I'm only good with Max, so I couldn't tell you a thing about Maya.
[QUOTE=surfur;46760832][t]http://i.cubeupload.com/5Rugen.jpg[/t]
Low poly and bake done. Ready for Substance[/QUOTE]
Pardon my nitpicking, but there's some bake errors on the side nozzles (that flat round cap).
[t]http://i.imgur.com/1ZsNk1U.png[/t]
[img]http://i19.photobucket.com/albums/b164/Soukonoung/ValkEmblem_zps16c5b4b9.jpg[/img]
Testing out some new textures for my ship.
Did this yesterday for a dude's gmod Swep
[IMG]https://dl.dropboxusercontent.com/u/37546036/SuperScope_ShitBeTextured.png[/IMG]
Does the SWEP work just like the Super Scope from the other Super Smash Bros games?
[QUOTE=one free man;46761817]Did this yesterday for a dude's gmod Swep
[IMG]https://dl.dropboxusercontent.com/u/37546036/SuperScope_ShitBeTextured.png[/IMG][/QUOTE]
The shape is pretty nice, but the material definition could use some work. It looks like metal instead of cheap plastic. The edge wear kind of reinforces a metallic surface as well. Seems kind of counter intuitive to say that it needs to look cheaper, but right now it looks more like sci-fi military hardware then a toy.
Totally agree, 'specially looking at it now
Once it's given and wash and shown without badly implemented PBR, [url=https://dl.dropboxusercontent.com/u/37546036/Superscopiness.png]looks[/URL] more like this:
[IMG]https://dl.dropboxusercontent.com/u/37546036/SuperSource.png[/IMG]
Now I'm tempted to make a version out of wood and actual metal, like those repainted Nerf guns that are all steampunk and stuff, mite b cool
[QUOTE=Skerion;46764026]Does the SWEP work just like the Super Scope from the other Super Smash Bros games?[/QUOTE]
From what I hear, it'll be just like it!
hi there again. why do i get these things on my normal?
[url=http://imgur.com/HIeQG1l][img]http://i.imgur.com/HIeQG1ll.png[/img][/url]
here's normal texture of this part
[url=http://imgur.com/Ilx4mVY][img]http://i.imgur.com/Ilx4mVYl.png[/img][/url]
[QUOTE=Long Nange;46777825]hi there again. why do i get these things on my normal?
here's normal texture of this part
[url=http://imgur.com/Ilx4mVY][img]http://i.imgur.com/Ilx4mVYl.png[/img][/url][/QUOTE]
By chance, are you baking in 3dsmax? I find noise and single pixel errors on normals that don't have any texure filtering/AA, and in areas with less then ideal topology.
Do you have antialiasing and a global supersampler enabled?
[IMG]http://i.xomf.com/rnzzn.jpg[/IMG]
If that doesn't work try using the technique I show in this video:
[url]https://www.youtube.com/watch?v=evIogtBAB2Q[/url]
oh my, dumb mistake. thanks guys!
After abandoning the '58 cause i got busy, decided to come back the 3D modeling but this time i'll start with something a bit simple, so i followed a tut i found....
[img]http://i.imgur.com/zugkTYD.png[/img]
[img]http://i.imgur.com/Oh2N7V3.png[/img]
i still haven't finished it thou.
Made some grass... So that happened.
[video=youtube;6jhxMtFPYrg]http://www.youtube.com/watch?v=6jhxMtFPYrg[/video]
With next to no animation and no camera movements, a screenshot might've been easier for you.
[QUOTE=CaptainBigButt;46795161]With next to no animation and no camera movements, a screenshot might've been easier for you.[/QUOTE]
Ah yes Subtle grass waving has 'little to no animation'
[QUOTE=CaptainBigButt;46795161]With next to no animation and no camera movements, a screenshot might've been easier for you.[/QUOTE]
Screenshots would've been easier, but I wanted to show off the wind movement too.
Still, here you go!
[t]http://oesterkilde.dk/private/UE4_Grass001.jpg[/t]
And I also just finished this old thing.
Not really happy about the straps, but I don't feel like working on it anymore.
It'll end up in Insurgency soon enough.
[t]http://oesterkilde.dk/private/watch/SEIKO3.jpg[/t]
---------------
-- UPDATE --
---------------
Alright, just made a planet Earth shader too. Inspired by a thread on the UE forums.
[t]http://puu.sh/dK792/98c4b7f9ae.jpg[/t]
And of course it had to be done... ;)
[t]http://puu.sh/dKpSq/bf9c19a617.jpg[/t]
[QUOTE=Kosai106;46794892]Made some grass... So that happened.
[/QUOTE]
Have you got any sources or tips on grass creation? I get the basic idea, however at Uni I've seen multiple people run into problems with getting grass to look good. The usual Alphas looking crap, and the planes being really easy to see . Changing the vertex normals is another thing but are there other things to consider?
I was bored last night so I made the conventional assault rifle from XCOM.
[T]http://imageshack.com/a/img673/8255/UBXteQ.png[/T]
[T]http://imageshack.com/a/img673/6725/F4e0YL.png[/T]
Anything that I can improve on?
(Ignore the unfinished bolt. I need to bake that part separately)
[QUOTE=Robinate;46815617]I was bored last night so I made the conventional assault rifle from XCOM.
Anything that I can improve on?
(Ignore the unfinished bolt. I need to bake that part separately)[/QUOTE]
Those edges are way too sharp for baking, and as a whole the gun lacks detail. With the exaggerated rail system, boxy profile, and huge, flat shapes, it looks more like an action figure's toy then a gun you'd shoot. It's passable in a game like xcom where you don't get a good look at it, but ideally, you should add some smaller details that make sense and improve the form. The gun I think is in the similar vein as an fn scar, it might be worth looking at one of those for detailing inspiration.
[QUOTE=Alex141;46815609]Have you got any sources or tips on grass creation? I get the basic idea, however at Uni I've seen multiple people run into problems with getting grass to look good. The usual Alphas looking crap, and the planes being really easy to see . Changing the vertex normals is another thing but are there other things to consider?[/QUOTE]
Add a bit of geometry to your planes.
Besides that, you pretty much described my workflow.
Might do a video tutorial on the subject in the beginning of January.
Edit:// Oooh pageking! Let's get some art up in here.
Made a sorta decent looking floor texture - Inspired by a Vray material I saw once.
[img]http://puu.sh/dOvd7/50b7e7707f.jpg[/img]
Aaaaaand
[url=https://gumroad.com/l/GZCvz][img]http://puu.sh/dI4ZM/458e413696.jpg[/img][/url]
[QUOTE=Lt_C;46816503]Those edges are way too sharp for baking, and as a whole the gun lacks detail. With the exaggerated rail system, boxy profile, and huge, flat shapes, it looks more like an action figure's toy then a gun you'd shoot. It's passable in a game like xcom where you don't get a good look at it, but ideally, you should add some smaller details that make sense and improve the form. The gun I think is in the similar vein as an fn scar, it might be worth looking at one of those for detailing inspiration.[/QUOTE]
Another thing he could do is to compare it to it's more realistic examples. The assault rifle from XCOM looks kinda like a [URL="http://upload.wikimedia.org/wikipedia/en/0/05/Magpul_masada_16fde.jpg"]Magpul Masada[/URL], obviously not 1 to 1 since XCOM uses a bit of fantasy design, but you could try and follow some parts of it. It's kinda like XCOM's LMG, it looks like an M60/M249 hybrid.
Thanks for the advice so far Lt_C and CGNick, I'll see what I can do with the gun. One thing though, how should I do the edges? You say that they are too sharp for a good bake, but I don't really know how to do it right.
[QUOTE=Robinate;46820197]Thanks for the advice so far Lt_C and CGNick, I'll see what I can do with the gun. One thing though, how should I do the edges? You say that they are too sharp for a good bake, but I don't really know how to do it right.[/QUOTE]
This should give you a good idea of what to do.
[t]http://oesterkilde.dk/tutorials/edgewidthmodel.jpg[/t]
Alright did some detailing work on the gun. I replaced the old rail system for a realistic one and added various details like a fire selector, a charging handle and heat vents
[T]http://imageshack.com/a/img673/9452/faBzVc.png[/T]
Low poly only for now, I first want to wait for some input before I continue with the Turbosmooth
[QUOTE=Kosai106;46816788]
-some paid tut-
[/QUOTE]
[url]http://thomasrwbutters.blogspot.ca/2013/05/3ds-max-diamond-pattern-tutorial.html[/url]
Not sure why you are asking money for something that takes 2 seconds to learn.
[QUOTE=Robinate;46820368]Alright did some detailing work on the gun. I replaced the old rail system for a realistic one and added various details like a fire selector, a charging handle and heat vents
[T]http://imageshack.com/a/img673/9452/faBzVc.png[/T]
Low poly only for now, I first want to wait for some input before I continue with the Turbosmooth[/QUOTE]
As a huge XCOM fan, I can tell you this right now. You are touching me in the right places.
[QUOTE=CGNick;46821002]As a huge XCOM fan, I can tell you this right now. You are touching me in the right places.[/QUOTE]
I'm glad you like it, speaking as a fellow XCOM fan.
[T]http://imageshack.com/a/img913/6851/dCxZPi.png[/T]
Am I doing the edges right now? Or can I tighten it up more without loosing quality?
Also, I added flip-up ironsights, I'm going to see what I'm going to do for the reddot sight on the game model.
EDIT:
Alright, done with the HP. Is it good to go, or is it still too plain?
[T]http://imageshack.com/a/img913/6684/Ag89C6.png[/T]
[T]http://imageshack.com/a/img540/9440/X1dnLI.png[/T]
You seem to be missing a trigger there.
Now includes trigger and reddot sight. I think I am actually done with it now.
[T]http://imageshack.com/a/img537/9547/m7e2Pt.png[/T]
Theres a couple issues here that I see. One, your action is higher than your barrel. Are you planning on shooting out the front of your gun? Two, while there is a fire select, where is the mag release? Two, how big of bullets are you planning on fireing from that thing? It looks like small grenade launcher rounds or REALLY big shotgun rounds can come out of that barrel. The biggest thing though is the barrel not lining up with the ejection slot. Typically, the gas system is underneath the barrel, while the barrel is higher on the weapon to provide better accuracy from the perspective of the shooter. [b]IE[/b] Line of Sight.
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