• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=EBITUSA16;40554640][img]http://mrbrightside.thanez.net/Models/AR57/ar57_12.jpg[/img] WIP[/QUOTE] The AR mag release and magwell don't seem necessary :p
[QUOTE=seba079;40555194]The AR mag release and magwell don't seem necessary :p[/QUOTE] it's part of the original weapon. it's ar15 lower receiver with a upper receiver that allows p90 mags, so those details on the bottom are intentional!
also spent casings come out of there
[QUOTE=seba079;40555194]The AR mag release and magwell don't seem necessary :p[/QUOTE] They may not seem necessary, but the AR-57 is pretty much an AR-15/M16 with a modified upper receiver. The upper receiver is modified so that it works with the magazines used by the P90, thus resulting in the mag release still working as intended (albeit a bit differently when considering that the magazine is now the same as what you'd use with a P90) while the mag-well pretty much serves as an ejection port for the weapon. I agree that they seem a bit pointless, but that's just how it was set up.
That makes sense; I thought the mag release was just left there with no function. Carry on!
The mag release is that lever under the top rails, you pull it back. The charging handle is on the other side of the weapon, so the original AR magazine release is useless yes, as for the bolt catch, I'm unsure if it still functions with the upper. [img]http://mrbrightside.thanez.net/Models/AR57/ar57_13.jpg[/img]
got back into skinning [img]http://i.imgur.com/4oMbO3dh.jpg[/img] hotline: rapture anyone? dirty/grimy variation: [img]http://i.imgur.com/QwqGw4u.png?1[/img] [thumb]http://i.imgur.com/Vzi0XKfh.jpg[/thumb] [thumb]http://i.imgur.com/WDM0Lrah.jpg[/thumb]
Been working on a 3d model of a vintage type microphone in Maya 2013. Made a proxy model, but It gets messed up on smooth-preview (like in the image). To get the cuts I used Mesh-Booleans-Difference. Any ideas on how can I fix it, or is there a better way to do it? I'm still figuring out some parts of Maya. [IMG]http://imageshack.us/a/img844/1343/imagekau.jpg[/IMG]
It would help us a lot more if you actually showed us the wireframe before smoothing as this is the main aspect of how smoothing will affect it.
Here. Sorry about that. [IMG]http://imageshack.us/a/img29/3691/26050289.jpg[/IMG] [editline]7th May 2013[/editline] The problem in specific is the distortion at the bottom of the cuts.
connect your vertices up and try to have quads instead of triangles/ngons
[QUOTE=aln447;40562532]Here. Sorry about that. [IMG]http://imageshack.us/a/img29/3691/26050289.jpg[/IMG] [editline]7th May 2013[/editline] The problem in specific is the distortion at the bottom of the cuts.[/QUOTE] Wireframe mode in Maya is F4. Anyway, your edges aren't even in this model, and you have 5+ sided polygons. [img]http://filesmelt.com/dl/260502891.jpg[/img] First thing to fix is the polys that have more than 5 sides.
[QUOTE=Juniez;40562726]connect your vertices up and try to have quads instead of triangles/ngons[/QUOTE] I have used quads for the model. The new ones have been created with the Booleans. Got any better way on making cuts like those in maya? Cause seriously I have no idea.
[QUOTE=aln447;40562984]I have used quads for the model. The new ones have been created with the Booleans. Got any better way on making cuts like those in maya? Cause seriously I have no idea.[/QUOTE] Select faces, make sure "Keep faces together" is checked. Extrude. Move down. Rotate / move / scale to fit the appropriate shape you want. Rinse and repeat if necessary.
[QUOTE=aln447;40562984]I have used quads for the model. The new ones have been created with the Booleans. Got any better way on making cuts like those in maya? Cause seriously I have no idea.[/QUOTE] start out with a cylinder or whatever shape with more sides in it so you only have to select and extrude the sides you need, and then it should be able to keep edges by itself and you won't need boolean then [t]http://puu.sh/2OThF.jpg[/t]
Dammit. I'll just create a hp cube in which I'll place the verts to make the cut possible without booleans. Seems to be the only way around.
Booleans most of the time generate terrible geometry, I would either stay away from it, or clean the generated mesh after using it. Depending on what kind of mesh you want using booleans+cleaning geometry will take longer.
Instead of just completely redoing the whole thing... [img]https://dl.dropboxusercontent.com/u/25867270/modeling_forum.png[/img] Split the faces of 1 & 2 from 3, then split the faces of 2 from 1. Then run the multires. Right now it thinks that the extrusion is like a dimple in a flat surface, so it smooths out the geometry. If you make it into 3 un-connected meshes, it should give you what you are going for.
[media]http://www.youtube.com/watch?v=1JyCqtBlOmo[/media] yes im bad @ video games
Honestly dude you should make a pack for hl2!
With a decent set of custom animations that'd complete that SMG. Looks fab.
[QUOTE=Zero Hour;40567205]Honestly dude you should make a pack for hl2![/QUOTE] that's what i was planning but now i don't really know because it doesn't look like it improves upon the original -that- much (or at least enough to warrant a remake) [t]http://images.wikia.com/half-life/en/images/a/a4/Smg1_B.jpg[/t] -> [t]https://dl.dropboxusercontent.com/u/1157653/work/smg1/d1_eli_010001.jpg[/t] (granted it's an old material but w/e)???
[QUOTE=Juniez;40572257]that's what i was planning but now i don't really know because it doesn't look like it improves upon the original -that- much (or at least enough to warrant a remake) [t]http://images.wikia.com/half-life/en/images/a/a4/Smg1_B.jpg[/t] -> [t]https://dl.dropboxusercontent.com/u/1157653/work/smg1/d1_eli_010001.jpg[/t]???[/QUOTE] I dunno, I think it's kinda nice that's in tone with the original but at the same time is of very high quality. With a more pronounced spec with some additional wear mayhaps I think it'd warrant a replacement for sure.
ok i guess it's a pack now [img]http://media.moddb.com/images/members/1/96/95390/mk3a2frag.jpg[/img] MK3A2 frag [t]https://dl.dropboxusercontent.com/u/1157653/work/smg1/d1_town_010001.jpg[/t] worn smg texture
[IMG]http://i42.tinypic.com/osyd8h.png[/IMG] This took around 3 hours, most of the time went into making the letters
For the letters, did you make them first, then combine it into the sign, or did you mold them out of the sign?
[QUOTE=Daemon White;40578054]For the letters, did you make them first, then combine it into the sign, or did you mold them out of the sign?[/QUOTE] The letters (including the facepunch logo), blue swirl and bread pieces are separate from the white part of the sign currently, I'm ofc going to join them together when I put them into Source I started off by photoshopping a Burger King sign and replacing the K with a T and H so I'd have a reference picture to work from, then I added it as a background image in the 3D viewport in Blender, and shaped the letters and the swirl, etc, after the image also texture of it is still WIP
Nice. I know a few people that would've tried tooth and nail to model that from the base of the sign itself :v:
Begun testing a sword model for [I]GMod[/I]. Need advice on the Spikes. Smooth Or Keep? [IMG]http://fc02.deviantart.net/fs70/i/2013/128/a/f/testing_by_simsdoc-d64kgv1.jpg[/IMG]
[QUOTE=VaSTinY;40578073]The letters (including the facepunch logo), blue swirl and bread pieces are separate from the white part of the sign currently, I'm ofc going to join them together when I put them into Source I started off by photoshopping a Burger King sign and replacing the K with a T and H so I'd have a reference picture to work from, then I added it as a background image in the 3D viewport in Blender, and shaped the letters and the swirl, etc, after the image also texture of it is still WIP[/QUOTE] you could have made a height map in photoshop then use tesselation (and tweak the tricount if needed) if the 3D software supports it.
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