• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=ModestCube;44867380]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] Not really, no. I don't really know how I would structure such a thing, might be better if I stream and people can ask questions and stuff.
[t]http://puu.sh/8UfLf[/t] For whatever reason Source has problems looking like this in-game (specifically the white parts - everything else is okay). But in [url=http://puu.sh/8UCA6]model viewer it's perfectly fine[/url]. Is there a reason why it would be doing that?
I'm not sure the reason but I have noticed that a lot of models look pretty noticably different in modelviewer versus in-game.
[QUOTE=ColossalSoft;44868650][t]http://puu.sh/8UfLf[/t] For whatever reason Source has problems looking like this in-game (specifically the white parts - everything else is okay). But in [url=http://puu.sh/8UCA6]model viewer it's perfectly fine[/url]. Is there a reason why it would be doing that?[/QUOTE] It's your envmap settings, hlmv doesn't have cubemaps, therefore it uses a shitty background image that literaly has no reflections
Today's project (that is now a two day project I guess): A holo platform thing [t]https://dl.dropboxusercontent.com/u/21161113/random/holo_platform.jpg[/t] I'm enjoying using splines as a viable part of my modeling process but boy do they take time to unwrap.
[t]http://i.imgur.com/GQRiobz.jpg[/t] [t]http://i.imgur.com/JOyqhuu.jpg[/t] I think I'm just about ready to call this done. It's time to move onto bigger and better things.
[img_thumb]http://dl.dropboxusercontent.com/s/31dv4k33jnrtaoe/update_block.png[/img_thumb] Some lamp post I'm working on.
[QUOTE=se7en2;44870532]It's your envmap settings, hlmv doesn't have cubemaps, therefore it uses a shitty background image that literaly has no reflections[/QUOTE] I'm a little lost on where you got that idea. Cubemaps do exist in hlmv. If you're talking about that red sky you see, I'm pretty sure that's just the default Source SDK cubemap used as a placeholder for testing in hammer or modelviewer. Any real results depend on the cubemaps in-game, though you can also just test with a custom made cubemap.
[QUOTE=CaptainBigButt;44877198]I'm a little lost on where you got that idea. Cubemaps do exist in hlmv. If you're talking about that red sky you see, I'm pretty sure that's just the default Source SDK cubemap used as a placeholder for testing in hammer or modelviewer. Any real results depend on the cubemaps in-game, though you can also just test with a custom made cubemap.[/QUOTE] How about instead of replying to me with something I know, you reply to the guy that wants answers? I was just saying that the cubemap in hlmv is shitty (and in some sdk's it's even a missing texture) and you shouldn't trust it for good in-game results, that's not the answer? ok then move to the next possible issue! Talk about making a fuss around something this meaningless, 3 disagrees and noone says why in particular
I replied to you because my response was based on what you said; he'll see it anyway, this is a public thread. In any case, I'm not sure clicking the disagree rating means people are making a fuss. They're just little aesthetic forum ratings that don't really hold much of a meaning.
[img_thumb]http://dl.dropboxusercontent.com/s/oa20rsd18g1asms/update_hp.png[/img_thumb] Update. Having some sub-d issues where the two sides meet the the top.
[QUOTE=Short3D;44883896] Update. Having some sub-d issues where the two sides meet the the top.[/QUOTE] Are you using shift + E on any edges? That might solve it
[QUOTE=Wigbig;44884167]Are you using shift + E on any edges? That might solve it[/QUOTE] Nah, the way I made the top part using symmetry caused some tris. Fixed tho.
[t]http://puu.sh/8Ya5T.jpg[/t] Fixed it. Tweaked the exponent, but I'm still not sure if I fully understand how the exponent works because I pretty much just fucked with it until it looked okay. [t]http://puu.sh/8WHNa[/t] did this, too
[QUOTE=Lt_C;44874155]Today's project (that is now a two day project I guess): A holo platform thing [t]https://dl.dropboxusercontent.com/u/21161113/random/holo_platform.jpg[/t] I'm enjoying using splines as a viable part of my modeling process but boy do they take time to unwrap.[/QUOTE] When I saw this I instantly thought of the HL2 teleporter that Kleiner doesn't know how the fuck to use without making Gordon miserable.
[QUOTE=SimplePlanz69;44891702]When I saw this I instantly thought of the HL2 teleporter that Kleiner doesn't know how the fuck to use without making Gordon miserable.[/QUOTE]Actually, the teleportation would have went smoothly if only Lamarr wasn't traveling through the vents and smashed through the panel that hit into one of the teleporter's wires So blame his pet headcrab
I threw out my old shotgun and started over. It may be small but I'm really proud as to how this pump looks. [IMG]https://31.media.tumblr.com/56f6318446213eb1a21835e6395469a2/tumblr_n62dftnGQN1sg9awbo3_1280.png[/IMG] So I'm making my High-poly model with turbosmooth when this happens: [IMG]https://24.media.tumblr.com/4e91e07823fa356fc47cbb2997ba9d6f/tumblr_n62dftnGQN1sg9awbo1_1280.png[/IMG] Both objects being smoothed has caused their edges to be slightly pulled away from eachother, leaving a gap. How would you proceed? I feel like I cant just move the handle back into the receiver, as they both need to be in the same position as their original objects. Should I pull the handle's edges into the receiver, delete all turbosmooth modifiers and other extra geometry, and save that as the new low-poly model? My worry is that any change in the model or having this gap remain will both noticeably distort the normal map.
[QUOTE=Masterlegodude;44893198]Actually, the teleportation would have went smoothly if only Lamarr wasn't traveling through the vents and smashed through the panel that hit into one of the teleporter's wires So blame his pet headcrab[/QUOTE] Actually, it's still his fault for letting a headcrab crawl around his lab in the first place. Like Ian Malcom says "Life finds a way." Headcrabs are non-indigenous lifeforms- who knows what they're capable of. General J, can you zoom out so we can see which part of the model you're having trouble with? Also, I have last Monday's model giveaway: [url]https://www.youtube.com/watch?v=aUm0KB0xj1E[/url] And two new videos on Modifiers in 3DS Max. If you've never bothered to learn what Modifiers do now's the time to learn: [url]https://www.youtube.com/watch?v=umhLGzJAiBE[/url] [url]https://www.youtube.com/watch?v=0POeye5v-6M[/url]
[QUOTE=General J;44893333]I threw out my old shotgun and started over. It may be small but I'm really proud as to how this pump looks. [IMG]https://31.media.tumblr.com/56f6318446213eb1a21835e6395469a2/tumblr_n62dftnGQN1sg9awbo3_1280.png[/IMG] So I'm making my High-poly model with turbosmooth when this happens: [IMG]https://24.media.tumblr.com/4e91e07823fa356fc47cbb2997ba9d6f/tumblr_n62dftnGQN1sg9awbo1_1280.png[/IMG] Both objects being smoothed has caused their edges to be slightly pulled away from eachother, leaving a gap. How would you proceed? I feel like I cant just move the handle back into the receiver, as they both need to be in the same position as their original objects. Should I pull the handle's edges into the receiver, delete all turbosmooth modifiers and other extra geometry, and save that as the new low-poly model? My worry is that any change in the model or having this gap remain will both noticeably distort the normal map.[/QUOTE] you should close the hole in the stock
[IMG]http://i.xomf.com/rdzmm.jpg[/IMG]
That kind of reminds me of those robotic vacuum cleaners that were suddenly popular 5-10 years ago and hardly actually cleaned anything.
[QUOTE=CaptainBigButt;44895767]That kind of reminds me of those robotic vacuum cleaners that were suddenly popular 5-10 years ago and hardly actually cleaned anything.[/QUOTE] In the grimdark future, all Roombas have been militarized with anti-missile chaff.
Maybe those are just nozzles to spray water and various soaps so it can clean your windows and cats too.
[t]http://bit.ly/1if8xFT[/t] Alright, mostly finished with my first firearm ever! Well, first modeled anyway.
[QUOTE=General J;44893333] Both objects being smoothed has caused their edges to be slightly pulled away from eachother, leaving a gap. How would you proceed? I feel like I cant just move the handle back into the receiver, as they both need to be in the same position as their original objects. Should I pull the handle's edges into the receiver, delete all turbosmooth modifiers and other extra geometry, and save that as the new low-poly model? My worry is that any change in the model or having this gap remain will both noticeably distort the normal map.[/QUOTE] add some more loops on the edge and see if that helps.
apparently I have some real gun nut friends that point out a few things I should add to the bullet: [t]https://dl.dropboxusercontent.com/u/21161113/random/40sw_round_2.jpg[/t]
[QUOTE=Lt_C;44900268]apparently I have some real gun nut friends that point out a few things I should add to the bullet: [t]https://dl.dropboxusercontent.com/u/21161113/random/40sw_round_2.jpg[/t][/QUOTE] I have a rifle bullet(Without the casing, obviously) that looks like the bullet in the bottom right. If you need it for a reference just ask.
Quick test bake. I need to re-arrange the UV islands and make a cleaner high-poly to bake from, with wider edges. [I](The HP used for the bake here was corrupted, so it's filled with errors. Damn .OBJ!)[/I] [IMG]http://puu.sh/90Sug.jpg[/IMG]
[IMG]http://puu.sh/91hgZ.png[/IMG] been working on a lowpoly human, any other accessories i should add to it?
[QUOTE=Kosai106;44906921]Quick test bake. I need to re-arrange the UV islands and make a cleaner high-poly to bake from, with wider edges. [I](The HP used for the bake here was corrupted, so it's filled with errors. Damn .OBJ!)[/I] [IMG]http://puu.sh/90Sug.jpg[/IMG][/QUOTE] I liked the timelapse videos you made of that model, did you record any more further down the process? I'd love to watch.
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