• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Falkok15;44616778]I am making a tea-pot! How do UV Unwrap in 3DS Max 8?[/QUOTE] Man that model looks really really familiar... did you use a tutorial or something???
Isn't this a model given with 3dsmax or other programs? :v: [URL="http://en.wikipedia.org/wiki/Utah_teapot"]Utah teapot[/URL] You know, this one?
It really is just a default shape. But I need to get used to 3DS Max before I do something awful(Like hacking the models together).
You know, like taking the arm of one character, say the Metro-Police, and putting it on one of Dr. Breen's arms.
trying to make textures here [img]http://files.1337upload.net/reavertexture-e0c08a.gif[/img]
Found a nifty plugin for welds. I assume just like using splines for wires n shit, using a plugin to speed stuff up is perfectly normal for a modeler right? I probably need to mess with it because I was told it looks like clay. [t]https://dl.dropboxusercontent.com/u/16349584/dead%20matter%20modelrenders/bikeframe_wip04.png[/t]
[QUOTE=nomad1;44621029]Found a nifty plugin for welds. I assume just like using splines for wires n shit, using a plugin to speed stuff up is perfectly normal for a modeler right? I probably need to mess with it because I was told it looks like clay. [t]https://dl.dropboxusercontent.com/u/16349584/dead%20matter%20modelrenders/bikeframe_wip04.png[/t][/QUOTE] that's pretty good for welds but there's a lot more of it than you would find in real life. that being said a lot of videogame assets look better when details are exaggerated, or at least I think so.
[QUOTE=nomad1;44621029]Found a nifty plugin for welds. I assume just like using splines for wires n shit, using a plugin to speed stuff up is perfectly normal for a modeler right?[/QUOTE] I don't work in the industry so I guess I don't have much say, but I doubt it's hardly a problem (hell, you can pretty much do whatever you want while you're still solo). Photoshop artists at professional companies use all sorts of custom brushes and plugins as well. Point being; companies have no need to care so long as it's legal, works, and doesn't have a fuckload of cons / issues, especially if all it does it speed up your work for them.
I remade a higher poly version of my p90 and gave it my first *late* go at PBL. [t]http://i.imgur.com/POxmAo4.jpg[/t] 7k tris, three 2k textures aswell as a 512 texture for the bumpy plastic detail. I can't really manage not to make it look like I abused the sharpen Filter in Photoshop on the roughness texture. Does anyone have any recommendations on how to get a preview on the UE4 PBL materials without importing/reimporting inside the editor itself? I couldn't find a 3Ds Max viewport shader and my PC can't really handle having the UE4 Editor and Photoshop open without lagging a lot.
[QUOTE=FlyingAlien;44621658] 7k tris, three 2k textures aswell as a 512 texture for the bumpy plastic detail. I can't really manage not to make it look like I abused the sharpen Filter in Photoshop on the roughness texture.[/QUOTE] You can always turn down the graphics settings in UE4, reduce AA and whatnot. Everything is set to max by default. As for the texture, I'd highly recommend you downscale the plastic texture, but multiply the UV coordinates. Furthermore, I'd say you'll want to reduce roughness on the metallic surfaces. I'd say that you'll want to just set roughness as a simple blocking mask until you find something that looks good overall, adding detail (like scratches) to it late. You could even temporarily set it to a single value parameter for quick testing and instance out your base material so you don't have to recompile every time you want to play with a simple number. Remember, just because there is noise on the texture doesn't mean there is varying levels of roughness, generally that's something that's more constant.
[QUOTE=Joazzz;44617456]trying to make textures here [img]http://files.1337upload.net/reavertexture-e0c08a.gif[/img][/QUOTE] I'm seeing some topology/smoothing issues with the thing on top, mind posting a wire?
ohhhh shit thanks for notifying, i can still fix that [img]http://files.1337upload.net/missilewires-546fb4.png[/img] here's how it looks i didn't actually model most of the thing, it's a port and i've only been fixing some of the details and redoing the UVs/textures completely
[QUOTE=Joazzz;44624913]ohhhh shit thanks for notifying, i can still fix that [img]http://files.1337upload.net/missilewires-546fb4.png[/img] here's how it looks i didn't actually model most of the thing, it's a port and i've only been fixing some of the details and redoing the UVs/textures completely[/QUOTE] Is that the original topology or is that something to do with the importing process?
original topology that's probably the least messed up part of the model now that i think about it
WIP on a new scene! [t]http://i.cubeupload.com/cGcC0o.jpg[/t] oh! Also went to the UE4 booth at ECGC and got this awesome wrist band [t]http://i.cubeupload.com/k2Xl9O.jpg[/t] I was able to talk to Zak Parrish, the guy behind the Unreal 4 tutorials on the Unreal youtube channel. He also did a prolific set of tutorials on UDK back in 2009 for 3D Buzz. Dude taught me everything about UDK back in the day and it was awesome to meet him in person and tell him that.
I'm probably going to redo the wheel tomorrow because it looks like ass. Atleast I now know what the bend modifier does and why it's my best friend for circular stuff :v: [t]https://dl.dropboxusercontent.com/u/16349584/dead%20matter%20modelrenders/bikeframe_wip07.png[/t]
[QUOTE=FloaterTWO;44598317]I feel like i can model somewhat decently, but i'm just no good at texturing or uvmapping stuff. I'm hoping to get some practice in and improve a little when i uv/texture these: [t]https://dl.dropboxusercontent.com/u/9988278/ports/M16_2013/2014/bayonet_M9_wip1.jpg[/t][/QUOTE] -snip- nvm that look's cool though.
[QUOTE=Joazzz;44624913]ohhhh shit thanks for notifying, i can still fix that [img]http://files.1337upload.net/missilewires-546fb4.png[/img] here's how it looks i didn't actually model most of the thing, it's a port and i've only been fixing some of the details and redoing the UVs/textures completely[/QUOTE] Wow eww that does look bad. Hit me up on Steam if you need help with it.
[QUOTE=nomad1;44630667]I'm probably going to redo the wheel tomorrow because it looks like ass. Atleast I now know what the bend modifier does and why it's my best friend for circular stuff :v: [t]https://dl.dropboxusercontent.com/u/16349584/dead%20matter%20modelrenders/bikeframe_wip07.png[/t][/QUOTE] You could probably get away with making the treading for the tire as a different and separate mesh from the wheel. It would save you polys in the long run.
[QUOTE=Leintharien;44639162]You could probably get away with making the treading for the tire as a different and separate mesh from the wheel. It would save you polys in the long run.[/QUOTE] True, i'll keep that in mind for the low poly!
Gibs hell yeah also decals I guess [media]http://www.youtube.com/watch?v=k2uunleAmvs[/media]
Having started with Source, I still find it so sexy in other engines when decals have normal/spec maps or parallax or anything like that.
Started experimenting with handplane, normals look way better with it in source. (right one is handplane) [t]http://puu.sh/8na7Q.jpg[/t] [t]http://puu.sh/8na9e.jpg[/t] [t]http://puu.sh/8naa5.jpg[/t]
Just a little background; I plainly model, I'm rubbish in a garbage can when it comes to texturing. I just felt like I'd stick my silly models here. [URL="http://fc07.deviantart.net/fs70/f/2014/088/e/8/my_current_little_project__by_serconker-d7c513r.png"][IMG]http://felthatters.net/fp/1.png[/IMG][/URL] A turret kinda thing I started, then hated it and stopped. Was originally for a scene I was making, in a way to force my self to texture. [URL="http://fc09.deviantart.net/fs70/f/2013/358/1/8/random_slum_style_wall_by_serconker-d6z7lhe.png"][IMG]http://felthatters.net/fp/2.png[/IMG][/URL] Random barricade, thingy. [URL="http://fc08.deviantart.net/fs70/f/2013/309/6/3/landscape_practice_ii_by_serconker-d6t5v63.png"][IMG]http://felthatters.net/fp/3.png[/IMG][/URL] Scene practice, was meant to look a bit like Mars and have a rover arm or something sticking out. [URL="http://fc02.deviantart.net/fs71/f/2013/249/c/3/gmod_custom_player_model_wip_2_by_serconker-d6la15i.png"][IMG]http://felthatters.net/fp/4.png[/IMG][/URL] A robot I was making as a player model for Gmod until something corrupted and stopped me from editing the main body. [URL="http://felthatters.net/Cv-96d_hex2.png"][IMG]http://felthatters.net/fp/5.png[/IMG][/URL] A shoddy weapon, which is a remake of a even shoddier weapon I made ages ago. And now I'm going to cry at how bad my stuff look compared to all the stuff in this thread. Edit: Just in case anyone's wondering what I use to model, I souly use Hexagon 2.x in tandem with Blender.
[QUOTE=Serconker;44644129]Just a little background; I plainly model, I'm rubbish in a garbage can when it comes to texturing. I just felt like I'd stick my silly models here. And now I'm going to cry at how bad my stuff look compared to all the stuff in this thread.[/QUOTE] Welcome to the thread! We have all levels of skill here and I think we're all fans of just looking at neat images. Just don't invert your bumpmaps and everything will be great.
[QUOTE=Lt_C;44644449]Welcome to the thread! We have all levels of skill here and I think we're all fans of just looking at neat images. Just don't invert your bumpmaps and everything will be great.[/QUOTE] Thank you, also; where the heck do you get your metal materials from, I've been itching to get my hands on some high quality ones.
[QUOTE=Serconker;44648842]Thank you, also; where the heck do you get your metal materials from, I've been itching to get my hands on some high quality ones.[/QUOTE] I can't say for everyone else, but personally I make a lot of them from composite images. It's rare that I'll use a straight metal texture. Most of the time it's a flat color with a bunch of other images over layed ontop of it depending on what I need it for. Metal has a lot of detail that isn't necessarily in the diffuse and needs to be replicated in the other maps, so it is very hard to just get a plain metal texture and slap it on something. Though some one else here might have a different work flow than I!
[QUOTE=Serconker;44648842]Thank you, also; where the heck do you get your metal materials from, I've been itching to get my hands on some high quality ones.[/QUOTE] Like surfur said, it's rarely one texture, but I generally overlay just one or two subtle metal texture layers from cg textures ([url]http://www.cgtextures.com/[/url]) and finish it up with three or so layers of scratches, grime, and grunge made from brushes.
Anyone know what causes this in UDK? when I import my spec maps as tc_default or tc_greyscale it makes no difference, it's happening to everything although some worse than others. [img]http://i.imgur.com/wzlalrl.jpg?1[/img]
Hello everyone I was hoping to get some feedback on my modelling. I have been working on a 1968 Dodge Charger for a VFX project and I'd like to know what you guys think, whether the detail is overkill or if my polygon flow could be better. I hope posting this many images at once doesn't count as spam. After I have completed this VFX project I will be reducing the polygon count so that I can use it as a replacement for the 1969 Dodge Charger on the workshop. [url=http://postimg.org/image/hljdnv43p/][img]http://s26.postimg.org/hljdnv43p/Con_Exterior_0001.png[/img][/url] [url=http://postimg.org/image/gd03fz1j9/][img]http://s26.postimg.org/gd03fz1j9/Con_Exterior_0001_Wire.png[/img][/url] [url=http://postimg.org/image/o32a7deh1/][img]http://s26.postimg.org/o32a7deh1/Con_Exterior_0002.png[/img][/url] [url=http://postimg.org/image/mmqrp8bk5/][img]http://s26.postimg.org/mmqrp8bk5/Con_Exterior_0002_Wire.png[/img][/url] [url=http://postimg.org/image/6r6izoadh/][img]http://s26.postimg.org/6r6izoadh/Con_Exterior_0003.png[/img][/url] [url=http://postimg.org/image/ue7hnsfph/][img]http://s26.postimg.org/ue7hnsfph/Con_Exterior_0003_Wire.png[/img][/url] [url=http://postimg.org/image/fd9sk9mdh/][img]http://s26.postimg.org/fd9sk9mdh/Con_Exterior_0004.png[/img][/url] [url=http://postimg.org/image/txqvf3hc5/][img]http://s26.postimg.org/txqvf3hc5/Con_Exterior_0004_Wire.png[/img][/url] [url=http://postimg.org/image/o0mzya079/][img]http://s26.postimg.org/o0mzya079/Con_Exterior_0005.png[/img][/url] [url=http://postimg.org/image/sy0kje26d/][img]http://s26.postimg.org/sy0kje26d/Con_Exterior_0005_Wire.png[/img][/url] [url=http://postimg.org/image/jxvyz762t/][img]http://s26.postimg.org/jxvyz762t/Con_Exterior_0006.png[/img][/url] [url=http://postimg.org/image/f32a0x7r9/][img]http://s26.postimg.org/f32a0x7r9/Con_Exterior_0006_Wire.png[/img][/url] [url=http://postimg.org/image/tels5tpxh/][img]http://s26.postimg.org/tels5tpxh/Con_Exterior_0007.png[/img][/url] [url=http://postimg.org/image/ufm0uy6x1/][img]http://s26.postimg.org/ufm0uy6x1/Con_Exterior_0007_Wire.png[/img][/url] [url=http://postimg.org/image/6h3lu2l51/][img]http://s26.postimg.org/6h3lu2l51/Con_Exterior_0008.png[/img][/url] [url=http://postimg.org/image/bh1220qrp/][img]http://s26.postimg.org/bh1220qrp/Con_Exterior_0008_Wire.png[/img][/url] [url=http://postimg.org/image/9ubugsepx/][img]http://s26.postimg.org/9ubugsepx/Con_Exterior_0009.png[/img][/url] [url=http://postimg.org/image/8qrq4tu2t/][img]http://s26.postimg.org/8qrq4tu2t/Con_Exterior_0009_Wire.png[/img][/url]
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