I've been creating 3D art for about 10 months now, I hope to be as good as some of the guys here one day. Anyway I've just finished animating my PPSh-41 (Russian sub-machine gun) and I just thought I'd share it. Created in 3ds Max 2012 by the way.
Going to do a crankshaft next, thinking V6 or V8. Then I'll add cylinders and keep expanding it and getting more detailed until I have a full car, at least mechanically.
Hi guys, I was able to find some 3D models from an old game that I'd like to update and make it look a little bit better. You can actually see the individual polygons it's so low quality.
So I've imported all the different parts into zModeler (could switch to 3DS Max), but have no idea where to go from here. Anybody have a link to any guides that may help me?
Which is easier to use, 3DS Max or zModeler?
^ I call that project "Global Reach" and it is a space based bomber. I based the design off of numerous orbital and sub-orbital space craft designs, many of which were cancelled though...
Also, here is a random detail pic showing revised engine inlets for my MH-83 Buffalo helicopter:
7.4L V8 DOHC. Next up: Camshafts and valves to finish up the major mechanical components of the engine. Then a gearbox (not sure which kind right now), differential, suspension, and steering.
Here is my first car I made with blueprints, the Dacia Duster. I made it for an old game with low-poly cars called Re-Volt. The front and rear window textures still need to be replaced though.
Love the Duster, and Re-Volt.. man i used to love that game on Dreamcast (iv'e still got it ).
My partner made a couple of my car designs into low poly models, quite a few years back when she was a games artist (she used MAX at the time). I'll have to have a little hunt around, see if i can locate her old showreel and post the pics.
Thought I'd post something I've been working on for ArmA 2:
My Cluster Bomb's (accurately SUU:64 Munition Dispenser with BLU-97 Bomblets, categorizing as CBU-87 CEM (Combined Effects Munitions) - "In game" no special rendering engine
In game testing
F-111F Me and a couple guys are working on for ArmA 2 WIP:
Bout the only recent thing I got in a game is my F-59A Saber II fighter, which a friend of mine converted to Vector Thrust. Game is still in the alpha stages though....
Anyway a couple pics of it in VT:
^ The dish looking thing on the back in the bottom pic is part of a special weapon for the plane, in case anyone was wondering...
Cool project and model Timppaq. 👍
Do you plan on making it, and if so, how do you plan on cutting it, Flo-jet or metal laser cutter?.. would be great to see this thing made IRL.
V8 7.4L DOHC engine in Solidworks. Right now it's just a simplified version of the major mechanical parts of the engine, but I plan on expanding it and getting more and more detailed as I go. Next up on the engine are the exhaust and intake manifolds, and a belt or gears connecting the crankshaft and camshafts. I plan on making a six-speed manual transmission, differential, steering, axles, and wheels.
For some reason it turned the intake valves and tappets white in the first part of the animation and wouldn't let me change it back. The camera should've turned instead of zooming in and out in the dissection. The valve timing is a bit off too. Other than that, if there's anything that can be fixed or improved upon, please let me know! (yes, I know the piston shafts should have 2 parts and be bolted together, there are no springs in the valves, no rods keeping the piston heads and shafts together, etc etc. That'll come later when I get more detailed.) Available in uber HD 1080p. Any suggestions to make a better video would be appreciated also.
I've been messing with Blender and I can't figure out how to add polygons to an object. I think "subdividing" is what I'm trying to do, but I've searched around and I can't figure out how to do it. Anybody in here know how to do it?