• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
finally getting close to finishing Big boss' M1911A1 from MGS3 I started ages ago [t]http://i.imgur.com/piVHQZ9.png[/t] I'm completely new to modding for source and I've been trying (and failing) to mod it into csgo to replace the USP-S but have had about 60 unique errors with the decompiling programs I've tried (mdldecompiler, studiocompiler, crowbar) There seems to be distinct lack of tutorials, of which all are not fully informative, but I've had a read of the valve developer community wiki and I think I'm almost on the right track might even do custom animations for it if I ever get to that stage [editline]00:50[/editline] man, I need to work on the material definition on that bullet :/ looks like crap
[QUOTE=The Rizzler;45752130]I've been trying (and failing) to mod it into csgo to replace the USP-S but have had about 60 unique errors with the decompiling programs I've tried (mdldecompiler, studiocompiler, crowbar)[/QUOTE] Don't bother, honestly. CS:GO doesn't have proper modding support, so it's more of a pain in the ass to get any custom content into the game that isn't a map. On top of that, but even if you DO get your skin to work in CS:GO, you'll usually be unable to join any official servers, and you'll just have to reinstall the skin again whenever the game updates. It's really not worth putting into CS:GO.
[QUOTE=Katra804;45752179]Don't bother, honestly. CS:GO doesn't have proper modding support, so it's more of a pain in the ass to get any custom content into the game that isn't a map. On top of that, but even if you DO get your skin to work in CS:GO, you'll usually be unable to join any official servers, and you'll just have to reinstall the skin again whenever the game updates. It's really not worth putting into CS:GO.[/QUOTE] To be honest, it was meant to be more of a portfolio piece to show I can mod stuff into games, but with the headache it's been so far I'm starting to reconsider putting it in csgo How about L4D2 then? magnum replacement? :v:
[QUOTE=The Rizzler;45752280]To be honest, it was meant to be more of a portfolio piece to show I can mod stuff into games, but with the headache it's been so far I'm starting to reconsider putting it in csgo[/QUOTE] Sounds reasonable to me. It would be easier if Valve actually had proper client-side modding support for CS:GO, but I doubt that's going to happen at this point. I'd say keep trying if you really want to use it as a portfolio piece, but I'd advise trying something else that uses a similar setup for the Source engine. Maybe you could try Insurgency (the game, not the mod)? From what I've seen, it uses a generally similar build of the Source engine to the one used in CS:GO, so that could work out for you in the long run. [QUOTE=The Rizzler;45752280]How about L4D2 then? magnum replacement? :v:[/QUOTE] Eh, why not? It would be a hell of a lot easier than trying to get it into CS:GO, that's for sure. :v:
Didn't the tricked out 1911a1 in MGS3 also have its grip safety removed?
[QUOTE=asteroidrules;45752534]Didn't the tricked out 1911a1 in MGS3 also have its grip safety removed?[/QUOTE] It did, yes. You can actually read up on what changes were made to the custom M1911A1 [URL="http://metalgear.wikia.com/wiki/M1911A1"]here[/URL].
[QUOTE=The Rizzler;45752130]finally getting close to finishing Big boss' M1911A1 from MGS3 I started ages ago [t]http://i.imgur.com/piVHQZ9.png[/t] I'm completely new to modding for source and I've been trying (and failing) to mod it into csgo to replace the USP-S but have had about 60 unique errors with the decompiling programs I've tried (mdldecompiler, studiocompiler, crowbar) There seems to be distinct lack of tutorials, of which all are not fully informative, but I've had a read of the valve developer community wiki and I think I'm almost on the right track might even do custom animations for it if I ever get to that stage [editline]00:50[/editline] man, I need to work on the material definition on that bullet :/ looks like crap[/QUOTE] i know how to port to CS:GO, send me the files and ill port (VIA Private Message.)
[QUOTE=asteroidrules;45752534]Didn't the tricked out 1911a1 in MGS3 also have its grip safety removed?[/QUOTE] Oh god, I knew this would happen haha I'm no gun nerd, all I did was load up the MGS3 inventory viewer and take some shots and basically recreated the ingame model, as well as took into account the various things snake mentions about the gun in the cutscene in which he gets it (even the feed ramp is polished) [t]http://i.imgur.com/kPf8gqe.jpg[/t] I took some artistic liberties here and there and took some inspiration from real world reference of course [QUOTE=God of Pro's!;45752953]i know how to port to CS:GO, send me the files and ill port (VIA Private Message.)[/QUOTE] ah sick, i'll message you tomorrow mate
it says it's been removed but it doesn't in the asset. depends on which one you'd like to follow
[QUOTE=- Livewire -;45730674]Nah .obj, why? Btw landed a job at Monochrome today, happy days.[/QUOTE] congrats!! I was asking because sometimes fbx flips random faces' normal directions and it may or may not have happened on your receiver [img]https://31.media.tumblr.com/33f0b1ec88caa907d88a30af66e440de/tumblr_nan3tne6Bb1t5aocgo1_1280.jpg[/img] [img]http://38.media.tumblr.com/122872e4eaf1bbb57adc058b74f655cb/tumblr_nan3tne6Bb1t5aocgo2_1280.jpg[/img] amd-65 i did for a videogame. i left before i textured it to help out with greg's videogame but it's got the lps and the bakes
woah shit son did you know it's the early 2000s again? [t]http://puu.sh/b2GVF/8336bdd392.png[/t] [t]http://puu.sh/b2Hdu/4036195073.png[/t]
[IMG]http://i.imgur.com/Gr64oiW.png[/IMG] Made my first model, I cheated though and followed a tutorial. Anyone know a good tutorial series on youtube for 3ds max?
I found Millennia's shotgun tutorial to be extremely helpful to get the basics of max, even if you aren't intending on making a weapon of any sort. He also explains how to use TextTools, an extremely useful plugin for UV mapping.
[QUOTE=MrBunneh;45764135]woah shit son did you know it's the early 2000s again? [t]http://puu.sh/b2GVF/8336bdd392.png[/t] [t]http://puu.sh/b2Hdu/4036195073.png[/t][/QUOTE] I hope you guys don't mind me pulling this from the last page but I made another one as well. [t]http://puu.sh/b2Wqi/3131d73108.png[/t] [t]http://puu.sh/b2Wqw/9fe0405929.png[/t]
[QUOTE=elih595;45764878][IMG]http://i.imgur.com/Gr64oiW.png[/IMG] Made my first model, I cheated though and followed a tutorial. Anyone know a good tutorial series on youtube for 3ds max?[/QUOTE] [url]https://www.youtube.com/playlist?list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC[/url]
[QUOTE=John117;45766970][url]https://www.youtube.com/playlist?list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC[/url][/QUOTE] If I wasn't so fond of Blender, that would be the very first thing I would watch to learn 3ds max
Does anyone know if there is a plugin or something similar for 3ds Max that allows you to view objects dimensions in the view ports? My friend is looking to use it to make blueprints for some wood working, but he needs to have the dimensions of the objects in the viewports.
[QUOTE=Shirky;45770649]Does anyone know if there is a plugin or something similar for 3ds Max that allows you to view objects dimensions in the view ports? My friend is looking to use it to make blueprints for some wood working, but he needs to have the dimensions of the objects in the viewports.[/QUOTE] That's generally more of an autocad thing vs 3dsmax thing, but you can always create some bounding boxes to get rough dimensions or use a ruler helper object. You'll get two end points and it will tell you the length between them. Alternatively, you can key in the length to get the distance you need. That's under create -> helpers -> tape measure [t]https://dl.dropboxusercontent.com/u/21161113/random/tape_measure.JPG[/t]
[t]http://puu.sh/b3IE1/8005dd4b6a.png[/t] [t]http://puu.sh/b3IEj/1dc3ceb93d.png[/t] this is so much fun why is low poly so fun also now with significantly less photosourced textures!
I accidentally decided to make my day project an unwrapping challenge: [t]https://dl.dropboxusercontent.com/u/21161113/random/sphere_unwrap.jpg[/t] Inverted spherical islands unwrapped for minimal distortion, no stretching, no overlapping, and a seamless picture. [t]https://dl.dropboxusercontent.com/u/21161113/random/sphere_unwrap_uv.jpg[/t] It should look pretty boss when I put a proper texture and some animation on it. I'm probably going to take that dead space and share the texture with the rails that I've already unwrapped.
[QUOTE=John117;45766970][url]https://www.youtube.com/playlist?list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC[/url][/QUOTE] Thank you, they look amazing.
[QUOTE=Lt_C;45773101] [t]https://dl.dropboxusercontent.com/u/21161113/random/sphere_unwrap.jpg[/t] It should look pretty boss when I put a proper texture and some animation on it. I'm probably going to take that dead space and share the texture with the rails that I've already unwrapped.[/QUOTE] That's some good news.
that's what i'm working on [URL=http://imgur.com/ssfmsua][IMG]http://i.imgur.com/ssfmsual.png?1[/IMG][/URL]
Thanks to God of Pros and other assorted facepunch inhabitants I eventually got my M1911A1 in game [vid]https://dl.dropboxusercontent.com/u/38815438/Permalinks/M1911_ingame.webm[/vid] I probably should have put more detail into the diffuse, but I'll move onto other things for now This brief foray into modding for source was eventful, formidable, and in the end dare I say it... "fun". Once I build up the confidence and mental strength I might try revamping the diffuse and porting it to L4D2, a hopefully much more moddable game
[QUOTE=The Rizzler;45780270]L4D2, a [B]definitely[/B] much more moddable game[/QUOTE] Ftfy. L4D2 is definitely more capable of accepting client-side mods without losing your sanity in the process (unlike CS:GO), so you should have no problem porting your M1911A1 over to L4D2 if you decide to do so.
[img]https://dl.dropboxusercontent.com/u/10565588/3DHIT/treker14.png[/img] [img]https://dl.dropboxusercontent.com/u/10565588/3DHIT/treker15.png[/img] HP done, now onto LP, which I have, like... zero experience in. [editline]23rd August 2014[/editline] Ironically.
I've been making this thing: [t]http://3.bp.blogspot.com/-yGT8daKiZ24/U_lqFf-q49I/AAAAAAAABYo/YFzMtckd8yw/s1600/1994%2Bdodge%2Bdurango%2Bbodyshell%2B2.png[/t] It's about halfway done, with the exterior basically done minus some smoothing errors. what does everyone think so far?
[img]http://i19.photobucket.com/albums/b164/Soukonoung/Station_zps68da2baa.jpg[/img] Damocles Station Starport WIP.
Screw making hands. Modelling organics is harrrrdddd. [IMG]http://i.imgur.com/KGF6oVt.jpg[/IMG] Anyone got any good head references I can use for this?
Look at DAZ Studio. They have some fantastic dragon heads.
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