• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=TFA;47347853][t]https://a.pomf.se/qwfrkw.png[/t] Cool lil' apple I did for a job. Based on red delicious, and tintable with the color tool. 3 LODs and a custom physmodel (not a sphere). [img]https://a.pomf.se/odajkk.png[/img][/QUOTE] An apple a day get's you paid to stay. Very nice.
Learing my third modelling package now.. 3Ds Max. Already going to have trouble with mixing up with these short cut keys. For example: X key: Blender: Delete Maya: Grid Snapping 3Ds Max: Transform Gizmo Toggle A key: Blender: Deselect all Maya: Focus on all 3Ds Max: Angle Snapping I'm going to cry now Also here's Thunderbird one I've been working on. In Blender :v: [IMG]https://cdn.artstation.rocks/p/assets/images/images/000/555/172/small/alex-downham-screenshot004.jpg?1426634114[/IMG] [IMG]https://cdn.artstation.rocks/p/assets/images/images/000/555/173/small/alex-downham-screenshot000.jpg?1426635228[/IMG] [url]https://www.artstation.com/artwork/thunderbird-1[/url]
[QUOTE=Alex141;47349154]-snip-[/QUOTE] Pretty cool! Can I see a wireframe?
[QUOTE=TFA;47349390]Pretty cool! Can I see a wireframe?[/QUOTE] Sure: [IMG]http://i.imgur.com/HF5LMoC.png[/IMG] Also 3Ds Max 2015 users, I've hidden my Gizmo and its not coming back. X isn't working its just bringing up a search box. EDIT: FFS, I accidentally hid it in the view menu ....
any body have a clue on whats going on with my viewport? [img]http://i.imgur.com/brh9X8B.png[/img]
[QUOTE=cheesecurls;47349764]any body have a clue on whats going on with my viewport? [/QUOTE] Camera Clipping. Not sure how to change it in Max, but your perspective camera should have a clipping range.
[QUOTE=Alex141;47349652] Also 3Ds Max 2015 users, I've hidden my Gizmo and its not coming back. X isn't working its just bringing up a search box. EDIT: FFS, I accidentally hid it in the view menu ....[/QUOTE] in max go to customize->preferences->gizmos and then hit "on"
[T]http://orig14.deviantart.net/d471/f/2015/077/4/3/lada_2105_riva_by_renakryik-d8m8cyd.jpg[/T] Decided to model something that actually exists :P This was a lot of fun to do, it even has an interior and stuff
[QUOTE=Alex141;47349154]Learing my third modelling package now.. 3Ds Max. Already going to have trouble with mixing up with these short cut keys. For example: X key: Blender: Delete Maya: Grid Snapping 3Ds Max: Transform Gizmo Toggle A key: Blender: Deselect all Maya: Focus on all 3Ds Max: Angle Snapping I'm going to cry now Also here's Thunderbird one I've been working on. In Blender :v: [IMG]https://cdn.artstation.rocks/p/assets/images/images/000/555/172/small/alex-downham-screenshot004.jpg?1426634114[/IMG] [IMG]https://cdn.artstation.rocks/p/assets/images/images/000/555/173/small/alex-downham-screenshot000.jpg?1426635228[/IMG] [url]https://www.artstation.com/artwork/thunderbird-1[/url][/QUOTE] Dude that's wicked. I didn't even need to look at the url to know it was Thunderbird 1. Also, you can set Blender to use Maya or 3DS Max keybindings. Its in File > User Preferences > Input > Presets.
[t]http://cloud-4.steamusercontent.com/ugc/711906452529635947/97538E1D781797ACD8FADE9402A19775419D82F1/[/t] That was a fun little exercise learning the process of modding for cities: skylines.
[IMG]http://i.xomf.com/qlnqq.jpg[/IMG]
[QUOTE=nomad1;47352507][t]http://cloud-4.steamusercontent.com/ugc/711906452529635947/97538E1D781797ACD8FADE9402A19775419D82F1/[/t] That was a fun little exercise learning the process of modding for cities: skylines.[/QUOTE] End result looks really cool, good work man. Did you follow any specific tutorial for importing the asset into Skylines?
[QUOTE=John117;47353444][IMG]http://i.xomf.com/qlnqq.jpg[/IMG][/QUOTE] Wow john, all your stuff looks great, but almost none of them look practical
[T]http://cloud-4.steamusercontent.com/ugc/713032352438330976/F2F07CC38BD07F5BC61653BFDFEFA27595395D77/[/T] Got these into source, made LODs, also made a destroyed version with textures Pretty much ready for use
[QUOTE=Leintharien;47351215]Dude that's wicked. I didn't even need to look at the url to know it was Thunderbird 1. Also, you can set Blender to use Maya or 3DS Max keybindings. Its in File > User Preferences > Input > Presets.[/QUOTE] Sadly I need it the other way round for 3Ds Max. So far I have still a long way to go before I get to grips with Max
[QUOTE=Viper123_SWE;47354469]End result looks really cool, good work man. Did you follow any specific tutorial for importing the asset into Skylines?[/QUOTE] I first read this over to get a general idea of what was supported / not supported [url]http://www.skylineswiki.com/Asset_Editor[/url] Even though a dev said animations can be done via vertex, I have had no luck in creating a custom asset. I work in centimeters even though the link above asks for meters. Though you can resize the building when you plug it in.
[img]http://puu.sh/gHKKA.jpg[/img] working on a thing, still early and needs more details and grunge and specular but you get the general idea
Hey guys, I finally got around to doing a [URL="https://internethatemachinae.wordpress.com/2015/03/20/substantial-by-design/"]writeup on Substance Designer (4)[/URL]. I tried to compare it to dDo for an analog. If you're curious about the program, it's my 'first impressions' of it. [t]https://internethatemachinae.files.wordpress.com/2015/03/subs_materials.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/cities_rocketwip01.png[/t] Will continue UV unwrapping tomorrow and adding in the final hydraulic for the clamps.
[vid]http://www.ocdevelopment.net/subdomains/devin/images/videos/rainmap.webm[/vid] I wonder why nobody has tried using animated bumpmaps to fake rain on a prop before? [IMG]http://www.ocdevelopment.net/subdomains/devin/images/videos/2big.png[/IMG] Oh.
That's a damn shame, because it looks fucking awesome
[QUOTE=Rush_Freak;47366750]-Video- I wonder why nobody has tried using animated bumpmaps to fake rain on a prop before? [IMG]http://www.ocdevelopment.net/subdomains/devin/images/videos/2big.png[/IMG] Oh.[/QUOTE] That looks absolutely fantastic, but damn dat filesize! How do you actually make something like that? Do you just hand draw a blob moving across the texture or did you use some sort of fluid simulation and bake it down?
I'm guessing you used a [URL="https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies"]combination[/URL] of [URL="https://developer.valvesoftware.com/wiki/Material_proxies"]material proxies[/URL] that people would normally use on the Diffuse, and instead applied it to the normal map? EDIT: I realized you must've instead made multiple normal maps, each slightly shifted/changed from the previous one, imported them into VTF-Edit, then made it into an animated texture because the material proxies are all VMT related and wouldn't change the VTF file sizes.
[t]https://a.pomf.se/rianvy.png[/t] Yummy
[QUOTE=Rush_Freak;47366750] I wonder why nobody has tried using animated bumpmaps to fake rain on a prop before? [IMG]http://www.ocdevelopment.net/subdomains/devin/images/videos/2big.png[/IMG] Oh.[/QUOTE] Whats your texture res at? You could make a very small tiling animated texture and place it as an overlay on the mesh. Not sure how you'd get it to flow down the body, you could have it read normal direction and rotate it based upon that. Then again I could be talking total bollocks! :v: [editline]21st March 2015[/editline] [QUOTE=TFA;47369274][t]https://a.pomf.se/rianvy.png[/t] Yummy[/QUOTE] Are you gunna bake it?
[QUOTE=ZombieDawgs;47370184]Are you gunna bake it?[/QUOTE] I agree, the texture is a little light for my liking as well, although that depends on which monitor I view it on. Try this? [t]https://a.pomf.se/jlexhy.png[/t]
[t]https://i.imgur.com/nNwStff.png[/t] [URL="https://en.wikipedia.org/wiki/N%C3%A4sinneula_tower"]Näsinneula tower[/URL] for Cities: Skylines.
[QUOTE=Simspelaaja;47370740][t]https://i.imgur.com/nNwStff.png[/t] [URL="https://en.wikipedia.org/wiki/N%C3%A4sinneula_tower"]Näsinneula tower[/URL] for Cities: Skylines.[/QUOTE] In case you're trying to recreate the original, the dimensions are really off. The mast on yours is too tall and the base tower too short.
[QUOTE=Jukka K;47370827]In case you're trying to recreate the original, the dimensions are really off. The mast on yours is too tall and the base tower too short.[/QUOTE] I'm not aiming for a perfect replica, but something that is instantly recognizable. However, I agree that ratio between the height of the base tower and the height of the mast is not correct, and I'm going fix it. Tweaked it a bit: [t]https://i.imgur.com/SbMcx8z.png[/t]
[QUOTE=TFA;47370568]I agree, the texture is a little light for my liking as well, although that depends on which monitor I view it on. Try this? [t]https://a.pomf.se/jlexhy.png[/t][/QUOTE] I was making a normalmap joke :v:
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