• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[img]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash3/1074874_134056616805350_1912007259_o.jpg[/img] I guess that I could do better (I also forgot the nuts on the trucks, it's driving me crazy now)..
A shipment container I'm making for someone. Having some trouble porting it though, is porting to Portal 2 any different to other source games? [t]https://dl.dropboxusercontent.com/u/5210835/Containers/Front.png[/t] [t]https://dl.dropboxusercontent.com/u/5210835/Containers/Side.png[/t]
Ah and if i already made the deck, why not many different designs? [img]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/q71/s720x720/946326_134065110137834_73726803_n.jpg[/img]
From my thread that got abandoned after a day. [img]http://fc08.deviantart.net/fs71/f/2013/208/2/3/overhaul_by_rudi52525-d6fe1sx.png[/img] [img]http://fc07.deviantart.net/fs70/i/2013/200/4/b/retexturedfaceandeyes_by_rudi52525-d6e5uyg.png[/img] [img]http://fc03.deviantart.net/fs70/i/2013/200/0/4/cardboarditselfinprogress_by_rudi52525-d6e5ycw.png[/img] I sucks at modeling. And texturing
Making a crane for an oilrig map: [t]http://files.1337upload.net/crane04.png[/t][t]http://files.1337upload.net/crane02.png[/t][t]http://files.1337upload.net/crane03.png[/t]
[thumb]http://i.imgur.com/8f34wdS.png[/thumb][t]http://i.imgur.com/8EMCYSf.png[/t] Alittle something I'm working on
A ship WIP that needs a name. [img]http://i19.photobucket.com/albums/b164/Soukonoung/Sphereshipplan_zps7330aef9.png[/img] To explain, this ship has been floating around in my head for a while now, and started off as an attempt at Ryo-ohki. This is the second generation ship, made completely from scratch. Still needs a texture, as well as some other things to help flesh out the arms and the rest of the hull, as well as a name. To explain the image, you have the various views. Top and side views in the upper left. Below is a closer view of the main hull and the core of the ship. And yes, I am aware it looks like an eye. To the right of those is a view of the inner compartment of the core, with room enough for two people to work comfortably. The crew of this ship are suspended in the middle by a series of repulsor beams, wide focus to prevent pressure points on the skin. Normally though, its designed for one occupant. (In the middle of the image is a pair of disks, that is the lid to the core, a hatch designed to be stood upon when landed.) Oh, and on that note, this ship lands on it's top, on the inside surfaces of the four arms. (They move to present the flat sides as landing feet.) EDIT: Also on the far right are the four textures that make up the hexagonal sphereoid. Diffuse, bump, illumination and transparency. The inside surface of the sphere is essentially holographic so as to be transparent.
made a very simple funbox model; [img]http://i.imgur.com/2gGA1nZ.png[/img] [editline]1st August 2013[/editline] Ah and almost forgot the ramps that I made for it [img]http://i.imgur.com/6hRv8rm.png[/img]
testing a stupidly big render (edited post to add the truly amazing render with nuts on the trucks) [img_thumb]http://i.imgur.com/IWKNfUk.jpg[/img_thumb]
I feel like I am making this a The "Model/Skin" Pimpage/WIP Thread V:ANTICHRIST'S SKATING BULLSHIT; yet still, I fixed smoothing errors and made a higher resolution maps; also made a new wheels texture along with some new deck designs. [img_thumb]http://i.imgur.com/hsgFFvP.jpg[/img_thumb] [img_thumb]http://i.imgur.com/1Qs1KtZ.jpg[/img_thumb] [img_thumb]http://i.imgur.com/7iSn9hk.jpg[/img_thumb]
[QUOTE=VaSTinY;39798799]i pooped out a plastic [img]http://i50.tinypic.com/efjwvr.png[/img][/QUOTE] you using blender?
[thumb]http://i.imgur.com/AOX6exS.jpg[/thumb] Pai sho anyone?
Jebus, finally finished this. Spent way to long on it! Pretty happy how it turned out. [t]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/463676_567269226663672_765116037_o.jpg[/t] And larger images cause why not. [t]http://i.cubeupload.com/G3n0qh.jpg[/t] [t]http://i.cubeupload.com/c32oH0.jpg[/t] [t]http://i.cubeupload.com/iVuPPC.jpg[/t] [t]http://i.cubeupload.com/pveiHn.jpg[/t] [t]http://i.cubeupload.com/0JLUZM.jpg[/t] [t]http://i.cubeupload.com/LdYT6R.jpg[/t] I tried to lessen the use of dDo on this project. the only thing I used dDo for was the base of the plastic body.
got the high poly nearly done, I still have to put rivets everywhere and a few panels just to break out some of the flat surfaces. [img]http://files.1337upload.net/crane06.png[/img] EDIT: Got some riveting done [img]http://files.1337upload.net/crane07.png[/img]
First non-work related thing I've finished in months probably. [img]http://fewes.se/images/banner_webfriendly.jpg[/img]
Looks stunning.
[QUOTE=Frix;41689141]you using blender?[/QUOTE] In regards to what you said on my profile (I can't PM you or leave a message on yours) I use 3DS Max 2010 for pretty much everything, Photoshop for texturing and Marmoset Toolbag for a realtime preview whilst I do so.
[QUOTE=simkas;41646775]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][/QUOTE] I've already seen this program before but never looked into it in much detail, but holy shit it's fantastic.
[QUOTE=- Livewire -;41709386]In regards to what you said on my profile (I can't PM you or leave a message on yours) I use 3DS Max 2010 for pretty much everything, Photoshop for texturing and Marmoset Toolbag for a realtime preview whilst I do so.[/QUOTE] It's easy to assume that most (not all) renders of 3d models in this thread with a gray background were rendered in Blender. I don't know why, but people like me can't be bothered to change the colour away from that distinct grey.
[QUOTE=Johnny Guitar;41716746]It's easy to assume that most (not all) renders of 3d models in this thread with a gray background were rendered in Blender. I don't know why, but people like me can't be bothered to change the colour away from that distinct grey.[/QUOTE] Just for that, im rendering some shit out in baby blue. [editline]5th August 2013[/editline] Told ya. Something I worked on through out the day. Working on a modular level design for use in UDK. Everything is UV'd out and only utilizes 3 texture sheets. [t]http://i.cubeupload.com/7t9wW4.jpg[/t] [t]http://i.cubeupload.com/Unr9Wp.jpg[/t] [t]http://i.cubeupload.com/1go8RZ.jpg[/t] [t]http://i.cubeupload.com/wsn6Qf.jpg[/t]
Hi. [t]https://dl.dropboxusercontent.com/u/16349584/computervents2.png[/t] For sfm. Am I crazy yet? Reference: IBM PCjr What else to model, uv, get in sauce: Keyboard and Joystick.
[QUOTE=surfur;41717597]Just for that, im rendering some shit out in baby blue. [editline]5th August 2013[/editline] Told ya. Something I worked on through out the day. Working on a modular level design for use in UDK. Everything is UV'd out and only utilizes 3 texture sheets. -pics-[/QUOTE] that's nice, but won't the draw calls be too high?
The point in time when you realize after you have textured something that you forgot the power button :suicide: Plan B: Power switch.
[QUOTE=Johnny Guitar;41718317]that's nice, but won't the draw calls be too high?[/QUOTE] I could be wrong, I'm not to versed in such things but I thought texture draw calls were much heavier than model calls, that's the reason for only 3 texture sheets. But i'll look into it!
Okay, so I have a question for all of you. I'm making an exo-atmospheric helm, and I'm wondering if I should go with the following image, or try my hand at something visored, ala Halo. [img]http://i19.photobucket.com/albums/b164/Soukonoung/Facemask_zps2da56ac0.jpg[/img] My issue is the structural weakness of glass, as well as the overall shock value of the anonymity involved with a visorless mask, but it just doesn't look like it'd be very practical, and I could pull off more... expression with the mask as opposed to a helm.
As practise, I sculpted another female head. I love sculpting in Sculptris and in general as well, but I'm sure that I'll move to the ZBrush soon. ^^ What comes to this head, there's no concept. It just came from my mind, and I guess posing erotic art for DeviantART and DigitalEro over the past two years has its effect too... [img]http://i.imgur.com/9pJoc5l.jpg[/img]
[img]http://i.imgur.com/Qv9xRni.png?1[/img] [thumb]http://i.imgur.com/DDv1QM7.jpg[/thumb] [thumb]http://i.imgur.com/Ndc7mhd.png?1[/thumb] [url]http://www.youtube.com/watch?v=QpGQdkbkVlA[/url] - turn table in anyone's interested, I increased the spec since its been uploaded though I recently switched from blender to 3dsmax on the modelling side. My current workflow is modelling in 3dsmax, then unwrapping and exporting in blender since I like blenders unwrapping tools and can't seem to wrap my head around 3dsmax's unwrapping tools. Pretty happy with that process atm.
[IMG]http://i.imgur.com/5zs2c2B.png[/IMG] god damn i am jizzing over this ambient occlusion
[QUOTE=SMasters;41724753][img]http://i.imgur.com/Qv9xRni.png?1[/img] [thumb]http://i.imgur.com/DDv1QM7.jpg[/thumb] [thumb]http://i.imgur.com/Ndc7mhd.png?1[/thumb] [url]http://www.youtube.com/watch?v=QpGQdkbkVlA[/url] - turn table in anyone's interested, I increased the spec since its been uploaded though I recently switched from blender to 3dsmax on the modelling side. My current workflow is modelling in 3dsmax, then unwrapping and exporting in blender since I like blenders unwrapping tools and can't seem to wrap my head around 3dsmax's unwrapping tools. Pretty happy with that process atm.[/QUOTE] If this were a first person view model I'm sure you could bump up the polys to make the cylinder more smooth.
Aand for the most part the IBM PCjr is complete! Maybe I will do the controller and some games for it another time. [t]https://dl.dropboxusercontent.com/u/16349584/IBMPCjr.png[/t]
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