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ForumsShowcase → area51 modeling (first attempt)
area51 modeling (first attempt)
2004-05-31, 8:37 PM #1
because we had no modelers for the skins i thought, what if i try it myself. It really doesnt look pretty god and i am only readdy with the legs but i think, for my first attempt it will look good [http://forums.massassi.net/html/tongue.gif]

BTW, there is too a wall design of oxyonagon, other members may post there improvings in there work and the images are bad qaulity because they are very shrinked

[http://www.massassi.net/ec/images/14277.jpg]
Just legs...
[http://www.massassi.net/ec/images/14278.jpg]
more legs...
[http://www.massassi.net/ec/images/14279.jpg]
and more legs

and the wall design
[http://www.massassi.net/ec/images/14258.jpg]




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So...
"007...Whats your name"
"The name is bond...James Bond"
"No, i mean your other codename"
"Dont tell this any further. Its need help"
2004-06-01, 10:27 AM #2
I really like the third shot.

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"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"
-Michael Kyle

MAK Studios 3D
2004-06-01, 1:42 PM #3
Nice alien leg. Although next time you show a Radiant shot, please add textures.
2004-06-01, 1:53 PM #4
For every black face you see in Flatshade mode, reverse the vertexes, those are bad polys. To reverse a vertex, select the poly and go to Face>Reverse Vertex Order and that will fix your problem [http://forums.massassi.net/html/smile.gif]

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<GothiX> Jenny = goddess
* GothiX <3 Jenny
----------
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2004-06-01, 6:53 PM #5
you know.. that is a a for effort. milkshake is evil. I only like it for the file import/export. check rhino3d out dude. to me its like mapping in gtdk raident. then again the file of rhino can be a batch to convert to 3d max or something else. oh yeah, dude if your trying to make the uber creepy like wall design. watch alien qaudrillogy. especially aliens and alien ressurection. perfect examples for those who wish to make a good start on making a area 51 map.

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-- [url="mailto:Jatso_jk@hotmail.com"]mailto:Jatso_jk@hotmail.com[/url]Jatso_jk@hotmail.com</A>--The Bounty Hunters Arc Forum--Firehound Inc.--
-- Jatso_jk1@hotmail.com--The Bounty Hunters Arc Forum--Firehound Inc.--
2004-06-02, 9:49 AM #6
But why should it have Giger-esque architecture if Area 51 is in the middle of the Nevada desert?

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"Do... or do not... there is no try"-Yoda
Seishun da!
2004-06-02, 2:35 PM #7
nice hallway design, but the only problem is a similar effect could be pulled off just as easily with far fewer faces... Don't use bevels or endcaps for the walls, use a few brushes... or an endcap with fewer faces, etc...

It would make it a tad more geometric, blocky, and possibly high-tech/sci-fi-ish.

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Saberopus: omfq musical genuis j00 >mozart
Thrawn42689: Mozart = n00b
2004-06-02, 4:48 PM #8
well saber is right.. anyone can make those kind of hallways.. If its really like area 51, think mountian rock face, beams to hold support from under the mountian celling, rusty grated floors, if ya study up on mines, for the dirty corridor parts of area51. If ya have played perfect dark, that would be a example of how they attempted area51. Not the best example to litterally use but a good one.

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-- [url="mailto:Jatso_jk@hotmail.com"]mailto:Jatso_jk@hotmail.com[/url]Jatso_jk@hotmail.com</A>--The Bounty Hunters Arc Forum--Firehound Inc.--
-- Jatso_jk1@hotmail.com--The Bounty Hunters Arc Forum--Firehound Inc.--
2004-06-02, 5:12 PM #9
There's absolutelly nothing wrong with Milkshape3D. It's about the modeler, not the program he uses.

Those legs look damn good, better than I can
do in MS3D as far as organic models go.

As far as the archi goes, I would go with your own ideas. I'd imagine the interior to be a lot different from the above rendition, which only goes to show that it all comes down to your own imagination.

Personally, I see it as a more base feel, very ware-house esque on the upper levels. Maybe as you get further down, and into the alien sectors, you could either have a sort of growth of organic material on the ground, or you could have more advanced looking archi. I just think, since it's a SP mission, you should try to make the archi make sense. I'm not really sure why they'd need cool looking archi in a lab to investigate a ship, or a body of some sort. I'd imagine they'd have some pretty gruesome looking tools, and a very angular and painful looking archi. That's me.

JediKirby

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