• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
The earlier character was made in Sculptris, but this is made in ZBrush, from a proper basemesh. No turning back to Sculptris again, and because of that, I had to remade it. BTW, those clavicles have a slight s-curve, but it's not so visible from this angle. [img_thumb]http://i.imgur.com/UYtJGWB.jpg[/img_thumb] EDIT: and of course, with a similar Wacom's Bamboo tablet as you guys are using. (;
[QUOTE=kaine123;44524178]So am I the only one who does this. If I'm in 3DS Max if I have to scale something a lot bigger or a lot smaller, I love how the cursor won't stop at the edge when you drag it and instead goes to the opposite side of the screen so you can keep doing it. I'll make little noises in my head like "zoooooooooom" when I do it, it's just really amusing for some odd reason.[/QUOTE] They actually added that to blender in the last update, so no. :v:
[QUOTE=Snood_1990;44527004]The texture looks a bit sharp. Or is that just with the marmoset filter switched on?[/QUOTE] It's just the Toolbag 2 filter turned up to eleven. Decided to redDo my PPK texture. [img]http://fewes.se/images/ppk_lp.jpg[/img]
Modeling a kukri knife: [IMG]http://i.xomf.com/lpprc.jpg[/IMG] [url]https://www.youtube.com/watch?v=xA5alci5YRA[/url] [url]https://www.youtube.com/watch?v=0-L23bVjrvk[/url]
Two new videos on unwrapping your geometry: [IMG]http://i.xomf.com/cppzc.jpg[/IMG] [url]https://www.youtube.com/watch?v=k-zev89Is6g[/url] [url]https://www.youtube.com/watch?v=1fwsAZ1MaZ4[/url]
Is UE4 really unstable for you guys? I crash doing anything, and my rig isn't bad by any means...
Love your videos John. Thanks for keeping up with it, learning a lot very quickly and easily thanks to you!
how do i get 3DS Max exporter plugins to work? i tried to install Cannonfodder's SMD exporter, downloaded the right version and put it in the plugins folder, but that didn't do shit. no SMD option appears in the exporting list. what am i doing wrong?
[QUOTE=Joazzz;44550845]how do i get 3DS Max exporter plugins to work? i tried to install Cannonfodder's SMD exporter, downloaded the right version and put it in the plugins folder, but that didn't do shit. no SMD option appears in the exporting list. what am i doing wrong?[/QUOTE] don't use cannonfodders, its extremely out of date. try this instead. [url]http://www.wunderboy.org/3dapps.php[/url]
i'll try this then. third time's the charm [editline]15th April 2014[/editline] didn't work. i'm not even surprised. i should just put this shit in autodesk/3ds max 2012/plugins right? is there a script version anywhere? EDIT: oh, there was one in the download. i'll try it EDIT2: didn't even work. fuck this
Are you using 2012? That's the newest supported version that doesn't have to use wallworm for source stuff.
So I tried porting over this really low poly model I made into source and unreal at the same time, well, consecutively, trying to go for matching material styles as best I could. I got close. It's a 258 Poly 1024x1024 portable fire extinguisher, a submodel for an interior, nothing spectacular. Max Viewport (reference) - Unreal - Source [t]https://dl.dropboxusercontent.com/u/21161113/UE4/extinguisher.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/UE4/extinguisher_unreal.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/UE4/extinguisher_source.jpg[/t] I think I need to work on my unreal workflow and material skills. Fun fact: it took me about 8 minutes to do the actual procedural porting for both source and unreal, given that I used a material instance in unreal and some template vmt/qc files for source at the ready.
Learn how to model and sculpt a damaged concrete pillar: [IMG]http://i.xomf.com/nzmyl.jpg[/IMG] [url]https://www.youtube.com/watch?v=SFVFa3U2W8E[/url]
Might wanna consider having hanging blocks of concrete in the base wires.
[img]http://files.1337upload.net/sfblock2x3_2-39dda1.png[/img] brb Unreal4ts.
[QUOTE=azgag;44568375] brb Unreal4ts.[/QUOTE] I don't know why, but I keep trying to picture the red portion with a pointlessly cool holographic-like carbon pattern or something. Moving on, what happened to Source Forts anyway? I haven't played it in years.
[QUOTE=CaptainBigButt;44568563]I don't know why, but I keep trying to picture the red portion with a pointlessly cool holographic-like carbon pattern or something. Moving on, what happened to Source Forts anyway? I haven't played it in years.[/QUOTE] not much, we've been struggling with finding new devs and keeping them (they all lose motivation or disappear); then we've ran into a lot of problems with Source, it kept pushing us back. We were looking into UDK just before UE4 came out and now i'm doing tests in it to see how everything works
Man i have super fond memories of source fort back in gmod 9, if you need any semi-dedicated (school's still on) modellers for that, I'd be up for grabs.
[img]http://i.imgur.com/EmafQ6B.png?1[/img]
Quick heads up, a Type III AK shouldn't have a ridged reciever cover like that. That only became a thing with the AKM and subsequent rifles. A lovely model anyways, just a little gripe of mine is seeing a lot of franken-guns with mis-matched parts in games. 1955 Type III reciever AK-47: [URL="http://filesmelt.com/"][IMG_THUMB]http://filesmelt.com/dl/type3ak.JPG[/IMG_THUMB][/URL]
I modeled up another scifi container to add to my scifi container family, this time I tried to get closer to the model Nirrti made a few years ago (mid size one) [t]https://dl.dropboxusercontent.com/u/21161113/SFM/scifi_containers_2.jpg[/t] I'm still trying to get grips on good topology for high poly stuff, but every time I do a model I learn a bit more about what works and what doesn't. This model (the biggest one) has a mix of both.
Since Torque has pretty lackluster lighting I decided to try and bake some ambience lightmaps. After some code changes to get it to work the result is pretty nice when combined with SSAO (even the kinda crappy default Torque one): [img]http://puu.sh/8ehXq.jpg[/img] [img]http://puu.sh/8ehYi.jpg[/img]
I'd imagine it's going to look really nice once you populate it a bit more with props and the like.
[QUOTE=fewes;44583364][img]http://puu.sh/8ehXq.jpg[/img][/QUOTE] Could you explain to me the texturing process you took for that model? Particularily the way you were able to tile the wall and floor textures so well. [img]http://i.imgur.com/w8ou44u.jpg[/img] I've been doing a building of my own, and I've been getting lost as to how I would texture the thing. Although I had modeled out the interior, the only bits that I find necessary to keep are the exterior faces and the windows. I had considered re-using the same texture space by overlapping UVs, but then I would be unable to bake ambient occlusion like you did with your building. I would like to make the texture have siding like the picture below, complete with normals. (I intend to do similar with shingles for the roof) [url="http://i.imgur.com/ML0c1Mb.jpg"][img]http://i.imgur.com/ML0c1Mbl.jpg[/img][/url]
Not sure what modeling package you are using but I'm using 3DS Max, here's the basic gist of it: Model as little and as comfortably as possible and let modifiers do the work for you. Apply textures right away (or at least use placeholder ones) and decide what walls/surfaces are what [b]early[/b]. I'd argue planning your texturing ahead is more important than anything. Usually for one building I use several tiling textures (walls, floors) and one prop sheet for different trims and other misc detail I want to keep in the main mesh. When I make a building I try to keep the wall meshes as simple as this for a long time: [img]http://puu.sh/8emnZ.jpg[/img] I then stack a shared Shell and UVW Map (set to box mapping which matches my wall height) mod on top of that, which makes it look like this: [img]http://puu.sh/8emxK.png[/img] [img]http://puu.sh/8emuY.jpg[/img] I try to keep it like this for as long as possible (since it's easy to modify it without having to worry about UVs) until I am happy with what I've got at which point I optimize the mesh and collapse the stack/fix any unwrapping issues. Mostly I don't have to touch the UVs save for special stuff like trims and whatnot. The lightmap was baked to a 2nd UV channel and I'd say this is how most 3D packages handle it.
one of em red dot sights [img]https://31.media.tumblr.com/0c34e48dd52bf9622442f32068aaf088/tumblr_n499ct35OE1t5aocgo1_r2_1280.jpg[/img] damn lets get some modularity up in here [t]http://puu.sh/8eB0o.jpg[/t] [t]http://puu.sh/8eBqQ.jpg[/t] [t]http://puu.sh/8eAwW.jpg[/t] [t]http://puu.sh/8eBd0.jpg[/t] [t]http://puu.sh/8eBkA.jpg[/t] [img]http://puu.sh/8eBnX.jpg[/img]
Reminds me of the CE6 SMG Scope from Interstellar Marines.
[t]http://puu.sh/8eBd0.jpg[/t] I don't care if that wouldn't make sense to use, looks sick. I liked one free man's idea of making your own graphic tablet so I made mine. [img]http://i.imgur.com/PcqOdd7.jpg?1[/img] higher res with no poo compression - [url]http://i.imgur.com/oU1mH3S.jpg[/url]
IMO you should be easier on either your tablet or the weathering on the texture.
I've cleaned it now and it looks better, I don't press hard at all when I work but I bought this a year before I went to Uni so it's had 4 years of almost continuous use and probably not enough cleans.
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