- Joined
- Jul 29, 2008
- Messages
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Woah... Somebody tell me this is a rip.
This is pretty schweet, FerSZ. Where you from, again?
This is pretty schweet, FerSZ. Where you from, again?
"I come from the Darkness" (literally)Woah... Somebody tell me this is a rip.
This is pretty schweet, FerSZ. Where you from, again?
Speaking of that, how's that model of yours going? :]I think next will be Moarg Brute.
Ooh, I imagine it wouldn't be hard to make that variant of him, no... Dang.Very neat model. Is he a Djinn or something?
Ooh, I imagine it wouldn't be hard to make that variant of him, no... Dang.
Oh what, me? Lol, no. I'm no modeler. But yeah, get his permission & start tinkering around with it in Magos & MdlVis; I'm sure something cool could come of it. : )But you are busy as always, i know.
It's a new Burning Legion demon from the WoW Legion expansion :vVery neat model. Is he a Djinn or something?
Very neat model. Is he a Djinn or something?
It's a new Burning Legion demon from the WoW Legion expansion :v
Daaaamnnn. This deserves director's cut. Today only models that are getting DCs are custom made models. This is perfect example of amazing model with in-game stuff!
Whooaaa awesome.!!! Nice to see you around here FerSZ, hope to see more stuff from you man, and bienvenido!!!
Now you can see why was a great idea to join the Hive?
Great work bro!
Wholeheartedly agree. This is DC worthy.
I hope FerSZ has some more heat in store for us. I saw the Moarg Brute in the screenshot pic and I can only imagine what else he'll makeMaybe a proper Observer model the Hive's been lacking? Or an Inquisitor?
Someone needs to make a fel version please!
They're a team
okThey're a team
Thanks, well I think it happens because the front and back torso are in different geosets (For some reason it changes the illumination). What I can do here is smoothen the texture to fix the continuity of the "muscle lines" in the arms.Great looking models. It's really nice how you achieved to use in-game textures here. There's a small glitch you might be able to fix, though:
View attachment 260417
There's a geometry seam at his arm. The faces are in different smoothing groups. If you could smooth that putting them in the same one (no additional polies are needed), it would be great.
Also, you could raise up a bit his Overhead attachment point, at moment it is too close to the head.
Awaiting update.
The wrap looks great, it's already very continuous. But that won't solve the shading issue. In which software you edit them? Under 3dsmax and Gmax, that is called "Smoothing Groups". Neighbor faces are shaded smoothly if they belong to the same group.Thanks, well I think it happens because the front and back torso are in different geosets (For some reason it changes the illumination). What I can do here is smoothen the texture to fix the continuity of the "muscle lines" in the arms.
About the Overhead attachment, you're right, It's close not to the head but the cage, it's almost inside it. Gonna fix that![]()
Hehehe, all the models I've been posting here are entirely made in MDLVIS (and Magos), I chose this simple software(s) for very simple models like mine, they allow me to make the uv mapping with in game textures very fast. It derivates from the "mesh transport" technique to make models, but of course I make the most of them from scratch. That's the reason cuz I don't use custom unique animations (I'm still a noob with Professional softwares for 3D design)The wrap looks great, it's already very continuous. But that won't solve the shading issue. In which software you edit them? Under 3dsmax and Gmax, that is called "Smoothing Groups". Neighbor faces are shaded smoothly if they belong to the same group.
(Sorry for not saying this upon moderation, but I also noticed now that you have all your materials 2-sided. If you're to edit it, check that too. Only use those when they are needed [when the backface appears], since they use twice more memory to be rendered than 1-sided)