• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Sun bokeh dirt, dynamic sky/clouds, new vegetation and some lighting shit [img]http://puu.sh/8RiBC.jpg[/img] [url=http://puu.sh/8LQTd]Also moving bushes![/url]
[QUOTE=fewes;44843094]Sun bokeh dirt, dynamic sky/clouds, new vegetation and some lighting shit [img]http://puu.sh/8RiBC.jpg[/img] [url=http://puu.sh/8LQTd]Also moving bushes![/url][/QUOTE] That horse walk is a thing of beauty.
I made a spotlight. a SCIFI spotlight. [t]http://bit.ly/scifispot[/t] 730 tris, 1024x1024 D/S/N/P. 3.4MB, on/off skingroup
Does it need to be said that your models are amazing?
[QUOTE=fewes;44604999]It's for a western game![/QUOTE] A western game? Call me intrigued... Do you have any details about this?
[t]http://i.imgur.com/kjB4U2c.jpg[/t] [t]http://i.imgur.com/Vg0p673.jpg[/t] Some progress.
[QUOTE=Lt_C;44854728]I made a spotlight. a SCIFI spotlight. [t]http://bit.ly/scifispot[/t] 730 tris, 1024x1024 D/S/N/P. 3.4MB, on/off skingroup[/QUOTE] i realize this is form vs function but... why the cross shape? unless it's for a stylized lighting situation you're just going to end up with an awkward light shape and possibly uneven lighting since you'll have an irregular mirror. not to mention that you do not appear to have a mirror. or a light bulb.
[QUOTE=Nuclear Arbitor;44856086]i realize this is form vs function but... why the cross shape? unless it's for a stylized lighting situation you're just going to end up with an awkward light shape and possibly uneven lighting since you'll have an irregular mirror. not to mention that you do not appear to have a mirror. or a light bulb.[/QUOTE] Mostly it was just for a slightly stylized silhouette when on and looking at it, I didn't make the indent too wild that it'd completely ruin the bounce. As for the interior, it is properly concave and the innermost cone is circular - I did model out a small bulb in the high poly but since chances are you see it 'off' are rare, I just baked all that detail down. [t]https://dl.dropboxusercontent.com/u/21161113/random/lamp_high.JPG[/t]
I have a question about UVs, so I am trying to recover the beta survivors from the mess splinks did. But splinks reUV'd the survivors, and they no longer fit into the original UV map, I was wondering if there's a program that bakes the old UVs textures into a new UV, because the effects on the textures don't look like something you can do in photoshop. [t]http://puu.sh/8TTiB.jpg[/t] (photo is a example of his UV changes, I don't have the UV for the original Louis, only the texture) I also asked this here because I would think you guys would possibly know
you could try projection mapping in 3ds max
Experimenting with no normal maps weapons. [img]http://puu.sh/8UoFI.jpg[/img] [img]http://puu.sh/8UoGq.jpg[/img]
How many quads? Lovely material definition though.
[QUOTE=ZombieDawgs;44862672]How many quads? Lovely material definition though.[/QUOTE] 14k tris
[QUOTE=fewes;44862734]14k tris[/QUOTE] Surprisingly less than I imagined. Looks beautiful though, gotta ask the question of wireframe too.
[QUOTE=ZombieDawgs;44862751]Surprisingly less than I imagined. Looks beautiful though, gotta ask the question of wireframe too.[/QUOTE] Sure thang. Some of the tri collapse stuff is auto so it's a bit messy. [img]http://puu.sh/8UqAo.jpg[/img] [img]http://puu.sh/8UqC6.jpg[/img]
Wood is a bit shiny despite how rough it is.
Some quick and cheap variations [img]http://puu.sh/8Ux9W.jpg[/img]
Fewes, I'm really interested in your project... I love western games (red dead redemption was amazing), and always trolling for new ones... It's a shame that not a lot of developers have gone into this theme.
I do too! I'm guessing most game devs think it's not a very worthwhile theme since most games haven't really done that well with the exception of RDR (which was a monster project). RDR was really cool and all and had amazing feel and atmosphere but at the end of the day it was about one man on a quest. With our game we are aiming more towards a Mount & Blade sort of openness where there's no fixed story or anything. Hopefully we'll have some kind of landing site for it soon (and a name...), keep checking this thread and I'll link it eventually!
[QUOTE=fewes;44863869]I do too! I'm guessing most game devs think it's not a very worthwhile theme since most games haven't really done that well with the exception of RDR (which was a monster project). RDR was really cool and all and had amazing feel and atmosphere but at the end of the day it was about one man on a quest. With our game we are aiming more towards a Mount & Blade sort of openness where there's no fixed story or anything. Hopefully we'll have some kind of landing site for it soon (and a name...), keep checking this thread and I'll link it eventually![/QUOTE] Well you just made me excited!! What engine are you making it on?
In 3DSmax is there a way that I can change what selecting by polygon looks like? I need to make cuts while still being able to see the reference underneath while in polygon mode. [IMG]https://31.media.tumblr.com/6c699645413a24af997f771ab56ed640/tumblr_n5wf99cwqb1sg9awbo1_1280.png[/IMG]
Press F2. Also, you don't need to have any polygons selected to make cuts in the polygon sub-object mode.
[QUOTE=Cynthia;44863906]Well you just made me excited!! What engine are you making it on?[/QUOTE] Torque 3D
[QUOTE=fewes;44864498]Torque 3D[/QUOTE] Wonderful. I always wanted to do 3d modelling in a western game. Such a shame RDR wasnt on the PC where I could mod it haha. I wish the best of luck to you in the future and look forward to seeing more.
[QUOTE=General J;44864159]In 3DSmax is there a way that I can change what selecting by polygon looks like? I need to make cuts while still being able to see the reference underneath while in polygon mode. [IMG]https://31.media.tumblr.com/6c699645413a24af997f771ab56ed640/tumblr_n5wf99cwqb1sg9awbo1_1280.png[/IMG][/QUOTE] alt + x
[QUOTE=fewes;44862556] [img]http://puu.sh/8UoGq.jpg[/img][/QUOTE] That subtle 'oily' look is beautiful - amazing wires, too, they're so clean. Are you experimenting with normal map-less weapons just for fun/challenge, or technical reasons too? I've heard textures are expensive and polys are cheap these days.
[QUOTE=NotExactly;44866891]That subtle 'oily' look is beautiful - amazing wires, too, they're so clean. Are you experimenting with normal map-less weapons just for fun/challenge, or technical reasons too? I've heard textures are expensive and polys are cheap these days.[/QUOTE] Mostly I am doing it because it vastly speeds up the authoring process. Not having to create the sub-D model, set up cages, smoothing groups, baking, fixing etc. is so nice. In the time it takes me to create one high poly model I can probably finish 3 like this. Like you said it's nice to trade away memory for some more triangles which in the end don't really matter at all. Also, since it's all shaded using smoothing groups I can go back to it if I feel like it and change whatever or use the same model for a world model and LOD the hell out of it without having to worry about broken normals and the result is more consistent across engines. (plus I felt like I had gotten a bit reliant on automated texturing stuff so I wanted to go back to a more traditional texturing process) Basically baked normal maps = a big hassle.
Wouldn't a model that's slightly higher in tri-count and no normals be less intensive than having to load in the normal's texture anyway?
[QUOTE=fewes;44867090]Mostly I am doing it because it vastly speeds up the authoring process. Not having to create the sub-D model, set up cages, smoothing groups, baking, fixing etc. is so nice. In the time it takes me to create one high poly model I can probably finish 3 like this. Like you said it's nice to trade away memory for some more triangles which in the end don't really matter at all. Also, since it's all shaded using smoothing groups I can go back to it if I feel like it and change whatever or use the same model for a world model and LOD the hell out of it without having to worry about broken normals and the result is more consistent across engines. (plus I felt like I had gotten a bit reliant on automated texturing stuff so I wanted to go back to a more traditional texturing process) Basically baked normal maps = a big hassle.[/QUOTE] Do you have any tutorials or videos of you showing your entire process in creating a model? I would love to see one some day. You are very talented.
[QUOTE=ZombieDawgs;44867320]Wouldn't a model that's slightly higher in tri-count and no normals be less intensive than having to load in the normal's texture anyway?[/QUOTE] problably, today's GPUs eat triangles for breakfast. This is actually a pretty interesting technique, I wouldn't use it on things that are copy-pasted or use the same normal map tho (like handrails etc...). A lot of the CSGO props don't have a normal map.
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