• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
It reminds me of really old 3D renders from pre-rendered images or cutscenes in games from the early to late '90s.
[QUOTE=A big fat ass;41630586]It reminds me of really old 3D renders from pre-rendered images or cutscenes in games from the early to late '90s.[/QUOTE] Holy shit you're right O_O
[b]snooper roofle.obj[/b] ([url=http://sketchfab.com/m5jhg21cb]click to view in 3D[/url]) [url=http://sketchfab.com/m5jhg21cb][img]http://i.imgur.com/Rmdljev.jpg[/img][/url] Concept ([URL="http://i.imgur.com/eVeNBBs.png"]here[/URL]) by this [URL="http://facepunch.com/member.php?u=113329"]guy[/URL]. Opinions?
[img]http://horobox.reager.org/u/Haxxer_1375095590.jpg[/img] goo
It seems like it would work better with segmented plates.
[QUOTE=DarthTealc;41634658]I'm trying to make a large hollow sphere to use as a forcefield in TTT. I'm not having much luck. (Ignore the materials. I'll be applying an existing semi-transparent animated one with Lua to make it look like a forcefield) I've put a hole in it to test that it is actually hollow. (My intention is to only have a tiny hole when it's done, because I don't think it can be hollow without one.) As you can see, it is hollow. [t]http://i.imgur.com/Kd5kIy1.png[/t] [t]http://i.imgur.com/ieEjjYe.png[/t] [t]http://i.imgur.com/wM2qKIY.jpg[/t] However the collision box seems to be a solid sphere, not hollow. I can't even move through the hole in it. [t]http://i.imgur.com/5bplUD7.jpg[/t] During compilation it says this but still compiles: If the collision model is only allowed 40 parts does that mean 40 faces? 40 edges? I've really got no idea what I'm doing. Any tips? (Sorry, I realise this looks really silly in a thread with things that are actually impressive >_>)[/QUOTE] Why not have it with no collisions and handle other stuff with lua? Costly collision models suck.
[QUOTE=DarthTealc;41634753]I need it to block bullets which is why it needs a collision model. I'm not aware of a way to have Lua block Source-engine bullets in that shape. I could have Lua hold lots of small triangles props in a sphere shape, but I would've thought that'd be too heavy for the game (compared to a single prop with a detailed collision model).[/QUOTE] block the hitscan? i don't know any lua but it should be possible
Would have liked abit more time to work on this but the deadline was basically ASAP, I think it took me roughly a day or two. [img]http://imageshack.us/a/img703/2228/kmwr.jpg[/img]
[QUOTE=DarthTealc;41634658]I'm trying to make a large hollow sphere to use as a forcefield in TTT. I'm not having much luck. (Ignore the materials. I'll be applying an existing semi-transparent animated one with Lua to make it look like a forcefield) I've put a hole in it to test that it is actually hollow. (My intention is to only have a tiny hole when it's done, because I don't think it can be hollow without one.) As you can see, it is hollow. However the collision box seems to be a solid sphere, not hollow. I can't even move through the hole in it. During compilation it says this but still compiles: If the collision model is only allowed 40 parts does that mean 40 faces? 40 edges? I've really got no idea what I'm doing. Any tips? (Sorry, I realise this looks really silly in a thread with things that are actually impressive >_>)[/QUOTE] You should simplify the collision mesh. Each piece has to be concave, but you could make it using 16 or so separate objects easily. It wouldn't roll around on the inside like a hamster ball, but it would work.
[QUOTE=DarthTealc;41634658]I'm trying to make a large hollow sphere to use as a forcefield in TTT. I'm not having much luck. (Ignore the materials. I'll be applying an existing semi-transparent animated one with Lua to make it look like a forcefield) I've put a hole in it to test that it is actually hollow. (My intention is to only have a tiny hole when it's done, because I don't think it can be hollow without one.) As you can see, it is hollow. However the collision box seems to be a solid sphere, not hollow. I can't even move through the hole in it. During compilation it says this but still compiles: If the collision model is only allowed 40 parts does that mean 40 faces? 40 edges? I've really got no idea what I'm doing. Any tips? (Sorry, I realise this looks really silly in a thread with things that are actually impressive >_>)[/QUOTE] In case you havn't checked the VDC on this issue yet: [url]https://developer.valvesoftware.com/wiki/Costly_collision_model[/url]. Because your mesh is hollow you need to make each triangles separate objects, I would recommend you simplify your collision model as much as possible as they are pretty expensive.
[IMG]http://i.imgur.com/cVs5khZ.png[/IMG] Update
[QUOTE=- Livewire -;41635317]Would have liked abit more time to work on this but the deadline was basically ASAP, I think it took me roughly a day or two. [img]http://imageshack.us/a/img703/2228/kmwr.jpg[/img][/QUOTE] Looks pretty damn good given the time you must've had.
[IMG]http://i.imgur.com/QTcOLBU.png[/IMG] pro modeling in the works
[QUOTE=thefreemann;41637577][t]http://i.imgur.com/cVs5khZ.png[/t] Update[/QUOTE] I think the rust looks a bit too bumpy on the bottom.
Flame is way too big, but that looks gorgeous!
[QUOTE=thefreemann;41637577][IMG]http://i.imgur.com/cVs5khZ.png[/IMG] Update[/QUOTE] [t]http://2.bp.blogspot.com/-TXzftb-RP1o/UFfJlSHl7aI/AAAAAAAACD0/kwwGQ0sMrDs/s1600/DSCN3758.JPG[/t] Just looking at this pic, you should try to make the rust a fair bit more homogeneous throughout the metal area, also I would make it a lot more dependent on spec and baked normal maps rather than straight up bump-maps which is what it looks like you're doing. Here's two good texturing tutorials I suggest any 3D artist watches. [url]http://www.youtube.com/watch?v=2Tgy0lBdJK0(watch[/url] all four parts of the tuorial, it's worth it.) [url]http://www.youtube.com/watch?v=Gnh01WJOK8o[/url](Sorry about the dude's voice being annoying, but it's still super useful.)
[QUOTE=thefreemann;41637577][IMG]http://i.imgur.com/cVs5khZ.png[/IMG] Update[/QUOTE] I would redo the UV at the bottom of the lamp there, it looks a little stretched where it joins up at the base of the glass.
finally baked and textured my liquid container: [t]http://files.1337upload.net/screen05_1.jpg[/t][t]http://files.1337upload.net/screen06.jpg[/t]
[IMG]http://i.imgur.com/Xt0H17S.png[/IMG] getting close gotta figure out how to save materials so we can use two sheets of mdf
[QUOTE=azgag;41637922]finally baked and textured my liquid container: [t]http://files.1337upload.net/screen05_1.jpg[/t][t]http://files.1337upload.net/screen06.jpg[/t][/QUOTE] Sexy. Using dDo? Looks like marmoset Skyshop in the background. The only thing I can really think of, and this it nit pick, are welding marks. Seeing as the bars around the edges aren't actually one piece maybe some welding marks would be cool to see around the edges where they connect to one another. You can do it super duper easy in nDo with the sculpting normals option.
[QUOTE=thefreemann;41637577][IMG]http://i.imgur.com/cVs5khZ.png[/IMG] Update[/QUOTE] I was looking at that [url=https://www.youtube.com/watch?v=jNzuXO31qcg]tutorial[/url] when wanted to learn cycles too. Never noticed he gave the model out. I just flicked through it though.
[QUOTE=surfur;41641611]Sexy. Using dDo? Looks like marmoset Skyshop in the background. The only thing I can really think of, and this it nit pick, are welding marks. Seeing as the bars around the edges aren't actually one piece maybe some welding marks would be cool to see around the edges where they connect to one another. You can do it super duper easy in nDo with the sculpting normals option.[/QUOTE] yeah, I was gonna add rivets and a few welds with nDo2 and some logos and warning stickers
[QUOTE=thefreemann;41637577][IMG]http://i.imgur.com/cVs5khZ.png[/IMG] Update[/QUOTE] Is this from a tutorial? I swear I've seen somebody from my old class make exactly the same.
[QUOTE=ZombieDawgs;41642023]Is this from a tutorial? I swear I've seen somebody from my old class make exactly the same.[/QUOTE] [QUOTE=Yffulf;41641672][url=https://www.youtube.com/watch?v=jNzuXO31qcg]tutorial[/url].[/QUOTE]
Oh I forgot to post this, I think [t]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/1073092_563101437080451_874868459_o.jpg[/t] [t]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/1077054_563101417080453_261333684_o.jpg[/t] [t]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash4/1073250_563101420413786_870425704_o.jpg[/t] [t]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/1077870_563101427080452_539135593_o.jpg[/t] [t]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/132902_563101467080448_1399937639_o.jpg[/t]
That turned out pretty awesome. Good work.
I do enjoy those rocks
Looks like the L4D style, very sexy shadowmap.
not much progress, started learning how to paint as well: [img]http://horobox.reager.org/u/Haxxer_1375268294.jpg[/img]
I tried going trough a full process of making a game engine quality model from something made with Marvelous Designer 2 and baking textures from it, I think it came out quite alright: [img]http://filesmelt.com/dl/render30.jpg[/img] [b]tshirt.obj[/b] ([url=http://sketchfab.com/m5jig2feb]click to view in 3D[/url]) [url=http://sketchfab.com/m5jig2feb][img]http://sketchfab.com/urls/a970dc8b65184b91925f9b5bb1702457/1375176059/thumbnail_448.png[/img][/url]
Sorry, you need to Log In to post a reply to this thread.