Other people are sharing their creations, so I've decided to do the same. This thread was originally to showcase my first models, but I'm going to recycle it and use it for all my models!
Shelves: Contains two models, one has two textures.
A tip for the floating shelf - sometimes the wall type doesn't look right for the shelf, an example is the Castlebase wall. this is because of the bump mapping, the wall texture 'moves' behind the shelf, so it looks unnatural. A trick i have learned is to experiment. In my CS I have placed Lever_Wall_Mounts behind the shelf, and now it looks like it has been screwed onto the wall, rather than just stuck there
Fence pack: contains three fences and a welder
Spoiler below!
Fences:
Download Links:
This is a static Object! Put the extracted folder into static_objects
The picture doesn't show you the two other fence pieces or the welder on it's own, but they are in the same style as the one in the picture. Also, I know there is already a fence in the Zimmerman Objects, but it is a full circle of fence. If you want straight fences, feel free to use these instead
Furniture Drawer thing...
Spoiler below!
Drawer thing
Download Links:
(link at bottom of page)
You might have to tweak the size in LevelEditor because for some reason I get problems if I scale models in ModelEditor - The same goes for all my models!
thanks for the feedback streetboat, later today I might do a couple of improvements, such as smoothing the corners and little chips in the wood. I wouldn't know where to start with warps in the wood, would I need to make a new texture?
Also, when you make a mesh, do you make the full mesh first, and then add detail, or do you make the detail as you go along?
Also one more question. How do you know how big to make the mesh in maya? my shelf is about twice the size it should be? do you import a template mesh from the game or something else??
This is obviously that way to go about it but, I make a building long cup in blender and size it in model editor The more you make models the more you start to feel how big it should look in your 3d program I guess.