• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=John117;46969463][IMG]http://i.xomf.com/swcqy.jpg[/IMG][/QUOTE] Love the fact that the T-Grip is a knife, charging handle and spoon, and the front sight a broken fork.
[QUOTE=John117;46969463][IMG]http://i.xomf.com/swcqy.jpg[/IMG][/QUOTE] Did MacGyver make that gun?
Working on the eye piece from this concept art: [url]http://4.bp.blogspot.com/_xGCucTAiXCA/Sl8Co8zL3-I/AAAAAAAAAIo/uocou-bNrUk/s1600-h/freeradical.jpg[/url] [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/combine_eyepiece_texturedwip02.PNG[/t] Tomorrow I add in the grooves as I thought I could paint it on but it looks like crap. You can view my attempt here: [url]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/combine_eyepiece_texturedwip01.PNG[/url]
[IMG]http://i.xomf.com/gcdkc.jpg[/IMG]
[QUOTE][IMG]http://puu.sh/eNhK9/98a81510ae.jpg[/IMG][/QUOTE] 3d printing [I]hnnnnnnnnnnng[/I]
I started working on this last weekend. I'm going to try and make some weather planes for gmod/sfm poster makers to provide quick and easy weather effects without having to edit in post. I'm starting with a rain texture to make sure I got the UV scale close to where I want it to be. Nothing special though, it's just a texture on a plane. [img]http://i.gyazo.com/d52776b299c176e64748c580e9c56160.png[/img] Threw this together as a test. [t]https://dl.dropboxusercontent.com/u/51353469/screenies/rainPlaneTest.jpg[/t]
That's actually a really awesome idea. :D
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/combine_eyepiece_texturedwip03.PNG[/t] Almost done.
The rain pane is a good idea. Its what i used to make this. [url]http://angel-natavi.deviantart.com/art/Valkyrie-Flight-466465170[/url] [url]https://www.youtube.com/watch?v=UXQRdotUL9U&index=2&list=UUDYwTCbhTlIWTEm9ZkSCoCg[/url]
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/combine_eyepiece_texturedwip04.PNG[/t] From what I posted earlier and then this where there are indents, does it look better or should I scrap it? Edit: I probably should scrap it since I should of added the indents to the low poly.
[QUOTE=nomad1;46985298][t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/combine_eyepiece_texturedwip04.PNG[/t] From what I posted earlier and then this where there are indents, does it look better or should I scrap it? Edit: I probably should scrap it since I should of added the indents to the low poly.[/QUOTE] Probably just dumb or out of the loop, but what is it exactly?
[QUOTE=Stiffy360;46987057]Probably just dumb or out of the loop, but what is it exactly?[/QUOTE] [QUOTE=nomad1;46970433]Working on the eye piece from this concept art: [url]http://4.bp.blogspot.com/_xGCucTAiXCA/Sl8Co8zL3-I/AAAAAAAAAIo/uocou-bNrUk/s1600-h/freeradical.jpg[/url] [/QUOTE]
Is the eyepiece in the concept supposed to be smooth and all-around round rather than angularly shaped? I'm getting the impression from the concept that it's the latter, but I could be wrong. [editline]22nd January 2015[/editline] Nevermind, I just read the part where you said that you were going to scrap it due to the lack of indents.
Nah. I'll release it as is and come back in a few months with a version 2.0 where i will have done it correctly. I just need to modify a few of the vtf's.
Can that minor clipping be fixed in the program easily or does that need to be done in a separate modeling program?
What is that program called out of curiosity?
[QUOTE=Itauske Roken;47000029]What is that program called out of curiosity?[/QUOTE] marvelous designer 2.
Marvelous Designer is neat in theory, but in reality it's kinda hard to actually get your clothing to look right, as the patterns need to be a very very specific shape and pretty much the same shape as a real sewing pattern of the real version of that clothing would look like and that's hard to get right than it seems.
[QUOTE=simkas;47000932]Marvelous Designer is neat in theory, but in reality it's kinda hard to actually get your clothing to look right, as the patterns need to be a very very specific shape and pretty much the same shape as a real sewing pattern of the real version of that clothing would look like and that's hard to get right than it seems.[/QUOTE] The idea of it doesn't sound so bad granted you need even more of a specific shape if you're making it all by hand.
I used marvelous designer for an apron, but I never really did more than that since I'm mostly an environments guy. It's a neat program, but if you ask professionals, they'll tell you that it's better to know how to make clothing in zbrush if you're going to take the time out to learn a tool. [t]https://dl.dropboxusercontent.com/u/21161113/Contaigon/jessica_apron.JPG[/t] [t]https://dl.dropboxusercontent.com/u/21161113/Contaigon/jessica_apron_c.JPG[/t]
Pitty Zbrush is so expensive.
[QUOTE=Lt_C;47003087]I used marvelous designer for an apron, but I never really did more than that since I'm mostly an environments guy. It's a neat program, [B]but if you ask professionals, they'll tell you that it's better to know how to make clothing in zbrush[/B] if you're going to take the time out to learn a tool. [t]https://dl.dropboxusercontent.com/u/21161113/Contaigon/jessica_apron.JPG[/t] [t]https://dl.dropboxusercontent.com/u/21161113/Contaigon/jessica_apron_c.JPG[/t][/QUOTE] ah ah ah, not entirely true, I've been to visits to Sony Cambridge and their main character artist said that Marvelous is essential to their system. These guys know their shit, they worked assets for Killzone (Not just the shitty PSVita one either).
[QUOTE=ZombieDawgs;47003453]ah ah ah, not entirely true, I've been to visits to Sony Cambridge and their main character artist said that Marvelous is essential to their system. These guys know their shit, they worked assets for Killzone (Not just the shitty PSVita one either).[/QUOTE] I think some of the clothing for Snake in the Phantom Pain teaser was done with MD as well Not sure if they're still using it in development [img]http://cdn2-b.examiner.com/sites/default/files/styles/image_content_width/hash/81/0c/810c8863e3449bf9d23df3a2f534a84c.jpg?itok=b3zT0GmX[/img]
[QUOTE=ZombieDawgs;47003453]ah ah ah, not entirely true, I've been to visits to Sony Cambridge and their main character artist said that Marvelous is essential to their system. These guys know their shit, they worked assets for Killzone (Not just the shitty PSVita one either).[/QUOTE] the ps vita one is the best killzone next to killzone 2 , so
[QUOTE=ZombieDawgs;47003453]ah ah ah, not entirely true, I've been to visits to Sony Cambridge and their main character artist said that Marvelous is essential to their system. These guys know their shit, they worked assets for Killzone (Not just the shitty PSVita one either).[/QUOTE] I'm sure having experience in MD would look great when applying for Sony Cambridge or Konami or whatnot, but the issue is that it's not universally accepted across all studios like zbrush is. It's like mastering substance designer or the quixel suite - one studio might use it as their backbone system, but the next might not use it at all/doesn't want to spend the money for the licenses. Given its stronger market saturation and more robust usage scenerios, cloth sculpting with zbrush is a safer bet to learn if you're bucking to be a character artist. That said, MD is just a tool though, and people generally just want to see quality results. It's great if you're good at some niche product the studio you're applying for uses, but for general applications, you'll want to make sure you can produce results without a specialized program that a potential employer might not want to put forward the money to license.
[QUOTE=Juniez;47003847]the ps vita one is the best killzone next to killzone 2 , so[/QUOTE] Never played it to be fair, went on the assumption handhelds rarely get cross-games done well :v [QUOTE=Lt_C;47003983]I'm sure having experience in MD would look great when applying for Sony Cambridge or Konami or whatnot, but the issue is that it's not universally accepted across all studios like zbrush is. It's like mastering substance designer or the quixel suite - one studio might use it as their backbone system, but the next might not use it at all/doesn't want to spend the money for the licenses. Given its stronger market saturation and more robust usage scenerios, cloth sculpting with zbrush is a safer bet to learn if you're bucking to be a character artist. That said, MD is just a tool though, and people generally just want to see quality results. It's great if you're good at some niche product the studio you're applying for uses, but for general applications, you'll want to make sure you can produce results without a specialized program that a potential employer might not want to put forward the money to license.[/QUOTE] True, but if you want to succeed as a character artist knowing both is pretty much essential, since being a CD is literally the hardest sector to get a job in, harder than concept artists even.
Made an alien aircraft: [IMG]http://th09.deviantart.net/fs71/PRE/i/2015/025/d/a/alien_attack_plane_by_khesm-d8f9h6j.jpg[/IMG]
[img]http://i.imgur.com/QfyGEmu.jpg[/img]
Wait shit that was you on lunchcrunch? Damn son. Also why is my text invisible in the response box?
[QUOTE=- Livewire -;47008011][img]http://i.imgur.com/QfyGEmu.jpg[/img][/QUOTE] Looking really nice, just wondering though but did you model the text/logos using polygons or do you actually use a bumpmap? I'm just wondering because I've been working on a few similar things for both my Dodge Charger and Pontiac Grand Am models and in most cases I manually model the letters and shapes for those logos so I can bake them into a normal map or I leave them as floating geometry if I have the budget.
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