Kixum opened this issue on Jan 06, 2004 ยท 14 posts
Kixum posted Tue, 06 January 2004 at 12:22 AM
-Kix
Vidar posted Tue, 06 January 2004 at 6:17 AM
looks great.great modeling!:)
Hoofdcommissaris posted Tue, 06 January 2004 at 9:41 AM
So you decided to convert it to a glass blowing machine? (maybe I should first take a look at Halo?) But it looks great. The process was nice to follow, back in the days. The shader for the ground is very interesting by the way. I like that!
Nicholas86 posted Tue, 06 January 2004 at 9:55 AM
Looks great Kixum!! Just for fun you should add some billowing smoke from the barrel, use some metaballs maybe with a smokey texture. Love it! Brian Hinton
todd71_63116 posted Tue, 06 January 2004 at 2:03 PM
glass blowing machine...lol...ive never seen HALO either, but i like the model...
nomuse posted Tue, 06 January 2004 at 2:17 PM
Looks cool. What do the wires look like? Is it optimized polys or extruded splines...or maybe a bit of both?
Kixum posted Tue, 06 January 2004 at 2:23 PM
nomuse, Are you asking what the wireframe of the model looks like? The whole model was built in pieces in the spline modeler. -Kix
-Kix
mateo_sancarlos posted Tue, 06 January 2004 at 2:26 PM
That is an acronym used by spooks: HALO - high-altitude, low-opening. But yours must mean something else. Looks good - how did you do the muzzle flash?
ShawnDriscoll posted Tue, 06 January 2004 at 3:46 PM
I think HALO is a ringworld based on Niven's book.
Hoofdcommissaris posted Wed, 07 January 2004 at 2:31 AM
In Dutch the usual greeting is HALLO But the use of a tank us not quite common :-)
Kixum posted Wed, 07 January 2004 at 7:59 AM
My reference to HALO is the XBOX game called HALO. There's a tank in that game that looks quite a bit like mine. The muzzle flash was pretty easy. 1.) I made a tear drop in the spline modeler, 2.) Applied an explosion deformer to it to break it up into small pieces, 3.) Textured it with a fiery type of texture heavy on the glow channel and transparency, 4.) Turned on the 3D Aura for that object, 5.) Turned on the blur. Oh and one other thing, the ground texture is a full procedural texture using the cellular function in the color and bump channels. -Kix
-Kix
Kixum posted Wed, 07 January 2004 at 8:04 AM
-Kix
ShawnDriscoll posted Wed, 07 January 2004 at 5:30 PM
That's a whole lot of triangles. I've been seeing a lot of squares used in models while learning Amapi 7. www.shonner.com
PAGZone posted Fri, 09 January 2004 at 8:44 PM
Very Nice model Kix! Great Work. :-) Paul