• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Colteh;44909176][IMG]http://puu.sh/91hgZ.png[/IMG] been working on a lowpoly human, any other accessories i should add to it?[/QUOTE] Add some polys to the collar or cover it with a shemagh, model a belt and pockets on pants maybe
[QUOTE=kaine123;44909683]I liked the timelapse videos you made of that model, did you record any more further down the process? I'd love to watch.[/QUOTE] Thanks. Sadly I didn't record more of the progress, even thought that was the plan. I will do so in the future however.
Hello. Thought I'd post this. Rendered in Unreal Engine 4 with a polycount at 3,914 tris. Is it anywhere in the valley to you folks?: [URL=http://s437.photobucket.com/user/Overmind5000/media/Mage_005_zpsde13e1de.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/Mage_005_zpsde13e1de.jpg[/IMG][/URL] P.S. It's for a Zelda-based project for those wondering about the anime-esque proportions.
the ears are atrocious, the rest are acceptable.
[QUOTE=Nuclear Arbitor;44920239]the ears are atrocious, the rest are acceptable.[/QUOTE] A beginner's guide to Facepunch: don't be a cunt. I wouldn't say it's in the valley, no, but the proportions seem a little off. Could you post your reference image(s), or at least a front on (preferably orthographic) view of the model?
im working on making a bow-front reef aquarium for mappers, its about time to make a proper one around here. planning on adding a hanging light system, but most of the equipment is there, like an overflow box and a powerhead, now im just modeling the corals/live rock etc. [img]http://filesmelt.com/dl/bowfrontWIP.png[/img] [img]http://filesmelt.com/dl/bowfrontWIP2.png[/img] WIP
how do I load a previous UV unwrap to a model? I saved the lowpoly, but not a direct copy of the lowpoly with the proper UV unwrap. I did however save the proper UV unwrap in the UV editor, but every time I try to load it in the UV editor nothing changes. I triangulated everything on the final model to get a better cage, but because I'm loading the normal map on the triangled low-poly model, I believe it to be the cause of this [IMG]https://24.media.tumblr.com/b605eb4483348c215941b2dfbfb736a1/tumblr_n682hpXyO81sg9awbo3_1280.png[/IMG] If I can load the non-triangulated UV into the lowpoly, I think it will fix this? (These triangles don't appear in the normal)
Made a face from photos because sculpting people is hard. [img]http://puu.sh/94NMR/0c71459bef.jpg[/img] Now to make a hat to cover that terrible hair up. [editline]28th May 2014[/editline] There we go. [img]http://37.media.tumblr.com/95b70118a8aa12e71feaefd82fa49c00/tumblr_n6ah5s1Mt61rrzy8mo1_r1_1280.jpg[/img]
Two new videos on modifiers and a new model giveaway: [IMG]http://i.xomf.com/ymjgj.png[/IMG] [url]https://www.youtube.com/watch?v=e5heqEl4R88[/url] [url]https://www.youtube.com/watch?v=ucbI9n9e3wo[/url] [url]https://www.youtube.com/watch?v=Y5TImSNWAHo[/url]
Just for fun (and to pratice baking more then normals) I made a low level of detail version of my shuttle. [t]https://dl.dropboxusercontent.com/u/21161113/random/shuttle_cheap.jpg[/t] This little puppy is 312 triangles and a 512x512 texture map + normals/spec and glow (totaling 700kb), this compared to 30k with interior and 10k exterior only and multiple 2k texture maps. There are some nasty baking artifacts on the texture but I figured out a few more ways to edit my cages.
[QUOTE=Lt_C;44936114]Just for fun (and to pratice baking more then normals) I made a low level of detail version of my shuttle. [t]https://dl.dropboxusercontent.com/u/21161113/random/shuttle_cheap.jpg[/t] This little puppy is 312 triangles and a 512x512 texture map + normals/spec and glow (totaling 700kb), this compared to 30k with interior and 10k exterior only and multiple 2k texture maps. There are some nasty baking artifacts on the texture but I figured out a few more ways to edit my cages.[/QUOTE] Reminds me of this: [IMG]http://combineoverwiki.net/images/2/23/Freight_train_skybox.jpg[/IMG]
Noise + radial blur + grass brush = real time beard [img]http://puu.sh/95vwF.jpg[/img]
Does anyone know to retain transparency in source, im assuming its via material file or something. im able to get it in 3ds max, im just not sure with valve materials model in question: [img]http://filesmelt.com/dl/Bowfront_reef.jpg[/img] [t]http://filesmelt.com/dl/Bowfront_reef2.jpg[/t] [t]http://filesmelt.com/dl/Bowfront_reef3.jpg[/t]
[QUOTE=Sam Za Nemesis;44937966][IMG]http://37.media.tumblr.com/2e28f095bda48a443f62248e1ac93d15/tumblr_mokkyshEio1rk5dgco1_1280.jpg[/IMG][/QUOTE] post-it beard ! [img]http://www.beardrevered.com/wp-content/uploads/2013/07/mike_post_it.jpg[/img]
[QUOTE=cheesecurls;44938270]Does anyone know to retain transparency in source, im assuming its via material file or something. im able to get it in 3ds max, im just not sure with valve materials model in question: [img]http://filesmelt.com/dl/Bowfront_reef.jpg[/img] [t]http://filesmelt.com/dl/Bowfront_reef2.jpg[/t] [t]http://filesmelt.com/dl/Bowfront_reef3.jpg[/t][/QUOTE] Transparency is controlled via the alpha channel and the $translucent or $alpha commands in the .vmt. This might explain it better then I can. https://developer.valvesoftware.com/wiki/$translucent
[QUOTE=Sam Za Nemesis;44937966]It's shaping up nicely and I think the grass brush use was really clever but you could work more on the beard, it looks too bumpy for a flat sillhouete shape, specially the goatee part, if you want to give them volume you could split them some planes and isolate the beard layer over them [IMG]http://37.media.tumblr.com/2e28f095bda48a443f62248e1ac93d15/tumblr_mokkyshEio1rk5dgco1_1280.jpg[/IMG] I really like how it looks like Clint too![/QUOTE] Yeah I really want to do that kind of beard if I can successfully create it. Only problem is it introduces yet another element to the character creation (that also requires alpha testing) while the beard map just plugs into the skin shader so I figure if I end up doing customizable hairstyles I'll add fuzzy beards too. Created a wrinkle map that we'll use for basic age variation: [img]http://puu.sh/963c2.jpg[/img] [editline]29th May 2014[/editline] I won't stop until this entire thread is filled with bearded men. [img]http://puu.sh/96tua.jpg[/img]
[QUOTE=TheGoodDoctorF;44939198]Transparency is controlled via the alpha channel and the $translucent or $alpha commands in the .vmt. This might explain it better then I can. https://developer.valvesoftware.com/wiki/$translucent[/QUOTE] I've found it easier to just split the glass parts into its own piece and use something like this, as it can be buggy at times. [code] Vertexlitgeneric { $basetexture "models/props/blahblah/glass.vtf" $translucent 1 $envmap env_cubemap $envmaptint "[0.8 0.8 0.8]" } [/code]
god save low poly modelling [t]http://puu.sh/96Q11/162e1a16e0.png[/t] organics are hard :c
[QUOTE=fewes;44940003] [t]http://puu.sh/96tua.jpg[/t][/QUOTE] His beard looks really weird, especially with the way the rest of his hair looks. He kind of resembles Wooly Willy the way that beard just sticks out like you rubbed it with a balloon. You'd probably be better off using planes with a hair texture on them (the post-it notes from above). Parallax maps don't always look so good when they're exaggerated too much. Anyway, other than that, it looks really cool.
[QUOTE=CaptainBigButt;44946274]His beard looks really weird, especially with the way the rest of his hair looks. He kind of resembles Wooly Willy the way that beard just sticks out like you rubbed it with a balloon. You'd probably be better off using planes with a hair texture on them (the post-it notes from above). Parallax maps don't always look so good when they're exaggerated too much. Anyway, other than that, it looks really cool.[/QUOTE] It's not parallax though, it's alpha testing! [img]http://puu.sh/96ZlM.jpg[/img] Anyway using this in-game would be absolute madness, I just kinda got stuck doing it for five hours... If I do end up creating geo for the beards in-game it will most likely use textured planes like in The Last of Us. [editline]30th May 2014[/editline] Also I just tried moving each layer downwards a bit: Sloped beard! [img]http://puu.sh/96ZQ9.jpg[/img]
Damn wish I could model like this..
I remember there being an article on how they used a similar method in Shadow of the Colossus. Does anyone have a link?
[url]http://wiki.polycount.com/HairTechnique?action=AttachFile&do=view&target=making_of_sotc.pdf[/url]
[img_thumb]http://dl.dropboxusercontent.com/s/wdp4f5zkptmds7u/post_bake.png[/img_thumb] Finally did the uv and bake.
I think the edges could have been a lot softer, because that asset would be repeated, and if it's a lamp it would probably be seen from a distance. Those edge highlights are going to not show up very much past a short distance. A good way to test this is to go down detail levels in the texture in marmoset toolbag (i assume you're using it?) and see if the highlights still show.
[QUOTE=John117;44947630][url]http://wiki.polycount.com/HairTechnique?action=AttachFile&do=view&target=making_of_sotc.pdf[/url][/QUOTE] [url]http://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2[/url] found the one i was thinking of
That technique was also how moss was made in Ryse, there's a good thread on polycount about it - [url]http://www.polycount.com/forum/showthread.php?t=130038[/url]
[t]http://puu.sh/99dEo/f6bc1b2cd5.png[/t] transitioning from blender to maya, its been a fairly confusing challenge but I'm getting the hang of it
[t]http://i.imgur.com/p1ZbKLz.png[/t] wip
[QUOTE=kaine123;44956498][t]http://i.imgur.com/p1ZbKLz.png[/t] wip[/QUOTE] The blade looks kinda strange, could use some supporting edges?
Sorry, you need to Log In to post a reply to this thread.