• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Lt_C;46582346]Those seats have some massive headrests.[/QUOTE] Those... aren't head rests. Those are the backpieces.
[QUOTE=Lt_C;46582346]Those seats have some massive headrests.[/QUOTE] Guess you've never blasted into warpspeed before.
So if anyone could link me to a beginner's tutorial for Substance Designer 4, that'd be pretty sweet, I am in quite desperate need... [IMG]http://i.imgur.com/zi941YF.png[/IMG]
If it's rusted like that then the color should probably be much more faded and a little bit less shiny.
Turn down that gloss! Okay, so I'm getting close to being done with this keyboard - one weird thing though, I'm getting edge artifacts in my normal. I'm pretty sure it's a baking issue in xnormal, this has happened [URL="https://dl.dropboxusercontent.com/u/21161113/random/norad_chair.jpg"]once before on something[/URL], it's like the normal is over saturated and over emphasizing the high poly's soft edges. Baking from a cage in max tends to fix the issue, but max baking usually gives me a lot more baking errors in terms of single pixel noise. Any input would be appreciated! [t]https://dl.dropboxusercontent.com/u/21161113/keyboard_marmoset.jpg[/t]
[QUOTE=~ZOMG;46585941]So if anyone could link me to a beginner's tutorial for Substance Designer 4, that'd be pretty sweet, I am in quite desperate need... [t]http://i.imgur.com/zi941YF.png[/t][/QUOTE] Here ya go sir: [url]https://www.youtube.com/watch?v=4gXq_6lAOec[/url] or try Allegorithmic's youtube channel, they have a several tutorial series for substance designer, painter and b2m3
I rerendered the normals in max with a higher filter level that seemed to do the trick. [t]https://dl.dropboxusercontent.com/u/21161113/keyboard_marmoset2_small.jpg[/t]
Substance designer is pretty awesome. [t]http://i.imgur.com/cw7CvU1.png[/t] Still don't know how to turn down gloss though :v: [editline]27th November 2014[/editline] [QUOTE=azgag;46586801]Here ya go sir: [url]https://www.youtube.com/watch?v=4gXq_6lAOec[/url] or try Allegorithmic's youtube channel, they have a several tutorial series for substance designer, painter and b2m3[/QUOTE] Awesome, cheers! I find that the official tuts are pretty awful. They're not entry level at all. They feel more like some guy documenting his work flow, rather than tutorials.
Finished up a wet cobblestone material, wanna try vertex painting puddles in UE4 quickly and needed something to go with it [IMG]http://a.pomf.se/uuwzws.png[/IMG] [t]http://a.pomf.se/ljwdck.png[/t][t]http://a.pomf.se/shuskb.png[/t]
I tried. [T]http://puu.sh/d6QHz.jpg[/T]
merijnwitje_ Sorry I have not created indoor ac units, perhaps I will try but it is not really on my list of things I have decided to create, maybe there is another on face punch that can do this and share it, it would be good if there was more indoor ac units. The only other indoor ac unit I know of from valve is from portal 2 the motel area. Here is my latest wip, it was very difficult for me to get this model looking like this, I have tried to keep the style of the combine, it still did not turn out how I sketched it, it is still not finished. It has many parts, it has a long name, it is called the [B][I]Combine wall claw extractor[/I][/B]. [URL=http://s1326.photobucket.com/user/errorbot/media/combine_architecture/combine_claw1/combineclaw1_1a_zps06897faa.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/combine_architecture/combine_claw1/combineclaw1_1a_zps06897faa.jpg[/T][/URL] [URL=http://s1326.photobucket.com/user/errorbot/media/combine_architecture/combine_claw1/combineclaw1_2a_zps097dedfd.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/combine_architecture/combine_claw1/combineclaw1_2a_zps097dedfd.jpg[/T][/URL] [URL=http://s1326.photobucket.com/user/errorbot/media/combine_architecture/combine_claw1/combineclaw1_3a_zpse7285bc0.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/combine_architecture/combine_claw1/combineclaw1_3a_zpse7285bc0.jpg[/T][/URL] [URL=http://s1326.photobucket.com/user/errorbot/media/combine_architecture/combine_claw1/combineclaw1_4a_zps21b7df9c.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/combine_architecture/combine_claw1/combineclaw1_4a_zps21b7df9c.jpg[/T][/URL] [URL=http://s1326.photobucket.com/user/errorbot/media/combine_architecture/combine_claw1/combineclaw1_5a_zps380e7489.jpg.html][T]http://i1326.photobucket.com/albums/u656/errorbot/combine_architecture/combine_claw1/combineclaw1_5a_zps380e7489.jpg[/T][/URL] I don't know if source can handle this kind of detail, I probably will have cut many edge loops for this model if I want this in game, in source. Does anyone have any ideas how to cut down polygon count, any tips? I don't know how to reduce some of the meshes, especially that lowest mesh (the mesh that holds the needle) while keeping the shape.
[QUOTE=~ZOMG;46587307]Substance designer is pretty awesome.[/QUOTE] I just bought it from Steam yesterday for 62,30€. Now, it's just a matter of learning how to use it. I'm quite noobish with nodebased stuff, so let's see...
[QUOTE=latuska90;46605826]I just bought it from Steam yesterday for 62,30€. Now, it's just a matter of learning how to use it. I'm quite noobish with nodebased stuff, so let's see...[/QUOTE] I found this tutorial which is really good to grasp a basic understanding. [video=youtube;RCsmwaMrnCQ]http://www.youtube.com/watch?v=RCsmwaMrnCQ[/video] [editline]30th November 2014[/editline] And it gives really amazing results, which is very satisfying
[t]http://i.imgur.com/1vs6UJB.png[/t] It's tough thinking of stuff to model, and I still need a lot of work. Still though, I love floating eye camera drone things. They're swell Left is 6108 tri's and the right is 2612 tri's
If you're having trouble finding reference material on Google Image Search, remember that Flickr images don't show up in those searches mostly. I always do another search on Flickr.
Ok so I think its about time I share this. Last year around this time during the steam holiday sale the steam mascots were featured quite prominently. [quote][IMG]http://media4.steampowered.com/steam/store/winter2013/bottom_s_3_8e0c7e8f.jpg[/IMG][/quote] All of the snowglobes and store page headers had the lil guys, and they were so cute! I just had to model them x3 So here I am a year later and im just about done, since I might actually make my deadline I thought it was time to share my progress with the world. [quote][IMG]http://puu.sh/ddJ4b.png[/IMG][IMG]http://puu.sh/ddCJA.png[/IMG][IMG]http://puu.sh/8kTpY.png[/IMG] [IMG]http://puu.sh/aGfcE.png[/IMG][IMG]http://puu.sh/ddD43.png[/IMG][IMG]http://puu.sh/deU6n.png[/IMG] [media]http://www.youtube.com/watch?v=MXrAswWTsjk[/media][/quote] Does anyone know if there's some kind of script to make vrd files for helper bones?
[QUOTE=shad0w440;46618078] Does anyone know if there's some kind of script to make vrd files for helper bones?[/QUOTE] I don't know if there's any fancy automated scripts for it since you're the one that determines how the helper bones actually work and they can serve a wider variety of purposes. There is a tutorial that shows you how to set them up using SFM, though. You can find it [url="http://facepunch.com/showthread.php?t=1295558"]here.[/url]
[QUOTE=~ZOMG;46587307] Awesome, cheers! I find that the official tuts are pretty awful. They're not entry level at all. They feel more like some guy documenting his work flow, rather than tutorials.[/QUOTE] Another great resource Pipes: [url]http://eat3d.com/free/pbr-tiling-texture-creation-zbrush-substance-designer-and-knald[/url] [url]https://www.youtube.com/user/pipesfranco/videos[/url] While not tutorials perse, they give a good insight on how one can use the tools.
[QUOTE=Alex141;46622191]Another great resource Pipes: [url]http://eat3d.com/free/pbr-tiling-texture-creation-zbrush-substance-designer-and-knald[/url] [url]https://www.youtube.com/user/pipesfranco/videos[/url] While not tutorials perse, they give a good insight on how one can use the tools.[/QUOTE] That's great, thanks. Now I have a handle on the basics, I want to see how other people achieve certain effects so what you've linked seems to be exactly what I need!
Can someone do me a favor? Once I finish modeling this I need someone to export it to Source quickly. If you do a good job I will have paid work for you in the future. [IMG]http://i.xomf.com/fbpsx.jpg[/IMG]
Exporting small props like hats to Source is really not hard at all. It can be done in far less then an hour, even if you add LoD. I don't mind just showing you how to do it.
Source has a 50,000 tri limit as well if I recall?
[QUOTE=John117;46629259]Can someone do me a favor? Once I finish modeling this I need someone to export it to Source quickly. If you do a good job I will have paid work for you in the future.[/QUOTE] Garry's Mod version of source or SFM's version of source?
[QUOTE=Snood_1990;46630153]Source has a 50,000 tri limit as well if I recall?[/QUOTE] Are you sure that's not just the smd limit?
Alright, here it is. See if you can get it into Gmod. [IMG]http://i.xomf.com/xfgkm.jpg[/IMG] [url]https://www.mediafire.com/?tdroah0t0m4rfhk[/url]
HLMV: [t]http://i.imgur.com/c218bgu.png[/t] LoD: [t]http://i.imgur.com/k13BtKn.png[/t] GMod: [t]http://i.imgur.com/qsB0AIY.jpg[/t] Well
Link?
Give me the model path you want and I'll recompile it quickly and upload it.
/gamemode/models/accessories/ and with the format SRP_ChicagoBulls.mdl
[url="https://dl.dropboxusercontent.com/u/25812766/facepunch/chicago%20bulls.rar"]Have at it then.[/url]
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