Nice job, but Barry is too wrinkly. He isn't THAT old and weathered.
[QUOTE=b00ce;16744639]Nice job, but Barry is too wrinkly. He isn't THAT old and weathered.[/QUOTE]
It's HD, so perhaps were really seeing the true face of "old man" Barry for the first time hehe
name: Barry Burton
born: 1960 (Age 48 - 49)
bloodtype: A
gender: Male
height: 6'1" (1.85 m)
mass: 197 lbs. (89.3 kg)
Race/Ethnicity: Caucasian
occupation: S.T.A.R.S. Alpha team Weapon Specialist, Anti-Umbrella activist
[img]http://blog.lehighvalleylive.com/tony-rhodin_impact/2009/06/medium_james-cromwell.jpg[/img] [img]http://www.enricodemarinis.eu/images/zeframcochrane.jpg[/img]
I don't think I made barry too old. he looks about 50 to me. maybe 60ish but the changes are for the better, trust me.
I like the old wrinkly look, the remake Barry didn't look gruff enough without his big beard.
Actually as of remake timeline he was 38 as was wesker as of 5's timeline he's 48... just some quick trivia.
..aww I misread the wiki.
ohwell the normalmaps are sutle enough on the face, that the wrinkles don't effect much. besides the wrinkles I gave him were formed by following the wrinkles on the diffuse. I just defined them a lot more to give a feeling of roughness.
btw screenshot of the gloves i was working on;
[IMG]http://i30.tinypic.com/210ghzq.jpg[/IMG]
[B]EDIT[/B]
another comparison GIF
Before/After
[IMG]http://i29.tinypic.com/2n0pvfc.gif[/IMG] [IMG]http://i25.tinypic.com/4kicyb.gif[/IMG]
Also he does smoke a lot, that could cause severe wrinkling. :D
Holy shit at the gloves.
Gloves look really good, but the middle knuckles look weird, like he's got fat fingers that are pouring out of his glove.
So fucking awesome, I'm no longer Atheist - Because God is right here! Hail Mario!
[QUOTE=mariokart64n;16744867]name: Barry Burton
born: 1960 (Age 48 - 49)
bloodtype: A
gender: Male
height: 6'1" (1.85 m)
mass: 197 lbs. (89.3 kg)
Race/Ethnicity: Caucasian
occupation: S.T.A.R.S. Alpha team Weapon Specialist, Anti-Umbrella activist
[img]http://blog.lehighvalleylive.com/tony-rhodin_impact/2009/06/medium_james-cromwell.jpg[/img] [img]http://www.enricodemarinis.eu/images/zeframcochrane.jpg[/img]
I don't think I made barry too old. he looks about 50 to me. maybe 60ish but the changes are for the better, trust me.[/QUOTE]
[IMG]http://img31.imageshack.us/img31/9770/1zokn85.gif[/IMG]
OMG YES!! ^_^
james cromwell looks alot like barry too
Hey Mario, How do I make a texture look [b]wet[/b] when editing a model's texture? I have seen plenty of models with certain [b]wet[/b] looking textures, but when I look at the texture files, they aren't like that.
It's relevant to this thread. But it will be a secret for now...
Personal messages are nice.
wet eh..
usually you need a reflection texture and a normal map. but you can still get the effect all the same with high spec and high gloss.
"VertexLitGeneric"
{
"$baseTexture" "models\diffuse"
"$bumpmap" "models\normal_spec_map"
"$phong" "1"
"$phongboost" 30
"$phongexponent" 10
}
boost is your spec power, and exponent is your gloss
@Everybody
if anyone likes drawing, I'm looking for new design ideas for possible new costumes for our STARS members
I'm going to play around with that.
Wait, I'm still a noob, D: Give me time and I will figure this out.
Noob question warning, take cover: [i]In Photoshop, what effects would make a texture look like a bump maps do?[/i]
if you download a ragdoll release there are 2 folders. models and materials.
in the material folder there are 2 file types
the VMT files can be opened in notepad, and what I posted above is what should be inside. the vmt will hold the material setting for your model, and thats where you would set the spec or gloss. it's also best to install SDK and use the HLMV(halflifemodelviewer) and use that to preview your material changes on the model.
[QUOTE=mariokart64n;16766212]if you download a ragdoll release there are 2 folders. models and materials.
in the material folder there are 2 file types
the VMT files can be opened in notepad, and what I posted above is what should be inside. the vmt will hold the material setting for your model, and thats where you would set the spec or gloss. it's also best to install SDK and use the HLMV(halflifemodelviewer) and use that to preview your material changes on the model.[/QUOTE]
I know the basics :( I have that thingy to view and edit vtf files in Photoshop, I have done sexy reskins to your models which I keep to myself. :D
And I have installed SDK but it doesn't seem to work for me, it won't open anything, and I don't see anything in my program files.
The bump map file has to be purple and sharped like? How do I achieve that effect in Photoshop?
your spec map must be stored in the alpha channel of your bump map.
if there is no alpha the alpha value is assumed to be 0 = meaning 100% white. for full spec.
when your create a spec map, you dark certain areas to give added depth and realism to your model.
as for how to in photoshop, I'm not a good person to ask for that. I don't use photoshop
[QUOTE=mariokart64n;16766495]your spec map must be stored in the alpha channel of your bump map.
if there is no alpha the alpha value is assumed to be 0 = meaning 100% white. for full spec.
when your create a spec map, you dark certain areas to give added depth and realism to your model.
as for how to in photoshop, I'm not a good person to ask for that. I don't use photoshop[/QUOTE]
Oh shift. A-a-and how do you create a bump map? That's all I need to know and I'm done. xD
Thank you God :3
download the 30day trial of crazybump. otherwise nvidia supplies a plugin for photoshop, with a normal map generation option
[url]http://www.crazybump.com/[/url]
developer.nvidia.com/object/photoshop_dds_plugins.html
if your crazybumps trial expires, there's a registry fix to reset it, but you can google details on your own
[QUOTE=mariokart64n;16766984]download the 30day trial of crazybump. otherwise nvidia supplies a plugin for photoshop, with a normal map generation option
[url]http://www.crazybump.com/[/url]
developer.nvidia.com/object/photoshop_dds_plugins.html
if your crazybumps trial expires, there's a registry fix to reset it, but you can google details on your own[/QUOTE]
An enigma in my life has been resolved. Thank you.
[QUOTE=mariokart64n;16766495]I don't use photoshop[/QUOTE]
You don't? What do you use?
paintshoppro9
BTW I'm still trying to rig barry, his model is presenting quite a challange. my respects to DXP, from a screenshot I saw he was able to get him into gmod with no notable issues.
the model itself has strapping and a gun hoster, which I have to be very mindful of. otherwise the model will have bad clipping issues. hopfuly I just about have this beat, and I can start working on face posing. and thanks to MrWhiteFolk we have developed a standard format for face flexes, aside from the valve standard. I tried following the valve standard but theres just too many, and theres difficult to figure out. so with mine and MWFs new format layout, things should be layed out quite simular to cammy's release.
If I could figure out what I'm doing wrong. I would go on with this.
I'm getting this on the console:
Material models/secret/secret does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!
What I'm doing wrong? :(
ha weird.
download VTFedit. it will open VMT's.
the nice thing about this program is that when you save it will check your VMT for syntax errors. that way your not getting strange errors ingame, but rather you'll be aware of them as you try to save.
[url]http://nemesis.thewavelength.net/index.php?c=178[/url]
post what's in the VMT, and maybe I can see what's wrong. sounds like you forgot a brace, or used a wrong shader.
I already have VTFedit hehe.
"LightmappedGeneric"
{
"$basetexture" "models/resident_evil_remake/???"
"$bumpmap" "models/resident_evil_remake/???"
"$phong" "1" // Phong Enabled
"$phongboost" 30 // Spec
"$phongexponent" 10 // Gloss
}
You're not meant to know what's in the "???" :D
use "VertexLitGeneric" and your comments might be causing the trouble "//"
[QUOTE=mariokart64n;16768383]use "VertexLitGeneric" and your comments might be causing the trouble "//"[/QUOTE]
It worked! I can't believe it and it's all thanks to you! Thank you, Mario. We have to do something special for you. B-boobies! Wet boobies. As you might have already guess it I made my own nude Jill version only for me and no one else! But I bet yours is even better.
Now I feel like I'm a worthy Resident Evil fan. ;D But also a fan of yours Mario! Seriously thank you. xD
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