• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Zero Hour;40810946]Concept Alyx. [IMG]http://i41.tinypic.com/fofygo.jpg[/IMG][/QUOTE] I love everything except the shirt and boots.. In the leaked image the boots are tight to the leg and in the model they look like rain boots. And as others have said, the shirt looks a bit wonky. Great work otherwise, looks like something valve would make alright!
Can someone UVW unwrap this for me? [t]http://puu.sh/35ziJ/00bfcc0abd.jpg[/t] It's for a ww1 mod, hopefully when I texture it it will look something like this [t]http://images.bf-games.net/news/2011/05/10158_4.jpg[/t] Here is the .3ds and .obj, I left the .3ds in so maybe someone can take a look at my attempt at unwrapping and tell me what i've done wrong [url]http://www.mediafire.com/?cgw1p61vbp3sy8a[/url]
[t]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn2/976565_535286606528601_977465093_o.jpg[/t] [t]https://sphotos-a.xx.fbcdn.net/hphotos-ash4/469219_535286603195268_646875447_o.jpg[/t] Really happy with this one, it was a HUGE nDo test. I spent forever working in nDo to figure out how to create the shapes I needed to create the normals.
[QUOTE=skeligandrew;40859942]Can someone UVW unwrap this for me? [t]http://puu.sh/35ziJ/00bfcc0abd.jpg[/t] It's for a ww1 mod, hopefully when I texture it it will look something like this [t]http://images.bf-games.net/news/2011/05/10158_4.jpg[/t] Here is the .3ds and .obj, I left the .3ds in so maybe someone can take a look at my attempt at unwrapping and tell me what i've done wrong [url]http://www.mediafire.com/?cgw1p61vbp3sy8a[/url][/QUOTE] it's pretty simple, planar map the dome part then cylindrical map the rest
[QUOTE=azgag;40860678]it's pretty simple, planar map the dome part then cylindrical map the rest[/QUOTE] But you see how on the base cylinder the squares are misaligned? so if I put a camo texture on it it won't match up and will look terrible :S
That's why you don't just throw one plain texture on there, you have to edit it to match (also if you're going to be making the same pattern as in the picture please please please don't do that black outline thing). I've no idea where else to post this since there's no general modelling section, so here goes: I've got this spline I want to turn into a handrail-like structure, so I'm using the Renderable Spline modifier. Except the cylinder it returns is lopsided and awkward and I hate it: [t]http://i.imgur.com/RKMLHnA.jpg[/t] How do I make Renderable Spline output a proper, even shape?
[QUOTE=skeligandrew;40860778]But you see how on the base cylinder the squares are misaligned? so if I put a camo texture on it it won't match up and will look terrible :S[/QUOTE] use mudbox to paint directly on your mesh? or even photoshop if you have an CS5/6 Extended and its 3D feature
[QUOTE=azgag;40862249]use mudbox to paint directly on your mesh? or even photoshop if you have an CS5/6 Extended and its 3D feature[/QUOTE] I'm not sure if that will work for importing to arma 2? pretty sure you need a .tga texture, I'll give it a go at UVW unwrapping myself. If I post a picture of my UVW unwrap will you be able to tell me what to fix? it's just so jumbled.. when I texture for other people it is easy to see what things are and it all just fits together
[QUOTE=skeligandrew;40862315]I'm not sure if that will work for importing to arma 2? pretty sure you need a .tga texture, I'll give it a go at UVW unwrapping myself. If I post a picture of my UVW unwrap will you be able to tell me what to fix? it's just so jumbled.. when I texture for other people it is easy to see what things are and it all just fits together[/QUOTE] mudbox and photoshop can output a lot of different texture formats, .tga included. but yeah sure I can take a look at your UV layout
[t]http://puu.sh/35JO1/44a9597e59.png[/t] I guess I'm doing it wrong lol
[b]skiff[/b] ([url=http://p3d.in/8wO3T]View in 3D[/url]) [url=http://p3d.in/8wO3T][img]http://p3d.in/model_data/snapshot/8wO3T[/img][/url] I was messing around with getting curved shapes and stuff to work.
[QUOTE=skeligandrew;40862479][t]http://puu.sh/35JO1/44a9597e59.png[/t] I guess I'm doing it wrong lol[/QUOTE] You know, try to cylindrical map all the vertical surfaces (the "tube" and shit like that), and then planar map the dome and all the horizontal surfaces (it will create "rings"). I'd show you how I made it with my grenade model, but too lazy to do that. Hoe you'll understand what I'm sayng.
Cylindrical unwrap is slow and sometimes misses the edge you want the seam on so you have to then go sew it, you can literally planar unwrap everything and create your own seams by using tools>break in edge selection in the UV window, then just move them apart and relax them.
another one off the list [img]http://media.moddb.com/images/members/1/96/95390/pistolmats.jpg[/img] [img]http://media.moddb.com/images/members/1/96/95390/pistolbake.jpg[/img] did you know that the original pistol model was asymmetric? [url=http://puu.sh/30Vgf.jpg]it's true![/url]
[QUOTE=skeligandrew;40862479][t]http://puu.sh/35JO1/44a9597e59.png[/t] I guess I'm doing it wrong lol[/QUOTE] Press automap. [sub][sub][sub][sub]don't actually do this.[/sub][/sub][/sub][/sub]
Old WW2 radio for Survivor Forgotten World [t]http://i.cubeupload.com/p1kw6f.jpg[/t] It has evolved a lot from it's first "finished" version. [t]http://i.cubeupload.com/BU8lt4.jpg[/t] I hope the links work, if not cubeupload is fucking up.
[QUOTE=FpShepard;40868389]Old WW2 radio for Survivor Forgotten World [t]http://i.cubeupload.com/p1kw6f.jpg[/t] It has evolved a lot from it's first "finished" version. [t]http://i.cubeupload.com/BU8lt4.jpg[/t] I hope the links work, if not cubeupload is fucking up.[/QUOTE] ahww dude your the one working on survivor forgotten world? that game looks hype. I saw it on epic games fourms
[QUOTE=Sims_doc;40811176]Ah, Yes that concept art that was "Leaked" I do wonder if that is legitment or just people saying it is.[/QUOTE] There was an older model of Alyx pre-launch where she was wearing a brown vest similar to that one, but half as long. The collar was also longer and had white fuzzies on it. She also had a black and dark-gray sweater underneath the vest. On my retail HL2 game case, there's a little picture of a science lab scene with Eli and Alyx in this outfit. It's possible that's a legit concept, but it could very easily be someone's fan art based on the older model of Alyx. If it is legit, I'm glad they didn't stick with it...
[QUOTE=FpShepard;40868389]Old WW2 radio for Survivor Forgotten World [t]http://i.cubeupload.com/p1kw6f.jpg[/t] It has evolved a lot from it's first "finished" version. [t]http://i.cubeupload.com/BU8lt4.jpg[/t] I hope the links work, if not cubeupload is fucking up.[/QUOTE] Hah thats so cool, I love it! I totally modeled the same type of radio a few years ago! [img]http://puu.sh/36q8x.jpg[/img]
[QUOTE=Juniez;40867194]another one off the list [img]http://media.moddb.com/images/members/1/96/95390/pistolmats.jpg[/img] [img]http://media.moddb.com/images/members/1/96/95390/pistolbake.jpg[/img] did you know that the original pistol model was asymmetric? [url=http://puu.sh/30Vgf.jpg]it's true![/url][/QUOTE] What modelling technique you use to create these models? It looks like Subsurf. but I'm not sure. Amazing work after all!
I made a generic building because I have no talent like you guys [t]http://i.imgur.com/e3aIqAW.jpg[/t]
[IMG]http://img547.imageshack.us/img547/3450/brass.png[/IMG] Any ideas on what to add to those? Thinking of releasing it on SFM Workshop soon.
[QUOTE=Gm10man;40874742]What modelling technique you use to create these models? It looks like Subsurf. but I'm not sure. Amazing work after all![/QUOTE] thanks! it's just a sub-d highpoly baked down and all that nice stuff although I had a pretty tough time trying to figure out what the materials were on hl2's original pistol because of the way valve (didn't) take full advantage of shaders at the time - I might just try and go with what I think it should look like (shiny slide, plastic grip, finished metal on the sights, compensator, and magazine)
[QUOTE=Juniez;40879693]thanks! it's just a sub-d highpoly baked down and all that nice stuff although I had a pretty tough time trying to figure out what the materials were on hl2's original pistol because of the way valve (didn't) take full advantage of shaders at the time - I might just try and go with what I think it should look like (shiny slide, plastic grip, finished metal on the sights, compensator, and magazine)[/QUOTE] Phong/rimlighting/etc wasn't implemented until EP1 I think, so it was matte with a slightly envmapped metal slide. That being said, it could use some updating.
[QUOTE=aln447;40877990][IMG]http://img547.imageshack.us/img547/3450/brass.png[/IMG] Any ideas on what to add to those? Thinking of releasing it on SFM Workshop soon.[/QUOTE] Does it have a cubemap or just phong? I can't tell. Add a cubemap if it does not.
Well crap. I spent all day making this using some old software available: [img]http://speedcap.net/sharing/files/ab/bf/abbff3a89302a7e1d4bf00dc877fc5e5.png[/img] Then every attempt to export that thing to 3DS Max is disastrous (outer leaf polygons screwing up). [img]http://speedcap.net/sharing/files/7d/7d/7d7d6bd46d03fd5e7c18859e7830b5c3.png[/img] Trees piss me off.
Looks fine to me, just make an opacity map.
[QUOTE=ShoTGuNGuY49;40882592]Looks fine to me, just make an opacity map.[/QUOTE] No, the topmost level of branches that sprout out of the first layer of billboard branches are actually screwed up. FBX export seems a bit iffy, but it's the only format that will export texture UVs perfectly on C4D. I've deleted those and just multiplied the first layer, and so far it seems to preserve the look while getting rid of the strange buggy polygons.
export as an SMD?
[QUOTE=Itauske Roken;40882889]export as an SMD?[/QUOTE] This is before the Softimage phase.
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