• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Created a DoF manager today because it's fun to have: [img]http://puu.sh/ahCXD.jpg[/img] [img]http://puu.sh/ahC8Q.jpg[/img]
[IMG]http://img1.wikia.nocookie.net/__cb20140719170657/turok/images/7/72/Pistol_2.jpg[/IMG]
[QUOTE=someguyihate;45433690]ae86 indeed! yeah sure, here's the unsmoothed object, I'm hoping i haven't made any big mistakes. [img]http://i.imgur.com/pVOD661.jpg[/img] [editline]19th July 2014[/editline] oh and ignore the rear bumper, it's just a placeholder[/QUOTE] The proportions of the model look good but personally i'd work on the edge flow. Try to get a more even distribution of edge loops, try not to clump lots together and then leave large spaces with none, make the change more gradual.
I'd like to pose a question. What makes you decide for game ready assets that you should split a model in half to conserve uv space?
[QUOTE=nomad1;45443069]I'd like to pose a question. What makes you decide for game ready assets that you should split a model in half to conserve uv space?[/QUOTE] I'm no professional that has all of the proper answers, but I can definitely tell you that there's no need not to do so if the model is mirrored in the first place. Take that car someguyihate posted for example. If both sides look exactly the same and decals aren't added (since it isn't a race car or anything) then you can probably get away with mirroring it.
As someone who makes a LOT of models, mirroring saves on time and effort. Especially if said models have a lot of detail, so much so it takes three or four texture groups to cover it all. Take my ship for instance, six texture groups in all, and its all mirrored. So, it just saves room in the UV map for detail work, half a car hood takes up less room than a full one, and you can enlarge the half to take up said room and get more detail in. That said, here is 'my' latest work. [img]http://i19.photobucket.com/albums/b164/Soukonoung/Ghostimage_zps94b5bb03.jpg[/img] Now, if you notice and I am not ashamed of 'this' fact, each of the little arm pods are mirrored. I only textured two of them individually, then rotated and mirrored them back to back to get the overall effect. Sure, its obvious when its pointed out and if you are looking, but without all the wear and tear, you'd never notice it was mirrored at all.
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/cryotube_new_frontpic.png[/t] [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/cryotube_new_frontpic2.png[/t] Gotta finish up on detailing the interior and exterior.
[QUOTE=nomad1;45443069]I'd like to pose a question. What makes you decide for game ready assets that you should split a model in half to conserve uv space?[/QUOTE] It depends on how symmetrical it is, what process you're planning on texturing it with, if it needs written text that can't be added as decals, and how much the player would notice, in my opinion. Mirroring also doesn't mean you do away with text completely, if you're smart about it, you can mirror some parts of a model and give the more prominent sections a unique texture. Furthermore, if you have two lines of symmetry (like a door or something) you can split and rotate a mesh that's been mirrored, allowing for readable text on both sides. Example, my current wip: [t]https://dl.dropboxusercontent.com/u/21161113/UE4/door_crew.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/UE4/door_crew_tex.jpg[/t] The only thing that has a unique texture is the half with the window, everything else is mirrored and split/rotated about its local origin, except the inner door panel, which is truly mirrored and thus cannot have text.
I wouldn't recommend mirroring for static props in Source, the reason why is that the lighting information that gets baked on the UV's (when compiling the map) also gets mirrored, which will probably look terrible. I can't find any screenshots to show this but it happened to me once (after that I never mirrored anything for Source again). If only Source supported custom Lightmap UVs...
[QUOTE=azgag;45446803]I wouldn't recommend mirroring for static props in Source, the reason why is that the lighting information that gets baked on the UV's (when compiling the map) also gets mirrored, which will probably look terrible. I can't find any screenshots to show this but it happened to me once (after that I never mirrored anything for Source again). If only Source supported custom Lightmap UVs...[/QUOTE] if that happens usually for me resetting the xform after mirroring fixes it but that also barely ever happens for me
[QUOTE=sentrygunman;45448064]if that happens usually for me resetting the xform after mirroring fixes it but that also barely ever happens for me[/QUOTE] Hes talking about lightmaps that source generates off staticprop models, it's the same deal when you bake out ao on a mirrored model. The shadows will be mirrored and nothing can fix that then having each side uniquely unwrapped.
source doesn't support model lightmaps at all
Most of what i'll post is stuff destined for UE4... Which for the lightmap uv it has to be unique, or else the engine will tell you that the uv has an error and for which model which is really handy. Edit. I think i'm really happy with how this has turned out. I'm probably going to go delete some polygons which will never be seen and throw it into UE4 just to get a sense of what else i may need (connector bits n bobs possibly) [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/cryotube_new_frontsmoothed01.png[/t]
My current work in progress. Model by Drew Watts. [IMG]http://files.gamebanana.com/bitpit/screen01_4.png[/IMG]
Why is there a QR code on it?
[QUOTE=simkas;45459640]Why is there a QR code on it?[/QUOTE] Idk, because reasons. Osama Bin Laden hangs out on the other side. [img]http://puu.sh/alnEh/9954e100c0.png[/img]
Learn how to work with cylinders to create details such as these: [IMG]http://i.xomf.com/skgsr.jpg[/IMG] [url]https://www.youtube.com/watch?v=3kHynKy_gzY[/url] Learn how to use the Extract tool in Zbrush to create a shell for a turtle creature: [IMG]http://i.xomf.com/wgbnz.jpg[/IMG] [url]https://www.youtube.com/watch?v=x9MKeSgMg1w[/url]
[IMG]http://i.imgur.com/Up3eSEI.jpg[/IMG] robutte wip Inspired by the art of [URL="http://mrjakeparker.com/"]Jake Parker[/URL].
[img]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieRose_zps090f7c54.jpg[/img] [img]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieRose2_zps694494f5.jpg[/img]
Alright, finally baked some flooring meshes I made a while back. I think this the first time I've gone fully 2D with a bake. I also pushed one through dDo which produced nice results, but I'm thinking I might just split up the PSD it gave me for some shader based dynamic aging and color effects in UE4 instead if keeping the texture as is. [t]https://dl.dropboxusercontent.com/u/21161113/UE4/flooring_layers.jpg[/t] [t]https://dl.dropboxusercontent.com/u/21161113/UE4/screen01.png[/t]
I do enjoy using dDo, its brought my own work to a whole 'nother level.
[QUOTE=nomad1;45450680]Most of what i'll post is stuff destined for UE4... Which for the lightmap uv it has to be unique, or else the engine will tell you that the uv has an error and for which model which is really handy. Edit. I think i'm really happy with how this has turned out. I'm probably going to go delete some polygons which will never be seen and throw it into UE4 just to get a sense of what else i may need (connector bits n bobs possibly) [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202014/cryotube_new_frontsmoothed01.png[/t][/QUOTE] did you make a Highpoly version?
Crazybump is scary voodoo magic and I love it. [b]Barrel[/b] ([url=https://p3d.in/x7A7H]View in 3D[/url]) [url=https://p3d.in/x7A7H][img]https://p3d.in/model_data/snapshot/x7A7H[/img][/url] There's some errors in it, but it was mostly practice. Normal mapping is cool but confusing, and it doesn't help that the Maya viewport renders things wrong sometimes.
Alright, got it into UE4. I'm still tweaking the shader but I decided to go 100% parameter driven for the texture, stopping short of multiple material calls for it. It lost a bit of 'umpf' but it means that I have a nice dynamic range to play with for making it do what I want. [t]https://dl.dropboxusercontent.com/u/21161113/UE4/muhparameters.JPG[/t] [t]https://dl.dropboxusercontent.com/u/21161113/UE4/muhparameters_a.JPG[/t]
Look who I found on my harddrive. [t]http://i.imgur.com/Sd1aipw.png[/t] I really need to fix him up.
[t]https://dl.dropboxusercontent.com/u/4112921/atest0007.jpg[/t]
Wow that poor man. He has terrible eyesight.
[QUOTE=GoldPlatinum;45478202]did you make a Highpoly version?[/QUOTE] No... I still gotta get around to that but right now I'm just trying to make models in a few days and slap them into unreal to flesh out scenes. Once i'm happy I plan to go back to what i've done and make high poly models for them. I know it probably sounds ass backwards.
[QUOTE=Vipes;45482413]Look who I found on my harddrive. [t]http://i.imgur.com/Sd1aipw.png[/t] I really need to fix him up.[/QUOTE] Now there is someone I haven't seen in a while. In fact I haven't seen Vectorman since I was a kid.
[t]https://dl.dropboxusercontent.com/u/4112921/atest0009.jpg[/t]
Sorry, you need to Log In to post a reply to this thread.