Can you make it so that the left palm rests on the mag and his fingers on his hand? It's always bothered me when someone's hands are a lot wider then the gun.
[QUOTE=CGNick;45483703]Now there is someone I haven't seen in a while. In fact I haven't seen Vectorman since I was a kid.[/QUOTE]
Personally I made him because the only other Vectorman model out there is.. well, eh. And instead of going straight to it, I tried to make him as if he was still around today instead of an old design. Also fun fact. Apparently the model a certain company was going to use for Vectorman, for a certain racing game series, looked almost exactly like mine.
Can't find the help thread and searching Google has proved relatively unsuccessful, but does anybody have a tutorial at hand about how to mount and applying half life textures to blender objects? Thanks.
[QUOTE=Noss;45487591]Can't find the help thread and searching Google has proved relatively unsuccessful, but does anybody have a tutorial at hand about how to mount and applying half life textures to blender objects? Thanks.[/QUOTE]
What exactly are you trying to do? If you mean having already extracted half life textures and converted them to some common format with the problem only being applying them correctly to your models you are probably looking for something called unwrapping/UV mapping.
I don't have experience with blender myself, but searching for "blender unwrapping" or even "blender uv mapping" seems to give fair enough results. I am sure you could then put your half life texture into the UV unwrapping field so it would merely be a challenge of setting the faces to be parts of the texture you would like them to be.
[QUOTE=Shirky;45483305][t]https://dl.dropboxusercontent.com/u/4112921/atest0007.jpg[/t][/QUOTE]
Missing the hammer.
[QUOTE=Kosai106;45490333]Missing the hammer.[/QUOTE]
it's striker fired for added ease and reliability of operation
[t]http://i.imgur.com/JMTKUyc.png[/t]
[t]http://i.imgur.com/A9ZJT5m.png[/t]
woo
Now to rig to the HL2 skeleton
In the middle of redoing my Skyline from 2010, front bumper still needs some tweaking and I'm going to remove the trim above the front wheels.
(everything is on level 1 turbo here whilst I work)
[img]http://i.imgur.com/nFiBByQ.jpg?1[/img]
[t]http://cloud-4.steampowered.com/ugc/47604102236641373/86D2268E5950310811CD1008A56ED6E5238DB9D9/[/t]
[t]http://cloud-4.steampowered.com/ugc/47604102236708267/00B1F837DDB43434607D5D151194544B42659154/[/t]
[t]http://cloud-4.steampowered.com/ugc/47604102236709807/2EF34344158AC1862341B3202325E7AEFAEDF8C4/[/t]
yay
I'm still totally lost on rigging. Did you use CAT or manually place bones?
[QUOTE=Gravy;45498290]I'm still totally lost on rigging. Did you use CAT or manually place bones?[/QUOTE]
I did a completely ass backwards way to rig him, given that his model pretty much allowed me to. I broke him into 16 parts in 3DS, for the 16 bones I'd use. Import a skeleton and the new parts into Blender, and weighted each part to a bone.
Also tinkered with the VMTs a bit more, I think he looks good now.
[t]http://cloud-4.steampowered.com/ugc/47604102239316735/12B86243A78D902C15EE192350E6DCEF37E82A12/[/t]
[IMG]http://i.xomf.com/gwllw.jpg[/IMG]
Cool sculpt! What kind of dinosaur is it?
Looks like a blend between the old perception of a Velociraptor and some herbivore dinosaur because of the weird proportions/weak plant eating jaw.
The tendons really need some more definition on the muscle of the middle leg part and the feet look oddly human (I'd imagine a dinosaur of this shape would walk on their toes like elephants anyway).
@FlyingAlien: I think that's a Galimimus. Think the giant flocking turkeys from Jurassic Park and having the T-rex barge out of the forest and chomp one.
The feet should be more bird-like, and FlyingAlien has a point about the jaw, but what do I know about dinosaur anatomy?
Weapons are all chromed out for some reason now.
[t]https://dl.dropboxusercontent.com/u/4112921/doortest0019.jpg[/t]
lol
[IMG]http://i.imgur.com/xD3ClQl.png[/IMG]
[IMG]http://i.imgur.com/TmGpNkk.png[/IMG]
[editline]26th July 2014[/editline]
wait a minute those are the DoD:S arms aren't they
[QUOTE=Vipes;45499146]I did a completely ass backwards way to rig him, given that his model pretty much allowed me to. I broke him into 16 parts in 3DS, for the 16 bones I'd use. Import a skeleton and the new parts into Blender, and weighted each part to a bone.
Also tinkered with the VMTs a bit more, I think he looks good now.
[t]http://cloud-4.steampowered.com/ugc/47604102239316735/12B86243A78D902C15EE192350E6DCEF37E82A12/[/t][/QUOTE]
The nostalgia is hitting me hard, friend. I can already picture him doing the bouncing around animation when you have your fists out in Gmod.
I got on the Quixel train with all the cool cats and actually worked some more on this gun:
[IMG]https://dl.dropboxusercontent.com/u/37546036/RevolvingWeaponOfSorts.png[/IMG]
Made some weird mistakes on this one, but eh, shooty gun shaped I guess
I even spent [B]3 whole minutes[/B] on some DLC
[IMG]https://dl.dropboxusercontent.com/u/37546036/FuckThisImOut_ImDoneWithThisShit_ILiterallyGoogledLuckyStar.png[/IMG]
I now genuinely have "Tiling anime girls" as a material in DDO
Some people should not have this power
[QUOTE=Shirky;45502735]Weapons are all chromed out for some reason now.
[t]https://dl.dropboxusercontent.com/u/4112921/doortest0019.jpg[/t][/QUOTE]
env_cube is probably too strong on the materials, adjust the $envmaptint.
Working on a Heather Mason from Silent Hill 3 (in a basemesh state, so nothing to show yet), so I made some accessories for her first. I'm not a greatest at texturing, but I'm learning. This is a legacy generation though with diffuse, normal, specular and gloss maps, because I'll make these for the Source engine (SFM and probably GMod too):
[img_thumb]http://i.imgur.com/ZqFKVqD.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/muFCpvq.png[/img_thumb]
EDIT: I'm a character artist, so hard surface stuff isn't my strongest area.
[QUOTE=Short3D;45506688]env_cube is probably too strong on the materials, adjust the $envmaptint.[/QUOTE]
That or perhaps that area of the map just needs better cubemaps. It looks like you're in a dark, closed in area but the cubemaps look like an outdoor sky.
[QUOTE=CGNick;45505483]The nostalgia is hitting me hard, friend. I can already picture him doing the bouncing around animation when you have your fists out in Gmod.[/QUOTE]
Thanks man, he's pretty much my favorite gaming icon when I was a child. Still is. Anyway, he has his own release thread now, and I fixed a few things. One of them being took me awhile to notice 3DS max did a 100% smooth behind my back, the second was I misapplied a material on an area on the foot.
[t]http://cloud-4.steampowered.com/ugc/47604102259931672/C4BE67B3DF8F2BDC7CCD12F427B01BAD5D3988DF/[/t]
[url]http://facepunch.com/showthread.php?t=1412523[/url]
[QUOTE=latuska90;45507397]Working on a Heather Mason from Silent Hill 3 (in a basemesh state, so nothing to show yet), so I made some accessories for her first. I'm not a greatest at texturing, but I'm learning. This is a legacy generation though with diffuse, normal, specular and gloss maps, because I'll make these for the Source engine (SFM and probably GMod too):
[img_thumb]http://i.imgur.com/ZqFKVqD.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/muFCpvq.png[/img_thumb]
EDIT: I'm a character artist, so hard surface stuff isn't my strongest area.[/QUOTE]
What's that rendered in? It looks like it doesn't have a gloss map. Also I think you could definitely try to look at how real materials act, at the moment the shotgun looks like a plastic toy.
[QUOTE=kaine123;45512078]What's that rendered in? It looks like it doesn't have a gloss map. Also I think you could definitely try to look at how real materials act, at the moment the shotgun looks like a plastic toy.[/QUOTE]
That was just a render in Blender, and I've also had a suspicion that the gloss map isn't working right in Blender's GLSL viewport. I tried 3ds Max's Xoliul viewport shader too, to check out those texture maps, but I was so confused about the gamma stuff. Everything were too bright-looking.
Material definition might not be the best, since I textured these by myself. I tried using Legacy dDo, but it crashed every time I clicked a different material on my material ID map. When getting to the PBR workflow at some point as well, Quixel Suite might be my only hope.
Was a little bored this morning so decided to practise some sub-d modelling on a screw-driver I have on my desk, also gave me a chance to learn some blender as well (interesting program although I don't like the uv-mapping tools). Also gave me a chance to check out toolbag 2.
[t]http://i.cubeupload.com/xuaQbM.jpeg[/t]
[t]http://i.cubeupload.com/Dpefx2.jpeg[/t]
[t]http://i.cubeupload.com/XLDVy0.jpeg[/t]
It also has a reversable head allow for Phillips or slotted but I don't like the slotted one as much (less interesting).
[t]http://i.cubeupload.com/S6qJUm.jpeg[/t]
Also does anyone know how to get a plastic look in toolbag 2? I think I need to bump up the glossiness slightly.
[QUOTE=latuska90;45512834]That was just a render in Blender, and I've also had a suspicion that the gloss map isn't working right in Blender's GLSL viewport. I tried 3ds Max's Xoliul viewport shader too, to check out those texture maps, but I was so confused about the gamma stuff. Everything were too bright-looking.
Material definition might not be the best, since I textured these by myself. I tried using Legacy dDo, but it crashed every time I clicked a different material on my material ID map. When getting to the PBR workflow at some point as well, Quixel Suite might be my only hope.[/QUOTE]
Get the toolbag 2 trial for now, nothing can beat it.
Learn how to create a basic rig and animate your objects:
[IMG]http://i.xomf.com/jbkkc.jpg[/IMG]
[url]https://www.youtube.com/watch?v=NTc2_qtQ9wQ[/url]
Learn how to use floating geometry to bake into a normal map:
[IMG]http://i.xomf.com/rywdc.jpg[/IMG]
[url]https://www.youtube.com/watch?v=P56v4CBNE7M[/url]
Been modelling my favorite video game cannon fodder villain for two days in Blender, WIP, 18294 tris - Obviously not going to work in Source where I ultimately want it to be but when the high poly is done I'll make a low poly out of it
[t]http://filesmelt.com/dl/Sliggy.PNG[/t]
Barney is for size comparison - the Slig actually looks bigger than he actually is in the angles I used - He's way too small right now but that's an easy fix.
I surprised myself with this result, considering last time about a year ago I tried any organic humanoid or whatever, it came out like a mutated potato
This is a huge step for me in modelling organic things from a background picture reference, and I'm proud of this relatively crappy result :dance:
The biggest challenge next is going to be the arms and then the fucking hands
[IMG]http://i.xomf.com/lzfxv.jpg[/IMG]
I don't know if you guys have seen the new UAC logo, but I think it's quite sharp. I recreated it from a 200x200 [URL="http://store.bethsoft.com/media/catalog/product/cache/23/image/9df78eab33525d08d6e5fb8d27136e95/t/e/tee-doom-unionaerospacelogo-front.jpg"]t-shirt preview[/URL].
[t]https://dl.dropboxusercontent.com/u/21161113/UAC_Render.jpg[/t]
I need to learn proper lighting/rendering in max at some point.
[editline]28th July 2014[/editline]
Also screw max's interpolation of text shapes. I had to manually clean up those n-gon caps on the lettering so turbosmooth wouldn't explode.
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