• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Damn. Reason I ask is I love working on your 'sci-fi' map that you made a while back and had my fingers crossed for a full ship map with the exact same quality from your first map.
[IMG]http://i.imgbox.com/pgRoN8n7.png[/IMG]
Thanks guys for the input. Would this pass as a functional piece of equipment? (excluding the fact I forgot to model the middle support piece bottom section woops.) [t]https://dl.dropboxusercontent.com/u/16349584/dead%20matter%20modelrenders/hand%20trolley%20wip02.png[/t]
Lt_C, your sci-fi work has been something I've anticipated a release to for a long, long time. I love all the models you make. I hope you make a giant compilation of Sci-fi props and models because I look forward to using your stuff for future works. Believe me, they would be put to[I] real [/I]good use.
[QUOTE=nomad1;44692507]Thanks guys for the input. Would this pass as a functional piece of equipment? (excluding the fact I forgot to model the middle support piece bottom section woops.) [t]https://dl.dropboxusercontent.com/u/16349584/dead%20matter%20modelrenders/hand%20trolley%20wip02.png[/t][/QUOTE] Looks fine to me. Some things are too big but overall looks okay. [img]http://www.agtahomecare.com/store/images/graphics-00000001-products-POW50167.jpg[/img]
You're all too good! I made this: [IMG]http://fc02.deviantart.net/fs71/i/2014/120/d/a/drone___blender_cycle_render_by_vynthedragon-d7gldvl.png[/IMG] (Drone) it's bad, i think... Hopefully that's like the third 'serious' model i ever made. Any tips on improving texturing ? And is it possible to have a UV unwrapping proportional to the surface of each face in blender?
[QUOTE=dascamper;44691361][IMG]http://i.imgbox.com/pgRoN8n7.png[/IMG][/QUOTE] Is that for something? I've been looking for a better model of american style BDUs for model hacks and stuff than the one I'm currently using for a while. If that isn't for any mod or game or whatever, I'd really like to get that rigged for source for stuff.
[QUOTE=simkas;44693147]Is that for something? I've been looking for a better model of american style BDUs for model hacks and stuff than the one I'm currently using for a while. If that isn't for any mod or game or whatever, I'd really like to get that rigged for source for stuff.[/QUOTE] It's for an Arma 3 mod, but I think there is nothing wrong if I share it with anyone willing to get it into GM.
[QUOTE=Vdragon;44692899] Any tips on improving texturing ? And is it possible to have a UV unwrapping proportional to the surface of each face in blender?[/QUOTE] Blender should try to keep it as proportional as possible when it unwraps the texture. Some problems could be that you may not have added "seams" onto your mesh so as to portion off the UV space and remove distortion. You usually want to add these inn places where there is a change of material or if you're lazy you can put them where they are hard to notice so you can avoid visible texture seams.
[IMG]http://i.imgur.com/ga7k4Jv.png[/IMG] I need some quick material advice, do you guys think this looks like patina metal? If not, what would you suggest I go about doing in order to fix that? Gah I feel like I can never get materials right. (I'm using Xoliul Viewport Shader btw.) [B]EDIT:[/B] Here's some of my reference. [IMG]http://i.imgur.com/j5Pw590.jpg[/IMG] [IMG]http://i.imgur.com/nBkTAKL.jpg[/IMG] [IMG]http://i.imgur.com/gePyPHk.jpg[/IMG] It looks as though there's a thin layer of oxidation, so I tried recreating that.
Hey guys, been awhile since I posted anything but i've been hard at work learning the new PBR work flow as well as getting ready for my new job! Yesterday I decided to finally texture an asset I had laying around for a month now. I'm finally feeling comfortable enough with my work flow that I decided to make a time lapse of it, hope you guys enjoy! Also if you have any helpful criticism for future time lapses please let me know. [media]http://www.youtube.com/watch?v=6GhbN90UboY[/media] Here's some high res shots for you guys [t]http://i.cubeupload.com/Ri0nUG.jpg[/t] [t]http://i.cubeupload.com/KTPgkk.jpg[/t] [t]http://i.cubeupload.com/7mkhh7.jpg[/t] [t]http://i.cubeupload.com/bPByGO.jpg[/t]
Huh. I thought it was going to be made of metal. Whatever, still looks very nice.
Man, I am just having bad luck with making my house model look good. [url="http://i.imgur.com/hR8voEo.png"][img]http://i.imgur.com/hR8voEol.png[/img][/url] [url="http://i.imgur.com/CaMS0GC.png"][img]http://i.imgur.com/CaMS0GCl.png[/img][/url] Either I try to bake the texture and have terrible image quality as the pixels don't line up properly, or I try to model the actual trim, and have the whole thing tiled. When I tile the modeled trim, I can't use ambient occlusion so it also looks bad. When I rendered, it added some ambient occlusion on its own. I am currently using 5-6 (all sized 1024x1024) texture files, each filled up with UV. Should I go bigger? I am beginning to think I should split up the main model of my house more, so the garage is its own segment with textures. [B]edit[/B]: I decided to give up on baking the texture as it gives me nothing but problems. Instead what I've done is taken the tiled siding and applied it to the texture manually with photoshop. Its blurrier than I'd like, but you probably won't be close enough to notice. [img]http://i.imgur.com/QDsGIj4.jpg[/img]
are you using tiled textures and uving them generically into the structural mesh? that's how i'd go about doing it [editline]6th May 2014[/editline] mp5 update - millenia said he'd port it over to stalker for me - provided that I let him use it in his mod [img]http://puu.sh/8BbEJ.jpg[/img] this texture's not going in game, though - millenia's doing his own and this is using a completely different workflow anyways
[QUOTE=Juniez;44735135]are you using tiled textures and uving them generically into the structural mesh? that's how i'd go about doing it [editline]6th May 2014[/editline] mp5 update - millenia said he'd port it over to stalker for me - provided that I let him use it in his mod [img]http://puu.sh/8BbEJ.jpg[/img] this texture's not going in game, though - millenia's doing his own and this is using a completely different workflow anyways[/QUOTE] What is that distortion on the screwthread on the front? wouldn't matter much though, since its out of sight almost 100% off the time. I see some distortion on the front
[QUOTE=kwant111;44735943]What is that distortion on the screwthread on the front? wouldn't matter much though, since its out of sight almost 100% off the time. I see some distortion on the front[/QUOTE] ray direction from an averaged cage unavoidable and unnoticeable so w/e
[QUOTE=Juniez;44737314]ray direction from an averaged cage unavoidable and unnoticeable so w/e[/QUOTE] But he noticed it...
not visible in its intended perspective and even if it were visible it would be unnoticeable in its intended distance**
Hey finally got the 3dsmax, liking it more than blender so far, but ran into this problem today: I lost my Axis movement gizmo, and X isn't bringing it back. This happened after I symmetry modified this receiver, and I can't figure out how to get it back to move literally anything other than the camera. [IMG]https://31.media.tumblr.com/2dd149fe3924287fef55d122f725966a/tumblr_n564b8On7f1sg9awbo1_500.png[/IMG]
[QUOTE=General J;44739483]Hey finally got the 3dsmax, liking it more than blender so far, but ran into this problem today: I lost my Axis movement gizmo, and X isn't bringing it back. This happened after I symmetry modified this receiver, and I can't figure out how to get it back to move literally anything other than the camera. [IMG]https://31.media.tumblr.com/2dd149fe3924287fef55d122f725966a/tumblr_n564b8On7f1sg9awbo1_500.png[/IMG][/QUOTE] Hit w or the cross like icon on the main toolbar.
That fixed it, thanks!
I had a skool assignment to do a character model based on a 2D animated character so I am making this. I've never done a character model start to finish before it's scary [img]http://i.imgur.com/2083q2I.jpg[/img]
[QUOTE=TH89;44752602]I had a skool assignment to do a character model based on a 2D animated character so I am making this. I've never done a character model start to finish before it's scary[/QUOTE] It's technically competent, but the mix of cartoon proportions/facial features and realistic texturing/detail kind of throw this somewhere in uncanny valley.
[QUOTE=Major_Vice;44754041]It's technically competent, but the mix of cartoon proportions/facial features and realistic texturing/detail kind of throw this somewhere in uncanny valley.[/QUOTE] Haha rats, cartoon proportions and realistic texturing/detail were like the main parameter of the assignment. I'll keep tweaking the materials though, maybe that'll help
[QUOTE=TH89;44755328]Haha rats, cartoon proportions and realistic texturing/detail were like the main parameter of the assignment. I'll keep tweaking the materials though, maybe that'll help[/QUOTE] Materials are a bit shiny for the model. I'd have more matte and smoother textures which would help it noot look as bad. I'd also use more solid tones for the skin, and let the normals do a lot of the detailing and color.
[QUOTE=TH89;44755328]Haha rats, cartoon proportions and realistic texturing/detail were like the main parameter of the assignment. I'll keep tweaking the materials though, maybe that'll help[/QUOTE] Render it in a better renderer too, even Viewport 2.0 would make it look better.
Introduction to normal map baking: [url]https://www.youtube.com/watch?v=fSsyG28KKWc[/url] [url]https://www.youtube.com/watch?v=Yh-NS7ylPrY[/url]
[t]http://puu.sh/8F7LA[/t] Still need to do specular/shit like that but I think this is pretty alright. Maybe it could use more detail.
Made a real simple ladder thing for the shuttle, it was a quiet day and managed to model, unwrap, bake, and texture it in basically one long sitting. [t]https://dl.dropboxusercontent.com/u/21161113/random/shuttle_stairs_ladder.jpg[/t] On the whole, I'm pretty happy with the way the bake came out, it's not exactly a top tear prop but for a little bit of scenery with a 1024x1024 texture it came out fine.
[QUOTE=ColossalSoft;44761653][t]http://puu.sh/8F7LA[/t] Still need to do specular/shit like that but I think this is pretty alright. Maybe it could use more detail.[/QUOTE] something wrong with using the portal 2 turrets? Or were you just practicing?
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