same language is another advantage that may allow us to communicate one to another. I quite changed in the while I wasn't here. Being a bit spartan always helps. Hey I'm serious, it happened to me and I learned a lot of stuff. I hope I didn't cause any confusions.

Now back on topic. The update of lute's blade looks good but I think you should split the handle in more polycounts and make it smoother. Also take a look on the blade and make sure it's not plane. From some angles it's going to be invisible. If you did then scale it up on Z coordinates.

Tomorrow I'll be away until Monday. So Merry Christmas to everybody. :)
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Post by Eyeball88 »

Morgoth wrote:Ilidur, you're doing well so far. Try to use some slightly rounder edges for things like the sword hilts, and axe blades. Secondly, as a few have said, working with higher poly counts isn't a bad thing. I'm sure you're computer could handle about 4-500 polys in a model, so aim for that. If you plan to model in Morrowind, that's about the ammount detailed models get into.
To build on to what Morgoth has said, we've also got a list of weapon poly counts in the OoT forum. A weapon can be anywhere from 1,200 to 2,400 faces. Sometimes more, in certain cases.

One thing I've noticed about your last sword, that you kind of tweaked in your latest model but didn't entirely fix, is the connection where the handle and the blade meet. While this project isn't entirely about scientific specifics (Rihad's rock-catching grate-gate aside,) it certainly does help build a more convincing world if you take care of small details in your model. What is holding the blade in place? How is it secured to the handle? As it is now, it kind of peters off into a small bevelled end.

When I'm modelling a weapon, I do try to think about small things like "What is securing that spike to the blade" or "what is keeping the blade from flying off of the handle when I swing it." Some of it can be done with creative texture work, but we have enough of a "poly budget" in Oblivion that we don't need to be stingy with our detail.
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Post by Morgoth »

Ah. I was under the impression he was modelling just for Morrowind. My bad.
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Post by Ilidur »

[url=http://img127.imageshack.us/my.php?image=s1lutebr2.jpg][img]http://img127.imageshack.us/img127/2608/s1lutebr2.th.jpg[/img][/url]

if this doesn't satisfy your thirst, than please help me so i can understand your needs :D.
I'm modding for both OB and MW.
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Post by Morgoth »

[url=http://img163.imageshack.us/my.php?image=quickbladeiy5.jpg][img]http://img163.imageshack.us/img163/1474/quickbladeiy5.th.jpg[/img][/url]

This was just a quick Photoshoping of your render there. You've done a very good job on it. Only a few personal things. (This was just meant to illustrate my personal feelings about the model's appearance.)

You need to put some more detail into the blade, and as I view it as a mostly primitive sword, I think some serrated edge wouldn't go amiss. Also, I think you should replace the iron texture with a wooden or leather-wrapped one. And there I just capped it off with another golden ring piece, this would probably help to preserve the butt of the wooden hilt.

I think that would make the sword more realistic, and it's good practice as well. All just opinions, though. You've gotten better already in the few days you've been here. Nowhere to go but up. :)
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Post by Lady Nerevar »

much, much better. i generaly agree with nomadic's comments. the hilt also seems to end to quickly, perhaps round it off a bit?

looking good :)
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Post by Ilidur »

Hm. Like the idea, it's doable.But not tonight, it's 10pm(time gap :D) and i'm tiered. Maybe tomorrow.
If i do something i'll edit.

[img]http://i129.photobucket.com/albums/p237/Ilidur/S1lute.jpg[/img]
Last edited by Ilidur on Wed Dec 20, 2006 11:15 pm, edited 1 time in total.
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Post by Joco »

It really looks much better. I can see that you are on a distinguished riad towards a good modder!
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Post by Morgoth »

Wow, that is excellent. Blade would have to have a slightly better texture, methinks, but that's not at all a problem. I'd definately support your promotion, because you've shown that you can work with criticism and change things at need. Very nice work.
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Post by Haplo »

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Awesome job Ilidur and great display of talent and patience! Welcome to TR mate :-)
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Post by Ilidur »

Thanks guys.
Now, onto my new holyday project... can anyone draw me a naked, anatomicaly correct man(front and left)? I want to make that 3d man and i need some guidelines.
No "extras" needed :D


Hm... nevermind... found some good ones on the net.
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Post by Morgoth »

Darn! I was going to have a go at it. I need to work on anatomy, would've been good practice.

You're probably best doing one from a picture, though. Most accurate thing you can have is reality. Modelling a good human form is really difficult in some places, so good luck to you on that.

(Oh, grats on the moddership, too.)
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Post by El Scumbago »

Congrats Ilidur, welcome onboard!
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Post by Ilidur »

Ok, do it... i have some female drawings and i need the male versions as well. just try and draw them DaVinci style
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Post by Asylum »

Lovely models, especially the last one.
you got some real tallent here.
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Post by Ilidur »

Morgoth, could you still do those pics i asked about? and after you posting that one maybe you could clothe him.
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