• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Modeled a tazer. Not textured or smoothgrouped properly yet. This is my first model I've put actual work in (~6 hours) [IMG]http://puu.sh/aVaZO/01445b7b33.jpg[/IMG] [IMG]http://puu.sh/aVb0O/39f2740dd7.jpg[/IMG]
[QUOTE=Donkie;45709767]Modeled a tazer. Not textured or smoothgrouped properly yet. This is my first model I've put actual work in (~6 hours) [IMG]http://puu.sh/aVaZO/01445b7b33.jpg[/IMG] [IMG]http://puu.sh/aVb0O/39f2740dd7.jpg[/IMG][/QUOTE]Nice work, I've been waiting for someone to make one of these. Do you plan on releasing it when your done?
[QUOTE=ShadowRanger;45714832]Nice work, I've been waiting for someone to make one of these. Do you plan on releasing it when your done?[/QUOTE] Unfortunately I'm doing it for my Coderhire addon, which means I won't release it publicly. However in the future I might. Currently however I'm trying to wrap my head around trying to get viewmodels working, anyone I can add who can assist me with making c_ type viewmodels?
[t]http://i.imgur.com/LxFqRH2.png[/t][t]http://i.imgur.com/GNL3fDA.png[/t] Modular buildings are a nightmare, but also really fun when it comes out well (There's indents in the concrete to show the cracks, but it doesn't show well in the render)
[QUOTE=BlueFlytrap;45703488]I modeled a weapon from a show I don't even like. Still a wip. [T]http://fc08.deviantart.net/fs71/f/2014/227/a/1/those_aren_t_normalmapped_by_blueflytrap998-d7vbx35.png[/T][/QUOTE] Is there a reason you don't like RWBY?
Made an M1 Garand. [img]http://i.imgur.com/2Sdx6sN.jpg?1[/img] [img]http://i.imgur.com/UE95ZEE.jpg?1[/img] higher res: [url]http://i.imgur.com/5hqkEiq.jpg[/url] [url]http://i.imgur.com/f5lAM7d.jpg[/url] [url]http://i.imgur.com/kJkviLb.jpg[/url]
those materials are fucking ace [editline]17th August 2014[/editline] actually scratch that, everything about that piece is fucking ace
[QUOTE=Secrios;45716724]Is there a reason you don't like RWBY?[/QUOTE] Don't you fucking dare start anything.
more progress on my dickless orc. panties later. [IMG]http://i.imgur.com/fWFwcoE.jpg[/IMG]
oh come on you left out the most important part
[QUOTE=kaine123;45721161]oh come on you left out the most important part[/QUOTE] Nipple rings?
[QUOTE=ZombieDawgs;45721497]Nipple rings?[/QUOTE] [IMG]http://venturebeat.files.wordpress.com/2014/08/kf2_aug2014_0001.jpg?w=558&h=313[/IMG] Only this is missing nipple rings.
[QUOTE=Falkok15;45721523][IMG]http://venturebeat.files.wordpress.com/2014/08/kf2_aug2014_0001.jpg?w=558&h=313[/IMG] Only this is missing nipple rings.[/QUOTE] If there are no nipple rings on that fucker on release then i'll mod them in myself
[QUOTE=kaine123;45721161]oh come on you left out the most important part[/QUOTE] fine [IMG]http://i.imgur.com/I8NJ2Lw.jpg[/IMG]
Hey guys, how do you avoid getting improper triangulation on your low polys when baking down? I always hate going onto the low and having to turn around the triangles. I'm using base settings in x-normal my low poly is set to all one smoothing group. [IMG]http://i.imgur.com/nCZmOkx.png[/IMG]
There's a Retriangulate button under Editable Poly that optimizes the triangulation done when the mesh is crunched down to triangles, not sure if that is what you're looking for.
[QUOTE=fewes;45722559]There's a Retriangulate button under Editable Poly that optimizes the triangulation done when the mesh is crunched down to triangles, not sure if that is what you're looking for.[/QUOTE] Yep that fixes it. Thanks on that, I've been having to hand correct that each time I've done done a normal.
[QUOTE=rinoz;45722211]fine [IMG]http://i.imgur.com/I8NJ2Lw.jpg[/IMG][/QUOTE] :dance:
[QUOTE=- Livewire -;45719886] [img]http://i.imgur.com/UE95ZEE.jpg?1[/img][/QUOTE] are you using fbx by any chance? [QUOTE=kaine123;45723075]:dance:[/QUOTE] [img]http://fi.somethingawful.com/safs/smilies/2/4/catstare.001.gif[/img]
[QUOTE=Juniez;45729613]are you using fbx by any chance?[/QUOTE] Nah .obj, why? Btw landed a job at Monochrome today, happy days.
congrats duder!
I made my first model. (Ignore the plant from the "Ports Thread", that was made in Hammer 2 ) Used Cinema 4D It still has some UV errors i cant figure out why they're there, but they aren't that noticeable. Here it takes use in my map: [img_thumb]http://i.imgur.com/N7hi6jg.jpg[/img_thumb] Some other shots: [img_thumb]http://i.imgur.com/EetDWBP.jpg[/img_thumb] [img_thumb]http://i.imgur.com/AvmYKV4.jpg[/img_thumb] [img_thumb]http://i.imgur.com/UzYRv3M.jpg[/img_thumb] [img_thumb]http://i.imgur.com/BcWwv2k.jpg[/img_thumb]
Part two of my rock sculpting tutorials: [IMG]http://i.xomf.com/vvbzs.jpg[/IMG] [url]https://www.youtube.com/watch?v=ReYMH6wJ2As[/url]
[t]http://i.imgur.com/OTMIuY1.jpg[/t] [t]http://i.imgur.com/ErDNC8C.jpg[/t] I think I'm calling this finished.
Learning some Unreal Engine 4 \o/ This shit is amazing! Next up: Learn some more shit, then continue work on my actual environment. [t]http://puu.sh/b0gVt/3ac65252a0.jpg[/t]
Maybe someone has something interesting to say about this steampunk/dieselpunk/electropunk and generally punk airship im making, and my buddy is unity-fying [IMG]http://s17.postimg.org/g0ct43yyn/CUTOUT.png[/IMG] [IMG]http://s1.postimg.org/g70r0d6rj/Udklip.png[/IMG]
[QUOTE=Sprockethead;45746579]Maybe someone has something interesting to say about this steampunk/dieselpunk/electropunk and generally punk airship im making, and my buddy is unity-fying [IMG]http://s17.postimg.org/g0ct43yyn/CUTOUT.png[/IMG] [IMG]http://s1.postimg.org/g70r0d6rj/Udklip.png[/IMG][/QUOTE] How does it land without breaking those exhaust pipes at the bottom? Unless you have a convenient dock everywhere you go, that is.
[QUOTE=Giggle;45749232]How does it land without breaking those exhaust pipes at the bottom? Unless you have a convenient dock everywhere you go, that is.[/QUOTE] I suppose you loosen some bolts and take them off.
[QUOTE=Sprockethead;45749562]I suppose you loosen some bolts and take them off.[/QUOTE] Assuming you're willing to modify those pipes to fit the appearance with this idea, you could also make them behave in a sort of telescopic manner that depends on whether the ship is travelling or docked in a port. The ship would have the exhaust pipes extended out to full length while the ship is travelling, and the ship would have the exhaust pipes retracted while it's docked.
[QUOTE=Katra804;45749885]Assuming you're willing to modify those pipes to fit the appearance with this idea, you could also make them behave in a sort of telescopic manner that depends on whether the ship is travelling or docked in a port. The ship would have the exhaust pipes extended out to full length while the ship is travelling, and the ship would have the exhaust pipes retracted while it's docked.[/QUOTE] I was never satisfied with the things, so ill definitely redesign them, but a retractable system is abit overkill i think, In its day to day dealings this thing zigzags between fuel posts built on top of icebergs, And wouldnt land on its belly. Basically this world im making up is an overabundant ecosystem of deadly critters and the apex carnivores that eat them, so landing anywhere youre not supposed to is a death sentence.
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