• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=tillmash;46189776]Pretty happy with this, 4 hour for model and animation. [url]https://www.youtube.com/watch?v=4ieX7hdVxzI[/url] p.s. Seriously cannot figure out how embed videos here, how do i do it?![/QUOTE] "remove s in https"
So I started playing around with bump and normal maps. [T]http://upl.kittehcat.org/2014-10-09_16-19-42.png[/T] How's my first attempt? I'm recreating Luigi's Mansion, and I decide I want to try to push Source to its limits. [T]http://upl.kittehcat.org/2014-10-09_16-20-46.jpg[/T] I just hope Propper knows what to do with the extra vtf here..
[QUOTE=Merijnwitje;46190864]So I started playing around with bump and normal maps. [T]http://upl.kittehcat.org/2014-10-09_16-19-42.png[/T] How's my first attempt? I'm recreating Luigi's Mansion, and I decide I want to try to push Source to its limits. [T]http://upl.kittehcat.org/2014-10-09_16-20-46.jpg[/T] I just hope Propper knows what to do with the extra vtf here..[/QUOTE] be sure to add [URL="https://developer.valvesoftware.com/wiki/$phong"]$phong[/URL]! Also it's really looking nice, but the HL2 props are kind of ruining a few things.
[QUOTE=Stiffy360;46191993]be sure to add [URL="https://developer.valvesoftware.com/wiki/$phong"]$phong[/URL]! Also it's really looking nice, but the HL2 props are kind of ruining a few things.[/QUOTE] Those are more or less placeholders. I have been pushing my brother for months to make a model of the original chandelier of the foyer. All he needs to do is create the qc. But he is just too lazy to do so.
[QUOTE=Merijnwitje;46193932]Those are more or less placeholders. I have been pushing my brother for months to make a model of the original chandelier of the foyer. All he needs to do is create the qc. But he is just too lazy to do so.[/QUOTE] qcs aren't hard, toss me the smd and I'll compile it for you (and the materials)
Remember these things? [T]http://fc09.deviantart.net/fs70/f/2014/282/e/e/eye_target_by_blueflytrap998-d8292nv.png[/T] 1690 triangles and 1024 verts.
Learn how to create geometry like this using the Detach as Clone function: [IMG]http://i.xomf.com/lcyzc.jpg[/IMG] [url]https://www.youtube.com/watch?v=RnvMdNZXg0w[/url]
[QUOTE=Stiffy360;46195367]qcs aren't hard, toss me the smd and I'll compile it for you (and the materials)[/QUOTE] That would be really damn great. One issue is, those files are on my brother's computer and I don't have access to it right now as he's asleep yet. I'll send you a PM along with the files. Thanks a lot in advance. For some reason he never actually started with that QC.
[QUOTE=BlueFlytrap;46196682]Remember these things? [T]http://fc09.deviantart.net/fs70/f/2014/282/e/e/eye_target_by_blueflytrap998-d8292nv.png[/T] 1690 triangles and 1024 verts.[/QUOTE] That's an awful heavy model for such a simple object, wires perhaps?
[QUOTE=kaine123;46200370]That's an awful heavy model for such a simple object, wires perhaps?[/QUOTE] Them eyelids. [T]http://fc07.deviantart.net/fs71/i/2014/283/8/7/meh_by_blueflytrap998-d82bru4.jpg[/T] No doubt it's a simple object. The original model was 10 triangles. It was under 1500 tri until I decided on the broken bodygroup. [IMG]http://www.zeldainformer.com/05-ocarina-of-time/walkthrough/images/Ch%2023-39%20Shoot%20Eye.bmp[/IMG]
Whats a good alternative to World Machine that makes good island heightmaps with a splatmap? The free version of World Machine only exports 512x512 heightmaps, which is far to small for me.
Starting a new side project today, I'm going to try making a single room environment in the telltale/borderlands artstyle. I extracted some telltale assets, looked at common themes, and did a wall texture for a case study: [t]https://dl.dropboxusercontent.com/u/21161113/telltale/wall_paneling.jpg[/t] This should prove fun!
[img]http://puu.sh/c8h0G/88d818093a.png[/img] Did a syringe prop for a Gmod RP gamemode. Probably full of physical inaccuracies, but it does the job for a simple world model. :v:
[IMG]http://puu.sh/c8rYf/34af06d2af.jpg[/IMG] "dat booty"
[IMG]http://i.imgur.com/vLeG9Vn.jpg[/IMG] I combined a Mateba MTR-8 and a Colt Woodsman and I got this.
[QUOTE=kaine123;46210583][IMG]http://i.imgur.com/vLeG9Vn.jpg[/IMG] I combined a Mateba MTR-8 and a Colt Woodsman and I got this.[/QUOTE] that looks so front heavy, are you supposed to hold it rifle-style? jokes aside more people should be doing this kind of gun kit-bashing type stuff way more interesting than the thousandth hard surface M4
Speedmodel, around 20 min. on/off I believe. [t]http://puu.sh/c9XkT/e0e80c91a7.jpg[/t] It's based off of this concept that a friend sent me, lol. Don't ask me why I decided to give it a go. [t]http://puu.sh/ca0ks/7301095f07.jpg[/t]
Are there any techniques of modeling the interior of a building to the exterior? [t]http://i.imgur.com/h1HPYaJ.png[/t]
Modeled a pot [thumb]http://i.imgur.com/OiamI1s.png[/thumb]
[IMG]http://i.xomf.com/yhkpc.jpg[/IMG]
I'll just leave this here: [url]http://www.polycount.com/riotcontest2014/[/url] Oh, and xNormal 4 has been delayed to 2015
[t]http://puu.sh/cb9Cr/a534c88f6a.jpg[/t][t]http://puu.sh/cb9EL/fdf9aacb25.jpg[/t] Wip, focusing on current gen specs and polycounts as, Alien: Isolation being a main inspiration point (duh) (bake is wip too)
[IMG]http://i.imgur.com/SNibk2P.jpg[/IMG] The keys should be slightly curved downward, this would be easy to do with just a normal map.
I just decided to do something a little off the wall today. [t]https://dl.dropboxusercontent.com/u/21161113/random/spiderballpod_1.jpg[/t] Still deciding if it should have 4 legs or 6 or if I should do it in realistic artstyle or cartoony.
What the heck is that mate, A futurist Sputnik, a space probe or a piece of lab tech?
[QUOTE=Kommandant298;46227696]What the heck is that mate, A futurist Sputnik, a space probe or a piece of lab tech?[/QUOTE] [t]http://img2.wikia.nocookie.net/__cb20121103103144/gundam/images/c/cf/Rb-79k.jpg[/t] It's obviously one of the many variants of the Ball.
So yeah, I baked the bayonet... I should probably model the scope mount before I go further with this. 328 tris, 256x256 normal and AO. [t]http://puu.sh/cbCSX/4ec8b24bac.jpg[/t]
[IMG]http://i.xomf.com/xbxnw.jpg[/IMG]
[QUOTE=Kosai106;46229153]So yeah, I baked the bayonet... I should probably model the scope mount before I go further with this. 328 tris, 256x256 normal and AO. [t]http://puu.sh/cbCSX/4ec8b24bac.jpg[/t][/QUOTE] the AO lokks a bit weird since it's so strong and on such a low-poly mesh.
Hey I'm having a problem with xNormal, I'm not sure what's wrong, it looks like xNormal is ignoring my vertex normals. this shows the hard edges [t]http://files.1337upload.net/011-1fbd2e.png[/t] the vertex normals look correct (the face normals also look correct) [t]http://files.1337upload.net/02-5edad8.png[/t] and here's the bake i'm getting from xNormal [t]http://files.1337upload.net/switch_cage2_normals-5a587a.jpg[/t] I am loading my own cage (made in Maya), I tried using the .sbm, .obj and .fbx formats (with correct export options) and i'm getting the same result. Any ideas?
Sorry, you need to Log In to post a reply to this thread.