• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Character model im working on. [IMG]http://i49.tinypic.com/246jq80.jpg[/IMG]
[t]http://img703.imageshack.us/img703/3379/previewbw.png[/t] now to create paintmaps and lods.
[IMG]https://dl.dropbox.com/u/33714868/%21stuff/tree1.jpg[/IMG] My first foliage prop =P
[QUOTE=pinecleandog;39932350][IMG]https://dl.dropbox.com/u/33714868/%21stuff/tree1.jpg[/IMG] My first foliage prop =P[/QUOTE] That is one pointy tree.
[QUOTE=charlie.;39953491]That is one pointy tree.[/QUOTE] Yeah, I wasn't really working off anything
always use a ref
did some skins (models by dr derek) [img]https://dl.dropbox.com/u/1482927/tripmine.jpg[/img] [img]https://dl.dropbox.com/u/1482927/patriote.jpg[/img]
I guess this is more texturing than modelling, but since it's a model texture not a mapping texture I'll post it here. Anyway, lately I've been trying to improve my texturing skills, and I've now got to the point where I'd like to put that into action and make a mod, so I'm going to try and retexture all the chems in Fallout 3/New Vegas. Not much to show yet but this is the base of the Mentats tin. I probably need to tone down the normals a bit, at least on the scratches? I also kind of overdid the dirt/rust, I think. [img]http://cloud-2.steampowered.com/ugc/559844373462150387/72197F0D8D740DB746EF2BD41281AA7B1469F861/[/img]
yeah tone down the normals for the scratching. scratches on metal dont really produce much normal influence, they affect the spec more than anything because they usually expose non-oxidized (not rusted) metal. unless that metal has a long enough time to rust
[QUOTE=Rusty100;40010648]did some skins (models by dr derek) [img]https://dl.dropbox.com/u/1482927/tripmine.jpg[/img] [img]https://dl.dropbox.com/u/1482927/patriote.jpg[/img][/QUOTE] They're alright but they seem kinda plain? i dunno they look more like a starting point for pushing them a lot further and giving them some character. [editline]24th March 2013[/editline] SHIT i forgot to edit that in to my last post
[QUOTE=pinecleandog;39932350][IMG]https://dl.dropbox.com/u/33714868/%21stuff/tree1.jpg[/IMG] My first foliage prop =P[/QUOTE] That could fit in some swamp like enviroments. Or in fantasy places.
[QUOTE=Rusty100;40010648]did some skins (models by dr derek) [img]https://dl.dropbox.com/u/1482927/patriote.jpg[/img][/QUOTE] Why does that Patriot look like it's missing a lot of detail? not to mention it has some parts that look very inaccurate to the shape of the real thing, like the pistol grip and the part of the lower receiver that it's attached to, especially under the buffer tube. That model needs work.
First attempt at a model in 3Dsmax. [t]https://dl.dropbox.com/u/4112921/render.jpg[/t]
[QUOTE=Biaxailemperor;40023535]Why does that Patriot look like it's missing a lot of detail? not to mention it has some parts that look very inaccurate to the shape of the real thing, like the pistol grip and the part of the lower receiver that it's attached to, especially under the buffer tube. That model needs work.[/QUOTE] yeh probably but not much i can do about that, i'm just the skinner [editline]25th March 2013[/editline] [QUOTE=DOG-GY;40020637]They're alright but they seem kinda plain? i dunno they look more like a starting point for pushing them a lot further and giving them some character. [editline]24th March 2013[/editline] SHIT i forgot to edit that in to my last post[/QUOTE] i think it's mainly the lack of model detail but yeah the patriot's not finished
[img]https://dl.dropbox.com/u/24325816/MP5.png[/img] 2 hours work with sidetracking, will upload video later
[img]http://puu.sh/2iHSA/9c03b490a1[/img] Rocket for KSP, still as clueless as ever on how to UVW unwrap it
It's a cylinder, UV unwrapping as a cylinder for most of it would be a good idea methinks.
[t]http://i.imgur.com/VvHrjFP.png[/t] [URL="http://p3d.in/1iXcq"]High Poly version of this.[/URL] (M1917 Trench Knife.)
Same model as before, I accidentally rendered the image too large though. [img]https://dl.dropbox.com/u/4112921/BIggertednr.jpg[/img] [highlight](User was banned for this post ("dumb spam" - postal))[/highlight]
Picture is too small.
[QUOTE=Shirky;40048279]Same model as before, I accidentally rendered the image too large though. <WTF BIG SHIT>[/QUOTE] This kind of being an asshat should be bannable. And I believe it is. Unless you didn't make it on purpose. This I don't believe.
[QUOTE=Salva;40048338]Picture is too small.[/QUOTE] what picture?
[QUOTE=Trek;40048999]This kind of being an asshat should be bannable. And I believe it is. Unless you didn't make it on purpose. This I don't believe.[/QUOTE] I used the wrong image tags, and when I saw the post I assumed the picture just wouldn't load (Doesnt load in Chrome)
Where's Fewes gone? He posts some good stuff.
Ive switched from Source to Unreal, but I think this still belongs here. First modular meshes Ive made and textured. [t]https://dl.dropbox.com/u/4112921/modularroads.jpg[/t]
[QUOTE=- Livewire -;40095711]Where's Fewes gone? He posts some good stuff.[/QUOTE] Still here! It's just that since I got a job I've had considerably less time to work on stuff I can show. Have some WIP Dota stuff though(please don't mind the ugly fur): [img]http://puu.sh/2qL4b[/img]
Won't you have problems with texture alignment on them? For example a straight section going up to a T-Junction would have bricks facing in the wrong directions.
[QUOTE=NotExactly;40096185]Won't you have problems with texture alignment on them? For example a straight section going up to a T-Junction would have bricks facing in the wrong directions.[/QUOTE] Im "not exactly" planning on using them, it was more of a workflow test and practice. There are already some problems with it like some UV stretching (First model Ive actually made a UV for), and then the problem you mentioned. If I wanted to I would have made the sidewalks and the road seperate meshes for a more modular design. Im also really not sure how Uv's work in the idea of making textures tile perfectly and stuff like that.
[QUOTE=fewes;40096172]Still here! It's just that since I got a job I've had considerably less time to work on stuff I can show.[/QUOTE] Congrats with the job! I didn't know, it was only a matter of time before someone picked you up.
[QUOTE=- Livewire -;40096612]Congrats with the job! I didn't know, it was only a matter of time before someone picked you up.[/QUOTE] Well, I guess I didn't say anything :V Thanks!
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