• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[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[/QUOTE] Yeah that is what I decided to do. Photoshop did it decently as it blurred the pixels together, and being that I don't really need to be up close to the model, it does its job. I had recently put some reflection and normal maps on the house, which is useful for when I do some shots of the map being rainy. [img]http://i.imgur.com/unaCc1T.jpg[/img] I have a few shots with it being lit up by the truck, which looks really cool. I haven't gotten around to finishing up the window texture yet, so it is still white. I'm considering adding some blinds or curtains behind it for a more three dimensional and lived in feel. [url="http://i.imgur.com/VQ46kul.jpg"][img]http://i.imgur.com/VQ46kull.jpg[/img][/url]
[QUOTE=Stiffy360;44768394]something wrong with using the portal 2 turrets? Or were you just practicing?[/QUOTE] Using a very slightly modified art style, wanted to redo everything (all [i]used[/i] models except for elevator stuff, world textures, etc.) for fun and practice. Plus needed to do them for another reason that I won't say but it totally rhymes with "pollect them ball for machievements". Also Snood helped.
[QUOTE=Lt_C;44767411]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] Will you release some of your new Sci-F stuff for Gmod as well and not just for SFM?
[QUOTE=Viper123_SWE;44770647]Will you release some of your new Sci-F stuff for Gmod as well and not just for SFM?[/QUOTE] Yes. A good deal of my last week has been focusing on making the shuttle and related props specifically compatible for a wide range of uses from posing to vehicle build. [t]https://jm6mrg.bn1304.livefilestore.com/y2ptyF3mcqAHYZA_sidRDvJc0XB0jF0igkEh74VbYuob9EjJeSh7THO3BJIpX5qmH3GphUYI9pEzX9QfBsysYHNE1RtQJp50SBnaQlNCTnrt5s/shuttle_physics.jpg?psid=1[/t] It's a bit outdated now but the physics are pretty close to 'what you see is what you get'
[QUOTE=Stiffy360;44768394]something wrong with using the portal 2 turrets? Or were you just practicing?[/QUOTE] That is a Portal 2 turret. The custom thing is the texture which has for the most part, been made from scratch.
Eh what the hell [t]http://puu.sh/8LoVZ[/t][t]http://puu.sh/8LoXC[/t] I won't be uploading/sharing images of the other fifteen though.
Four new videos on creating a low-polygon game asset: [IMG]http://i.xomf.com/rqhlv.jpg[/IMG] [url]https://www.youtube.com/watch?v=XfB6bKe9roA[/url] [url]https://www.youtube.com/watch?v=wpGhua2KI3s[/url] [url]https://www.youtube.com/watch?v=znmn_kyTgx4[/url] [url]https://www.youtube.com/watch?v=Ska7MUxrnMA[/url]
[QUOTE=John117;44771953]Four new videos on creating a low-polygon game asset:[/QUOTE] As always, thanks for this. You are the hero this forum needs.
Been attempting to make some modular building pieces. [t]https://dl.dropboxusercontent.com/u/4112921/ModularBuilding002.JPG[/t] [t]https://dl.dropboxusercontent.com/u/4112921/HighresScreenshot00000.jpg[/t]
Something I threw together as a concept for the Unreal Tournament 4 Collab, texture is quick and dirty in DDO, im going to release the sources so other texture artists and have a crack at it for the game. [IMG]http://i60.tinypic.com/k30mdx.png[/IMG]
So I decided to start turning Miku into an android for absolutely no reason whatsoever. I spent a couple of hours screwing around with different joints. [t]http://i.imgur.com/MoMNUJI.png[/t] Ignoring the temporary rescaling and square boobs; after that I kind of realized I was just chopping her joints and sticking a bunch of pneumatic shit and hoses in them without a real purpose. [t]http://i.imgur.com/dMtjArA.png[/t] Looks awful to me even for just a couple of hours. I'm still looking for better concepts and such, but does anybody happen to have any tips for creating robotic characters? I'm not going for ultra-realistic, just relatively appealing and somewhat functional.
[QUOTE=CaptainBigButt;44803466]does anybody happen to have any tips for creating robotic characters? [/QUOTE] Go on Google images and search 'robotic prosthetics', and there should be some inspiration/references there. Basically just look at how androids have been portrayed in films and games etc. Or just make a human skeleton and put a metal texture on it, lolol
[QUOTE=Wigbig;44803551]Go on Google images and search 'robotic prosthetics', and there should be some inspiration/references there. Basically just look at how androids have been portrayed in films and games etc. Or just make a human skeleton and put a metal texture on it, lolol[/QUOTE] Huh, yeah, I forgot about prosthetics, thanks. Related were those fancy robotic exoskeletons too. I'll get back to this tomorrow when I'm hopefully no longer sick.
New video on modelling organic shapes: [IMG]http://i.imgbox.com/lIAXDENf.png[/IMG] [url]https://www.youtube.com/watch?v=yEbj9ggw0wE[/url] And two new videos on modeling a Lego character: [url]https://www.youtube.com/watch?v=oC1TKFmcJ9g[/url] [url]https://www.youtube.com/watch?v=OKEuKCQnM_k[/url] I will also be giving away a free model every Monday: [url]https://www.youtube.com/watch?v=73VEWSkilZ0[/url]
I just stumbled upon this on Youtube... [video=youtube;L09C29t-_Cw]http://www.youtube.com/watch?v=L09C29t-_Cw[/video]
[QUOTE=~ZOMG;44806084]I just stumbled upon this on Youtube...[/QUOTE] Well you got to start somewhere...
how do I Smoothing Groups? [editline]14th May 2014[/editline] how do I Smoothing Groups [I]good[/I]? [editline]14th May 2014[/editline] Or more specifically: This is what I've been working on as my first model, a simple shotgun. Now of course this needs some more details, optimization, and general tweaking before it's ready, but where do I begin in the world of "making this model look like an actual shotgun instead of origami" also how do I display the number of tris also is 3k poly bad for what you're seeing? [IMG]https://31.media.tumblr.com/b7fd52d03c77da314ec7741bb319c918/tumblr_n5ktxbjYCW1sg9awbo1_1280.png[/IMG]
[QUOTE=General J;44808417]how do I Smoothing Groups? [editline]14th May 2014[/editline] how do I Smoothing Groups [I]good[/I]?[/QUOTE] I find the easiest way to think about smoothing groups is like preparing something for sanding with sandpaper. Imagine that you had an object with several sides, and it was perfectly faceted, like a gemstone. What you want, however, is there to still be some sharp edges, but you'd rather most of the faces to be smoothed over. A smoothing group is essentially this - applying a smoothing group to a set of faces says that there are no visible sharp angles along that entire surface, it is smooth. Once the smoothing group ends, the edges of that island will be sharp. Islands can touch each other and because they're different groups, they will not smooth together. Furthermore, smoothing groups are contiguous, so if you want three surfaces smoothed in three portions but surface 1 and surface 3 don't touch each other, they can use the same smoothing group for both without being smoothed together, provided surface 2 uses a different smoothing group. Finally, you can apply mutliple smoothing groups to a single face, so if you wanted a semi-sharp blend between surface 1 and 3 but still wanted a 'unbroken' surface, you could give the bridging faces both groups. So take that pump grip, for example. You want the inlayed rings to have sharp edges in relation to each other vertically, but you want the circular bend to be smooth, so you'd define one smoothing group for each ring and no two smoothing groups touch among the rings. Looking at the grip from the side lengthways, you'd see smoothing group rings like 1-2-1-2-1-2-1-2... hope that helps
thanks! it really did. I tried to apply that knowledge to the rest of it, even though it only really sticks out on the grip- but I'm really happy with it. Also, I grouped the pump into two smoothing groups, "1" and "2", is it okay to also apply say the stock or receiver into two groups under "1" and "2" as well? with the addition of a few more details do you think this is good enough for texturing? [IMG]https://31.media.tumblr.com/43f3b24a9aa9bc5d13778cdf67e58222/tumblr_n5lcefklwK1sg9awbo1_1280.png[/IMG]
[img]http://puu.sh/8MM8K.jpg[/img] [img]http://puu.sh/8MLts.jpg[/img]
Looks pretty good, but weren't the old style trigger groups on the MP5 set up so it was safe on top, full auto on bottom? [t]http://www.imfdb.org/images/4/4a/MP5.jpg[/t] Yeah they were.
god dang
So I was watching part 3 of this highly suggested tutorial series [url]https://www.youtube.com/watch?v=y_1ql8yH2Ow[/url] (covering UV & Baking) everything up to this point has been really good, but somewhere along the line I turned my pump from this: [IMG]https://24.media.tumblr.com/3c2cbcde68140879eb23a0cd3256185c/tumblr_n5owqyzjSh1sg9awbo1_400.png[/IMG] to this: [IMG]https://31.media.tumblr.com/76812c760824b9a1f83b6cbd4ca00600/tumblr_n5owscapCk1sg9awbo1_400.png[/IMG] and I don't know why. I mean it still looks okay, but the one on top clearly looks better and I'd just rather keep it that way. Are there also any other suggested guides for Uv & Baking? I loved this person's tutorials up until this point, he goes to fast and I don't understand what to do if I don't have a high poly model with my low poly one.
[QUOTE=General J;44827935]Are there also any other suggested guides for Uv & Baking?[/QUOTE] I would be surprised if there isn't official documentation for the program you are using somewhere online. Going by suggestions won't always guarantee that you will completely understand and find methods that fit for you. Search around and look at different tutorials, and definitely read program documentation.
[QUOTE=General J;44827935]So I was watching part 3 of this highly suggested tutorial series [url]https://www.youtube.com/watch?v=y_1ql8yH2Ow[/url] (covering UV & Baking) everything up to this point has been really good, but somewhere along the line I turned my pump from this: [IMG]https://24.media.tumblr.com/3c2cbcde68140879eb23a0cd3256185c/tumblr_n5owqyzjSh1sg9awbo1_400.png[/IMG] to this: [IMG]https://31.media.tumblr.com/76812c760824b9a1f83b6cbd4ca00600/tumblr_n5owscapCk1sg9awbo1_400.png[/IMG] and I don't know why. I mean it still looks okay, but the one on top clearly looks better and I'd just rather keep it that way. Are there also any other suggested guides for Uv & Baking? I loved this person's tutorials up until this point, he goes to fast and I don't understand what to do if I don't have a high poly model with my low poly one.[/QUOTE] Is there any reason you're not using a high poly model? It helps a lot with making your low poly look smooth and clean and detailed. I followed Millenia's tutorial when I started out modelling with Max recently, and I do agree he goes too fast or skips over stuff sometimes (and at one point, goes for a drink during the video but leaves the recording running!?). John's been posting some great tutorials in this very thread, try those?
Okay will do. I fixed the problem listed above, thankfully it was just the smoothing groups that got messed up and it can easily be fixed. As for the high-poly model, yeah I didn't save a version of that and just overwrote the lowpoly version. I just wanted to see it in-game.
[t]http://i.imgur.com/FVjbLBP.jpg[/t] [t]http://i.imgur.com/Tjr6T7R.jpg[/t] W.I.P. Close to calling this damn thing done.
recovered/redid my highpoly for the projection/cage bake [I]thing[/I] but my UV pack is [IMG]https://31.media.tumblr.com/8e65c4c092000fc54fe3deef13a0d24d/tumblr_n5r95sz5hF1sg9awbo1_400.png[/IMG] when suddenly my normals are [IMG]https://24.media.tumblr.com/0a7948c94d802ecd838b232d7cd8b5e8/tumblr_n5r95sz5hF1sg9awbo2_400.png[/IMG] [B]PANIC[/B] what could have gone wrong?
[QUOTE=General J;44838298]recovered/redid my highpoly for the projection/cage bake [I]thing[/I] but my UV pack is when suddenly my normals are [B]PANIC[/B] what could have gone wrong?[/QUOTE] Do you have "use existing channel" checked on the render to texture window?
thanks! that fixed it
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