• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Stiffy360;45790939]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?[/QUOTE] dud, get zbrush, DA HELL YOU DOIN
[QUOTE=ZombieDawgs;45780626]HP done, now onto LP, which I have, like... zero experience in[/QUOTE] Just make a mesh which takes up the same volume of space as the HP, optimized as possible, give more important faces more edges. Also remember that you wanna bake in as much stuff as you can get away with, so spend most of your polys on the silhouette then let the normal map do the work. :) Cool HP by the way, I like the seats.
[QUOTE=rinoz;45792811]dud, get zbrush, DA HELL YOU DOIN[/QUOTE] I dun have money for zbrush. and once I get the base done I plan on tossing into mudbox and doing something.
[QUOTE=Stiffy360;45793826]I dun have money for zbrush. and once I get the base done I plan on tossing into mudbox and doing something.[/QUOTE] Then Get Sculptris It's basically the free version of Zbrush
[img]http://i19.photobucket.com/albums/b164/Soukonoung/Station_zps9e36c3f9.jpg[/img]
Dang I like that spaceship, if you took some cues from artists like Peter Elson, Chris Foss, John Berkey, and Chris Moore while you're texturing it, you could have a seriously nice piece at the end there.
I have to admit, I had to look up each and every single one of those people you mentioned. John Berkey is one of my favorite artists though, I have numerous works of his saved for reference. We can only hope I can at least reach knee level to their greatness when I texture this, it should make for one hell of a station.
Wait it's a space station? I would suggest you add lots of little ships flying around and in and out of it, that would also give a good sense of scale. I do appreciate what you're doing tho, it feels like something you would see in a space rts or dogfighter game.
Hooray for random objects that are made from things sitting around my workspace and are modeled just because! [t]https://dl.dropboxusercontent.com/u/21161113/cpu_cooler.jpg[/t]
Well, its a starport dock station. But since it has engines for movement as well as station keeping in orbit, its a REALLY large ship. And once I'm done with it, it'll have pleanty of size references. But, just for basic size, it can fit a dreadnought in the main cradle.
4u [IMG]http://puu.sh/ba9bl.png[/IMG]
[QUOTE=GeAyBeEeEhn;45815579]4u [IMG]http://puu.sh/ba9bl.png[/IMG][/QUOTE] Lotta loyalty for a hired modder
So, I sat down and played around with Unreal Engine 4 yesterday, and came up with a shader that allows me to apply a camo or some other overlay, onto a model. The overlay can be tiled independently AND I have a mask setup that can be tweaked to scratch and damage the overlay in different ways, depending on the values. Sorta like in Counter-Strike: Global Offensive. I'm rather proud of myself actually! [t]http://files.gamebanana.com/bitpit/ue4_camo_overlay_shader.jpg[/t] Shader preview video! (Idk how to embed videos here...) [url]https://www.youtube.com/watch?v=wdfRjC8RgZc[/url]
Still working on this poop, got the bipods done, fixed the stock (old render) next is a Cmag :) [thumb]http://mrbrightsideanimator.net/skins/models/g36_hp/bipod_3.jpg[/thumb] [thumb]http://mrbrightsideanimator.net/skins/models/g36_hp/magS_2.jpg[/thumb] [thumb]http://mrbrightsideanimator.net/skins/models/g36_hp/g36lmg.jpg[/thumb] I have already modeled the grips for the E and C variants, along with the DSM sight and the railed handle. DSM is shitty though I need to go over it and add more detail.
I've been chipping away at a cyclical corridor set for a SFM project, I decided not to even attempt this in hammer, so I'm modeling it all out. [t]https://dl.dropboxusercontent.com/u/21161113/random/cryo_corridor_2.jpg[/t] Set duplication to maximum! (poly/vert count pictured includes high poly for baking, get off my back, mom)
[thumb]http://mrbrightsideanimator.net/skins/models/g36_hp/cmag_2.jpg[/thumb]
Just baked this little fella. Now for rigging and texturing and a lot of other stuff. [img]http://puu.sh/bdCY6.jpg[/img]
I've been working on Environment for my UE4 project, took me 2 days of hard work. Need to do some tweaks and add details on that Station thingy. [t]http://i.imgur.com/Ofg4Ojb.jpg[/t]
[QUOTE=EBITUSA16;45841662][thumb]http://mrbrightsideanimator.net/skins/models/g36_hp/cmag_2.jpg[/thumb][/QUOTE] This is like butter for my eyes.
[QUOTE=GoOR;45843480]I've been working on Environment for my UE4 project, took me 2 days of hard work. Need to do some tweaks and add details on that Station thingy. [t]http://i.imgur.com/Ofg4Ojb.jpg[/t][/QUOTE] First thing that came to my mind was HOMM3 ice city.
[img]http://i19.photobucket.com/albums/b164/Soukonoung/2014-08-30_00001_zps10c5d41c.jpg[/img]
[QUOTE=fewes;45841884]Just baked this little fella. Now for rigging and texturing and a lot of other stuff. [img]http://puu.sh/bdCY6.jpg[/img][/QUOTE] That's that bunny from Five Night's At Freddie's [sp]I know it's Silent Hill, Robbie the Rabbit.[/sp]
Okay, someone mentioned that there was a resounding lack of scale for my station, and I agree. So here we go. Three pictures to show the scale of my biggest (Size wise) modeling undertaking. [img]http://i19.photobucket.com/albums/b164/Soukonoung/Drowfighter_zps0cbe518b.png[/img] A drow styled crystaline fighter. (Drow cause of the black, blues and silver.) [url=http://i19.photobucket.com/albums/b164/Soukonoung/2014-08-30_00001_zps10c5d41c.jpg]Fighter size compairison.[/url] Okay, this one is simpler, and already in a post above. This shows the relative size between the drow and my Firebrand type. (The topaz cored crystaline fighter.) [img]http://i19.photobucket.com/albums/b164/Soukonoung/Stationreq_zps137ee6c9.jpg[/img] My station, updated but not complete yet. (I still have to texture it.) But here it is. On the bottom left where the zoom square is, you'll see my ship with a small blob of color above its port engine cluster. THAT, is my firebrand for a sense of scale. Each of my crystal fighters are single seaters, roughly the size of a small European car for its cockpit.
I swear someone posted a custom studiomdl a while back that allowed for more than 32 skins, does anyone have a link?
Renders and shit, calling this one done. [url=http://puu.sh/bfK4S.jpg][img]http://puu.sh/bfK5x.jpg[/img][/url] [url=http://puu.sh/bfK1w.jpg][img]http://puu.sh/bfK2T.jpg[/img][/url]
Give it a dildo covered in blood and you've got yourself a perfect Saints Row horror mod. In all seriousness, the sudden transition in topolgoy on the shoulders in middle of the feet looks kind of weird to me. With that aside, it looks really cool.
I've made kit pieces before, but I think this is my favorite. [t]https://jm6mrg.bn1304.livefilestore.com/y2paIuDD_28psgA0U0dT7fA9sAGO-tjWGC-MP5TdywkOwCrj633cTP5adqVNjk2S7Rnx2DAMQM25NJO8uNdHTY9neZ1LbL_qQCI40GWtLNAVEY/cryo_corridor2.jpg?psid=1[/t] [t]https://jm6mrg.bn1304.livefilestore.com/y2p41uA4cy8WXXITCKeJLd6q2KuZFg3TF2PWqiLzJA5IUlMa1ijcx3C9LApVLDo_qHOfMRF54OG55xiT7xhXVy8FBLfsBFyRtpoOvlU6MnHCEE/cryo_corridor1.jpg?psid=1[/t] [t]https://jm6mrg.bn1304.livefilestore.com/y2pnMn0OBpVKgxmAPyHHxqcB3dovRSFjxv8ca6McBMF2-eIYHrReQK3f1kMVA0HW75FSbI8aUFj7R_LPMjHY_bIQB_6TAWwxmz0wu-EYom6IPg/cryo_corridor3.jpg?psid=1[/t] [t]https://jm6mrg.bn1304.livefilestore.com/y2pOhJD-1lnJC3XbkySZYsu8egReDYDMIIh-Mm9h7DrGNpCNOuE36Zse2UfgpDmfsI3cO4mAcbrp-EJuPj7GTf4lWAE7z5poeSaNT9IqmDXih4/corridor_textureshowoff.jpg?psid=1[/t]
Forgive me for asking this, but what exactly is that?
You can imagine it as him creating specific Lego bricks that fit together to create an environment with a lot of variation. What you see isn't one model but many that are pieced together. You can find more about it under the more common term "modular environment".
Oooh. I love these. Perfect for making high detail, relatively low cost environments.
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