• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=azgag;40578411]you could have made a height map in photoshop then use tesselation (and tweak the tricount if needed) if the 3D software supports it.[/QUOTE] Alternatively you could have made a vector in illustrator and imported it in as splines. I know max does this, can't say for blender for sure. That's how I pulled off this combadge. [img]https://dl.dropboxusercontent.com/u/21161113/combadge_gif.gif[/img] [t]https://dl.dropboxusercontent.com/u/21161113/combadge_2.jpg[/t]
[QUOTE=Juniez;40576511][img]http://media.moddb.com/images/members/1/96/95390/frag.jpg[/img] MK3A2 frag[/QUOTE] Even on default animations these would look fantastic, honestly even if you just want to make the models my offer still stand to do the rigging and compiling.
[QUOTE=azgag;40578411]you could have made a height map in photoshop then use tesselation (and tweak the tricount if needed) if the 3D software supports it.[/QUOTE] I'm not into that kindof advanced stuff really, plus it's going into Source so I prefer the most straightforward way of doing it by just deforming the mesh around the letters on the viewport image
[QUOTE=Mech Bgum;40584202]I absolutely hate the flat black hole thingie and love the rest of it.[/QUOTE] Do you think I should make it smaller and less noticeable or just remove the hole completely? bc I don't think it'd be worth the effort to change up the model and re uv to make it out of geometry (but looking back it is quite a bit bigger than the original)
You could just make that part look like the real MP7. I don't think that'd be too far a deviation from the original. [img]http://2.bp.blogspot.com/-zChc7-09i0Y/TwQQZAtvM7I/AAAAAAAAD2w/PRl1v3pLYj8/s1600/HK+MP7A1.jpg[/img]
Or you could keep the shapes cause they're kinda nice and instead of doing the black thing just do what the real one has (small indent).
Keep the shape it is a homage to the original model.
[QUOTE=Juniez;40584726]Do you think I should make it smaller and less noticeable or just remove the hole completely? bc I don't think it'd be worth the effort to change up the model and re uv to make it out of geometry (but looking back it is quite a bit bigger than the original)[/QUOTE] In my opinion, this one already looks fine :D
Working on Manny Calavera from Grim Fandango as a ragdoll for GMOD. Never modelled anything like this before, and I'm honestly not sure what I'm doing. Any advice for modelling clothes? [IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/HALP_zps1a4f00af.png[/IMG] Using the action figure to the left as my reference, if it helps [QUOTE=][IMG]http://www.offworld.com/oimages/grimfandangotoys.jpg[/IMG][/QUOTE]
Easiest way is to start with the basic body build, then morph it to fit the look of wearing the suit.
[QUOTE=Daemon White;40590853]Easiest way is to start with the basic body build, then morph it to fit the look of wearing the suit.[/QUOTE] "morph"? Not sure what you mean
[QUOTE=ZombiPlastiClok;40591135]"morph"? Not sure what you mean[/QUOTE] Adjust the polys.
[QUOTE=Daemon White;40591159]Adjust the polys.[/QUOTE] I'll try to figure it out. Any good tutorials for it?
[QUOTE=ZombiPlastiClok;40590546]Working on Manny Calavera from Grim Fandango as a ragdoll for GMOD. Never modelled anything like this before, and I'm honestly not sure what I'm doing. Any advice for modelling clothes? [IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/HALP_zps1a4f00af.png[/IMG] It would be best if the arm was made from a part of the torso, not a separate model. You might later run into problems with connecting them together. Using the action figure to the left as my reference, if it helps[/QUOTE] Try making the arm from the torso mesh, instead of a separate model. You might later run into problems with connecting them together.
[QUOTE=ZombiPlastiClok;40591169]I'll try to figure it out. Any good tutorials for it?[/QUOTE] Not that I know of.... What program are you using? [QUOTE=aln447;40592165]Try making the arm from the torso mesh, instead of a separate model. You might later run into problems with connecting them together.[/QUOTE] Well, I've always made a separate model. Just have to make a hole in the side of the body where the arm would be attached, then before you attach the arm, make sure you have the same amount of vertices that the hole does. Alternatively, only make one side of the model, then duplicate it and mirror geometry / model (Or duplicate instantiate > Duplicate Symmetry for Softimage).
[QUOTE=Daemon White;40594000]Not that I know of.... What program are you using? Well, I've always made a separate model. Just have to make a hole in the side of the body where the arm would be attached, then before you attach the arm, make sure you have the same amount of vertices that the hole does. Alternatively, only make one side of the model, then duplicate it and mirror geometry / model (Or duplicate instantiate > Duplicate Symmetry for Softimage).[/QUOTE] Blender. And for the arm, I figured that I could use boolean tools to merge them together. So that'll be fine
[QUOTE=ZombiPlastiClok;40590546]Working on Manny Calavera from Grim Fandango as a ragdoll for GMOD. Never modelled anything like this before, and I'm honestly not sure what I'm doing. Any advice for modelling clothes? [IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/HALP_zps1a4f00af.png[/IMG] Using the action figure to the left as my reference, if it helps[/QUOTE] Manny has a bit larger forehead. Not sure why you're using that action figure as a reference either, since it looks quite a bit different from what he actually looks like. [IMG]http://t0.gstatic.com/images?q=tbn:ANd9GcSADNKQRTHtrrT6JHZWVfGcjaeuaH3gwIItWmZ7mBhxRpB6jqDRvg[/IMG]
Would any of you talented individuals be willing to work with three fine gentlemen, including myself, on a very non-profit (maybe) arthouse project that has almost little planning done and possibly other mods?
Ugh this looks so awful. I feel like I have no idea what I am doing [QUOTE=][IMG]http://i.imgur.com/HAiYzkz.png[/IMG][/QUOTE]
[IMG]http://i.imgur.com/7q3RMJe.png[/IMG] i think i lost my direction in UDK
I'd say you gained a direction. [editline]11th May 2013[/editline] GOD DAMMIT NOT AGAIN
[QUOTE=More Ragtime;40605326][IMG]http://i.imgur.com/7q3RMJe.png[/IMG] i think i lost my direction in UDK[/QUOTE] Timesplinters 3 has a model similar to that.
[QUOTE=Sims_doc;40607429]Timesplinters 3 has a model similar to that.[/QUOTE] thats pretty cool, i think i'm like the only one out of the group of my friends that didn't play timesplinters. game looked cash though
[QUOTE=More Ragtime;40607663]thats pretty cool, i think i'm like the only one out of the group of my friends that didn't play timesplinters. game looked cash though[/QUOTE] Well, Assuming you've got a 360 or Xbox. I would borrow the game. I've played them all and they are pretty fun campaign and arcade wise. Especially Virus.
I own any modern consoles :v: lets hope they get a practical xbox emulator in the near future
Pretty much finished my second year of uni, next year we get to make our own game from beginning to end so we decided to start now for extra time, still a wip as so far it's only about 4 hours work. [img]http://imageshack.us/a/img221/3026/wippy.jpg[/img]
[QUOTE=ColossalSoft;40602481]Would any of you talented individuals be willing to work with three fine gentlemen, including myself, on a very non-profit (maybe) arthouse project that has almost little planning done and possibly other mods?[/QUOTE] So I take it nobody wants to not make money (maybe)?
I've got a Skyrim mod to keep up, and a little side project on the go. So it's a no for me.
[QUOTE=ColossalSoft;40612407]So I take it nobody wants to not make money (maybe)?[/QUOTE] Go on
[QUOTE=ZombiPlastiClok;40612830]Go on[/QUOTE] Well we need someone to possibly help with multiple projects, including some that could possibly be more than mods depending on if it's truly worth it. But other than that it's not really a money-making deal.
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