• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Corey_Faure;40882901]This is before the Softimage phase.[/QUOTE] I see I always export it as an smd for some reason and then import it into a modeling program I can use better.
Quick question: What version of Softimage is compatible with the Valve XSI tools? I've recently reinstalled Windows and the student version of 2013 seems to be failing me with compatibility.
[QUOTE=Corey_Faure;40883684]Quick question: What version of Softimage is compatible with the Valve XSI tools? I've recently reinstalled Windows and the student version of 2013 seems to be failing me with compatibility.[/QUOTE] Well to be honest I have 3ds max 2012 and the smd export seems to work fine, aside from every time I open the program it giving me an error.
[QUOTE=Corey_Faure;40883684]Quick question: What version of Softimage is compatible with the Valve XSI tools? I've recently reinstalled Windows and the student version of 2013 seems to be failing me with compatibility.[/QUOTE] Versions 3+ Afaik. I think that's the earliest softimage reference I'm aware of.
[QUOTE=A big fat ass;40881661]Does it have a cubemap or just phong? I can't tell. Add a cubemap if it does not.[/QUOTE] To be honest, the texture is just a copy of the golden wrenches vmt. I believe it was just phong. Will work some on it tomorrow.
[QUOTE=Corey_Faure;40882548] [img]http://speedcap.net/sharing/files/ab/bf/abbff3a89302a7e1d4bf00dc877fc5e5.png[/img] [/QUOTE] Don't you think that's too many polygons for a tree? Personally, I just make a trunk, then make crosses for branches, then just paste. It makes for a decent tree.
[img]http://imageshack.us/a/img812/3119/floorapreview.jpg[/img]
[QUOTE=- Livewire -;40891508][img]http://imageshack.us/a/img812/3119/floorapreview.jpg[/img][/QUOTE] Could you get some closer screenshots? I can barely see the normals if any from that far away.
[QUOTE=- Livewire -;40891508][img]http://imageshack.us/a/img812/3119/floorapreview.jpg[/img][/QUOTE] Was that a highpoly or made some other way?
[QUOTE=surfur;40894770]Was that a highpoly or made some other way?[/QUOTE] He posted the high poly before I think
[QUOTE=azgag;40896307]He posted the high poly before I think[/QUOTE] That was the lowpoly with AO and norms. [editline]4th June 2013[/editline] [QUOTE=SimplePlanz69;40894504]Could you get some closer screenshots? I can barely see the normals if any from that far away.[/QUOTE] Here's a picture of just AO and norm from a page back. [url]http://imageshack.us/a/img199/8712/ss20130531at084306.jpg[/url]
This is random, but here's a bane model I made a while back, nearly a year ago. [img]http://img818.imageshack.us/img818/3431/banebase.jpg[/img]
I think I remember seeing that somewhere. Did you post it on Polycount or something?
[QUOTE=A big fat ass;40911487]I think I remember seeing that somewhere. Did you post it on Polycount or something?[/QUOTE] No, but I did post it on /3/ once and the only thing they said was, oh cool it's sub-zero.
[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] This is great stuff! Are they rigged?
[QUOTE=revzin;40914280]This is great stuff! Are they rigged?[/QUOTE] Yup. Fully rigged.
[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] Another amazing piece of work. I'm not sure why HL2 Enhancement Mod aren't using these models. :v:
wheel gun high poly [img]https://dl.dropboxusercontent.com/u/1157653/TEMP/v357_hp_pres_0002.jpg[/img] topology is a giant butt
Nice highpoly juniez, this really is splitting hairs here and up to the individual but I find that for all the geo which is visibly separated from others (like where the barrel meets the body) it's better to cap the end so that you can still get a small shine which would be lost otherwise. It might not always be 100% accurate, but I find there's a weird thing about models in games where if two sections just intersect without acknowledging the edges with a small shine it can look strange, capping the ends and baking seems to help this.
[QUOTE=Juniez;40919995]wheel gun high poly [img]https://dl.dropboxusercontent.com/u/1157653/TEMP/v357_hp_pres_0002.jpg[/img] topology is a giant butt[/QUOTE] So, what are your current plan for these? Also, there is one small error, Look at this: [t]http://www.deactivated-guns.co.uk/images/Python_5/Python_take2_6.jpg[/t]
Holy butts I hate hand painting textures. Working on some low poly objects for my internship for mobile game development. My work flow in the past has been to make the details I needed in the highpoly and texture from that, but actually having to hand paint details is something I am so far from.
[QUOTE=soullink;40922325]So, what are your current plan for these? Also, there is one small error, Look at this: [t]http://www.deactivated-guns.co.uk/images/Python_5/Python_take2_6.jpg[/t][/QUOTE] im going to release them in a pack [t]http://puu.sh/39HCh.jpg[/t] there are actually a lot of small errors [QUOTE=- Livewire -;40920873]Nice highpoly juniez, this really is splitting hairs here and up to the individual but I find that for all the geo which is visibly separated from others (like where the barrel meets the body) it's better to cap the end so that you can still get a small shine which would be lost otherwise. It might not always be 100% accurate, but I find there's a weird thing about models in games where if two sections just intersect without acknowledging the edges with a small shine it can look strange, capping the ends and baking seems to help this.[/QUOTE] i think it looks even weirder when that happens because (in engines without self-shadowing) it'll still try to give highlights on that edge, even though it's going to be in the shadows almost all the time
Why don't you make a thread for your pack? Anyway, i'm looking forward to see what the Ar2 or the RPG will look like!
[QUOTE=Juniez;40924702]i think it looks even weirder when that happens because (in engines without self-shadowing) it'll still try to give highlights on that edge, even though it's going to be in the shadows almost all the time[/QUOTE] If something is in the shadows it doesn't mean it shouldn't have edge highlights because the actual edge would still be there, you can just overlay the AO and cavity map after and it fixes itself, it just seems like a way to get that little bit more out of bakes. But it's really up to the artist, either way I'm sure it'll look sick when it's done.
[IMG]http://i.imgur.com/9wM9zKy.png[/IMG] that thing is 802 triangles when triangulated took probably four hours spread across two weeks. first time i have modeled a hand. edgeflow is tough, there are poles.
[QUOTE=soullink;40925634]Why don't you make a thread for your pack? Anyway, i'm looking forward to see what the Ar2 or the RPG will look like![/QUOTE] thanks! i don't think i'll make a thread though, probably won't get enough attention (also because this thread doesnt get enough activity if u ask me) [editline]6th June 2013[/editline] [t]https://dl.dropboxusercontent.com/u/1157653/TEMP/357_bake.jpg[/t] bakes @ ~5k tris, grips are relatively lowpoly because they will probably be covered by hands most of the time also defining materials is haaaaaaaaaaaaaaaaaaaaaaaaaard [editline]6th June 2013[/editline] i figured it out i think! [img]http://media.moddb.com/images/members/1/96/95390/357_1.jpg[/img] [t]http://media.moddb.com/images/members/1/96/95390/357_2.jpg[/t] [QUOTE=kaine123;40932464]Wires?[/QUOTE] [t]https://dl.dropboxusercontent.com/u/1157653/TEMP/wires.jpg[/t]
Wires?
[QUOTE=Juniez;40931713]thanks! i don't think i'll make a thread though, probably won't get enough attention (also because this thread doesnt get enough activity if u ask me) [editline]6th June 2013[/editline] [t]https://dl.dropboxusercontent.com/u/1157653/TEMP/357_bake.jpg[/t] [t]https://dl.dropboxusercontent.com/u/1157653/TEMP/357_bake2.jpg[/t] bakes @ ~5k tris, grips are relatively lowpoly because they will probably be covered by hands most of the time also defining materials is haaaaaaaaaaaaaaaaaaaaaaaaaard[/QUOTE] Yeah, the metal looks off in some way. I can't put my thumb on it, but I [I]think[/I] the shine is too bright.
[QUOTE=Juniez;40931713]thanks! i don't think i'll make a thread though, probably won't get enough attention (also because this thread doesnt get enough activity if u ask me) [editline]6th June 2013[/editline] [t]https://dl.dropboxusercontent.com/u/1157653/TEMP/357_bake.jpg[/t] bakes @ ~5k tris, grips are relatively lowpoly because they will probably be covered by hands most of the time also defining materials is haaaaaaaaaaaaaaaaaaaaaaaaaard [editline]6th June 2013[/editline] i figured it out i think! [img]http://media.moddb.com/images/members/1/96/95390/357_1.jpg[/img] [t]http://media.moddb.com/images/members/1/96/95390/357_2.jpg[/t] [t]https://dl.dropboxusercontent.com/u/1157653/TEMP/wires.jpg[/t][/QUOTE] Goddamn you've gotten good Juniez
[t]http://f2.braxupload.se/063vcu.png[/t] why can't modeling be as easy as using hammer? i can't understand anything of this and tutorials only annoy me [editline]8th June 2013[/editline] Is there even a question thread here? - Any way to add a new vertex easily? Like Ctrl+F in hammer when you edit. - How do i into symmetry tool properly without creating duplicates of everything?
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