Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top conversion mod for Dawn of War.
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 Post subject: Re: Modelling
PostPosted: Tue Jan 18, 2011 8:19 pm 
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doesn't exist i believe, only works with max 2008

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 Post subject: Re: Modelling
PostPosted: Tue Jan 18, 2011 8:27 pm 
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hmm alright. I remember seeing something about a 30 day trial for 3dsmax 2008. Know where i might find that and if it will work?


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 Post subject: Re: Modelling
PostPosted: Tue Jan 18, 2011 9:03 pm 
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maybe Horus, or someone else can help you there im not sure.

i do have a link though http://usa.autodesk.com/adsk/servlet/pc ... 71450&nd=1 that's for the trial, but not sure what version it is. most likely 2011..

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 Post subject: Re: Modelling
PostPosted: Sun Feb 20, 2011 10:56 pm 
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I got bored.

Turns out Marine helmets are easier to do than Marine hip joints. Gararagh.

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 Post subject: Re: Modelling
PostPosted: Wed Feb 23, 2011 4:29 am 
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randomly came across this :D

http://www.game-artist.net/forums/work- ... rrior.html

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 Post subject: Re: Modelling
PostPosted: Fri Feb 25, 2011 3:07 am 
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Image :o

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http://www.forgeworld.co.uk/Images/Prod ... Techp1.jpg

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 Post subject: Re: Modelling
PostPosted: Sun Mar 06, 2011 12:26 am 
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just finished.. feel good about it, so i shall share like it or not :D

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 Post subject: Re: Modelling
PostPosted: Sun Mar 06, 2011 1:07 am 
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nicely done! :)

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 Post subject: Re: Modelling
PostPosted: Sun Mar 06, 2011 10:07 am 
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Nice work Chompy, I'm sure Flesh will love to texture that.

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 Post subject: Re: Modelling
PostPosted: Sun Mar 06, 2011 6:11 pm 
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lol that be awesome, but it wont be used for anything so there's no reason to and besides, hes way to busy as it is :P

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 Post subject: Re: Modelling
PostPosted: Sun Mar 06, 2011 8:45 pm 
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and if it did go in game, its too high poly for its needs on the cylindrical parts.

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 Post subject: Re: Modelling
PostPosted: Fri Mar 18, 2011 5:24 pm 
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Bump.

(also I've just downloaded about a thousand reference images)

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 Post subject: Re: Modelling
PostPosted: Fri Mar 18, 2011 10:41 pm 
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Gorb wrote:
Bump.

(also I've just downloaded about a thousand reference images)


Gorb...bumped something...?

No! I refuse to believe it!

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 Post subject: Re: Modelling
PostPosted: Sat Mar 19, 2011 9:55 am 
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Calgar wrote:
Gorb wrote:
Bump.

(also I've just downloaded about a thousand reference images)


Gorb...bumped something...?

No! I refuse to believe it!


The topic deserves it after all :lol:
But it has showed me something : modelling is an art far too complex for me...

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 Post subject: Re: Modelling
PostPosted: Sat Mar 19, 2011 11:04 am 
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Ah, good point.
And I knew that modeling was to complicated for me anyway, and this has just confirmed it.

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 Post subject: Re: Modelling
PostPosted: Sat Mar 19, 2011 1:30 pm 
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Believe it or not, but Horus' tutorials are actually pretty decent. Unfortunately they presume you have a working knowledge of Max already (how to apply modifiers, where the operations are, etc).

Hence the bump.

It's not that complicated really, I've picked up what I know in about six months practise (I usually got two or three weeks between working on models as well, such is my limited free time).

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 Post subject: Re: Modelling
PostPosted: Sat Mar 19, 2011 2:33 pm 
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Quote:
But it has showed me something : modelling is an art far too complex for me...


It deceptively looks it. But when you break it down... You just need to visualise what your doing, and know what the basic things do.

Don't let it discourage you from trying :D

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 Post subject: Re: Modelling
PostPosted: Wed Mar 23, 2011 10:48 pm 
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It works!

Image

Image

192 polys.

Gonna be trying me some torsos next. Then helmets! Then backpacks!

Squeeeeeeee.

(note: this is all for DoW/DoW II level of quality in terms of polys, hence why it is so obviously lacking in detail. I may try my hand at a more detailed mesh for use in something like UDK or Unity)

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 Post subject: Re: Modelling
PostPosted: Wed Mar 23, 2011 11:27 pm 
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My udk bolter is about about 500 pollies ish :D It could easily go into dow 2 with barely any problem at all.

i did make the initial torso stage look a bit too easy modelling wise though. I usually find them the most PITA things to do other wise. Heads are often more fiddlier though :S

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 Post subject: Re: Modelling
PostPosted: Sun Mar 27, 2011 7:05 pm 
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sorry to interrupt your tutorial Horus just wanted to show these off :D

2 Chaplain Crozius Arcanums
Image Image

i accidentally saved the right over the left one when i was trying to undo something and it overwrote it. i really liked that left one :cry: ill just make it again i guess..

wings3d is acting a little weird on this computer so had to use ambient occlusion(why its so white) or you wouldn't be able to see anything..

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 Post subject: Re: Modelling
PostPosted: Sun Mar 27, 2011 7:56 pm 
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Should make it lower poly :D And then i would happily use it in WOA for pakrios...

Working on the gk daemonhammers atm :D

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 Post subject: Re: Modelling
PostPosted: Sun Mar 27, 2011 9:41 pm 
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remade the left crozius, only took about 15mins easier then expected :lol:


yeah the staff has to many faces. used 6 faces for the staff on this one.
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 Post subject: Re: Modelling
PostPosted: Sat Apr 02, 2011 5:32 am 
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didn't have anything else to do, and iv had an increased interest for Renegade Militia/Chaos lately.

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 Post subject: Re: Modelling
PostPosted: Sat Apr 02, 2011 11:48 am 
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wow chomp u can help me learn this any day :D

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 Post subject: Re: Modelling
PostPosted: Sat Apr 02, 2011 4:38 pm 
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If you want to model for renegade militia, it could be wise to start with shotgun, some Imperial Guard veteran need their own ones, not the astartes one.

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 Post subject: Re: Modelling
PostPosted: Sat Apr 02, 2011 8:44 pm 
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i could try, but i wouldnt hold my breath on them ever going into FoK :lol:

any chance for any pictures of said shotgun? im pretty sure they use the same ones as Scouts

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 Post subject: Re: Modelling
PostPosted: Sat Apr 02, 2011 9:19 pm 
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Quote:
im pretty sure they use the same ones as Scouts


indeed, that's the reason why I asked for a new shotgun : the one used by scout doesn't fit at all for "normal" soldiers. Fortunately, FW released some hostile cadians veterans with shotguns and the imperial armour 6 features a standard shotgun used by vraksians renegades.

(if you want the picture I can post it)

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 Post subject: Re: Modelling
PostPosted: Sat Apr 02, 2011 11:37 pm 
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Needs a bit of work around the cheek-comm-piece-breathing-apparatus-thing, but apart from that I'm pretty happy with this:

Image

390 polys.

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 Post subject: Re: Modelling
PostPosted: Sun Apr 03, 2011 5:47 pm 
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that's one awesome Space Marines heltmet Gorb! good to go id say

as for that shotgun..

Image

yea i tend to go overboard with some details, maybe ill make a lower poly version at some point just for fun. wasn't as easy as i hoped, couldn't get a good look from the FW mini but it came out alright i guess
http://www.forgeworld.co.uk/Warhammer-4 ... TGUNS.html

up next ill try the Elysian shotguns
http://www.forgeworld.co.uk/Warhammer-4 ... TGUNS.html

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:D

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 Post subject: Re: Modelling
PostPosted: Thu Apr 07, 2011 5:33 pm 
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Nemesis Warding Stave.
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some more GK stuff to come.

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 Post subject: Re: Modelling
PostPosted: Thu Apr 07, 2011 7:12 pm 
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Do want ! But I think the harder part of new GK implementation will be the coding part (especially the grand strategy rule, the brotherhood champion and the "summoning power).

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 Post subject: Re: Modelling
PostPosted: Sat Apr 09, 2011 3:50 am 
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just saw on RN that Horus already did some GK stuff, they look great.

Nemesis Daemon Hammer
Image

Nemesis Falchion
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Nemesis Force Sword
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 Post subject: Re: Modelling
PostPosted: Sat Apr 09, 2011 10:10 am 
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Will we follow the 'eavy metal's blue to texture those awesome weapons, or keep the shiny grey of the previous RC ?

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 Post subject: Re: Modelling
PostPosted: Sun Apr 10, 2011 5:37 pm 
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sorry to disappoint, but these arent being made for FoK. these are just me messing around in Wings3D when i have the time/nothing else to do. they could be used for FoK though but would need to re-done a bit in some places so they're lower poly. which wouldn't be hard to do. after that someone else would have to put em in as i still can't get myself to take the time to figure it out :lol:

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 Post subject: Re: Modelling
PostPosted: Sun Apr 24, 2011 10:34 pm 
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Hydra Emplacement [WiP]
Image deeeeeeeerp. noticed a few games ago the Imperial Guard turret already has this model.. >.>

Bombard ammo boxes
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 Post subject: Re: Modelling
PostPosted: Sun Apr 24, 2011 11:23 pm 
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408 polys

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 Post subject: Re: Modelling
PostPosted: Mon May 16, 2011 1:54 am 
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a very simple model to make, wish i could get it in-game even though its not that good
SoB PowerMaul

Image


please, feel free to laugh as hard as you like i really don't mind :)

my first UV mapped and "textured" model :lol:
Image

UV mapping is quiet annoying to get used to, im sure that are much more efficient ways of having doing it but with very few proper Wings3D UV mapping tuts i worked with what i could get together.

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 Post subject: Re: Modelling
PostPosted: Wed May 25, 2011 4:33 am 
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woot finally! :D
huge mega thanks to melooo for helping me out and getting this to work, well most of it.. still having issues with exporting models, but hey! i got em in. so this is the vanilla chaplain with my own Crozius since the vanilla one is too long and looks like poop to me :P

hope to make something happen out of this and get the exporter working. will most likely re-install DC and maybe 3dsMAX.

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 Post subject: Re: Modelling
PostPosted: Wed May 25, 2011 12:50 pm 
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Nicely done :)

I should do some simple weapon/upgrade meshes to re-familiarise myself with the DoW I export process . . . but for that I need to use my copy of Max 2008 which I hate so much Max 2010/2011 is so much of a damned improvement in so many ways).

So I'll stick to modeling parts of a Space Marine, I guess. Mebbe model some weapons and upgrades for DoW II? Perhaps.

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 Post subject: Re: Modelling
PostPosted: Wed May 25, 2011 2:28 pm 
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way to go chomp! one step closer :P

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 Post subject: Re: Modelling
PostPosted: Fri Jun 24, 2011 12:32 am 
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bringing this back up with hope that someone might be able to help..

I'm trying to render some models in 3dsmax8 for a MoW mod I'm sorta helping with, but the thing is that I'm still useless with 3ds and do all the modeling in wings3d and when i import the wings3d model into max and render it it comes out like this..
Image
which, as you can see, is terrible.

but when i make half-assed version of it in 3ds and render it, it comes out like this..
Image
which is a lot better.

so my real question is, how do i make the wings3d import look like the one i made in 3ds? is there anyway of removing that light that seems to be shinning down and make it flat as the 3ds model?

really hope i can as its much easier for me to work with wings(since its simpler) and i don't have the time to really get into 3dsmax also it makes clay renders look much better(i know this isn't a clay render, just did this real quick to show them here)

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 Post subject: Re: Modelling
PostPosted: Fri Jun 24, 2011 12:49 am 
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Max uses lights and such in scenes (or lack of lights in this case)

Add a skylight, turn cast shadows on in the options and then render again. it will come out much better.

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 Post subject: Re: Modelling
PostPosted: Fri Jun 24, 2011 3:55 am 
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well yea i knew about the skylight and shadows just that imported models from wings come with these strange shadows which still sorta mess up the rendering, though i now know why they came out very ugly so its better now.

wings3d model and 3ds model side by side
Image


wings3d render
Image

thanks :)

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 Post subject: Re: Modelling
PostPosted: Fri Jun 24, 2011 8:38 am 
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the other one looks different because of its smoothing groups while the other has none.

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 Post subject: Re: Modelling
PostPosted: Fri Jun 24, 2011 6:21 pm 
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anyway of removing the smoothing groups?

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 Post subject: Re: Modelling
PostPosted: Fri Jun 24, 2011 6:33 pm 
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Select the model using whatever Edit mode you're using (I usually select Edit Poly). Select the faces/polys that you want unsmoothing (or just select the whole element), and on the right scroll down the options tab til you get to the Smoothing Groups. Change it from the default (which is usually 45.0) to whatever you want. I would advise 0.0, just so you can see the basic form of the model.

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 Post subject: Re: Modelling
PostPosted: Sat Jun 25, 2011 2:00 pm 
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there we go :)

thanks a bunch guys.

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 Post subject: Re: Modelling
PostPosted: Fri Jul 22, 2011 8:55 pm 
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Well, its a start...


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Haven´t done any serious 3D stuff for a year or so (trying to remember all the usefull shortcuts was a royal in the ass ), Im quite happy with the helmet. Modelling the rest of the marine is going to be fun. The masochistic kind of fun, but fun nonetheless.
And I´m pretty certain that it´ll end like the other project in my photobucket account : unfinished :P

Now back to Blender...


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 Post subject: Re: Modelling
PostPosted: Fri Jul 22, 2011 11:24 pm 
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170 polys at the moment:

// snip //

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 Post subject: Re: Modelling
PostPosted: Sat Jul 23, 2011 12:19 am 
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its late and I'm tired.. but i realyl have no idea what that's meant to be Gorb.. look cool though.

and awesome looking pauldrons and helmet bava.

was working on a imperial bastion myself and got the main building done just have to add decorations and such. tired to render it but 3ds was being a douche so i couldn't before going on vacation.

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