[QUOTE=Frix;41689141]you using blender?[/QUOTE]
Yeah
[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]
I'm not sure what Blenders UV tools are, but I would highly recommend looking into Headus UV Layout. I think a few others here use it as well, it's a god send for UV mapping. You can get a plugin for 3ds max to let you go back and forth between UVlayout with ease.
Headus UVLayout is such a great tool, I've been using it for 2+ years now and I don't regret spending the money on a license. most of the time I have to straighten everything up in Maya. Being able to cut your mesh and see how it unfolds makes the UV process faster and easier.
[QUOTE=azgag;41727593]Headus UVLayout is such a great tool, I've been using it for 2+ years now and I don't regret spending the money on a license. most of the time I have to straighten everything up in Maya. Being able to cut your mesh and see how it unfolds makes the UV process faster and easier.[/QUOTE]
Definitely. The only issue with it I feel as if it has a steep learning curve seeing as almost everything is hot key based so it's a lot of memorizing. But in the long run, forcing you to use hotkeys will make that shit super fast!
[img]http://i.imgur.com/p5G5VtD.png[/img]
im gothams reckoning
Make sure you do a custom taunt for that where he puts his hands on it like suspenders.
And do the floppy buckles.
Woop! First set of textures some what done.
I still have to play with the material settings inside of UDK, but i'll save that for when I have all the pieces in. Also I think I'm going to change the 2nd window texture up, It's hard to tell there's a variant between the two. And possibly the windows are to big, but that would be a pain in the ass to change D:
[t]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-frc3/1147784_568229179901010_1620699368_o.jpg[/t]
[t]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn2/1149425_568229176567677_1559708453_o.jpg[/t]
reposted from the other thread
[img]http://i.imgur.com/A8TJ0bi.png[/img]
here's my retopology of the sculpt, and it's actually my first ever retopology.
damn that's a thick coat
[QUOTE=Giraffen93;41731574]damn that's a thick coat[/QUOTE]
Well, it does get cold in Russia. Especially Siberia.
I remade the baton from Legend of Zelda: The Wind Waker
[IMG]http://i.imgur.com/Hh3RE3T.jpg[/IMG]
Going to attempt to make it into a spy knife skin.
Fixed it, should look more like the game now. Needs a little more work. Only 1.7k tris, that's not too bad.
[IMG]http://i.imgur.com/H9QfRd4.jpg[/IMG]
Haven't posted in here in ages,
I recently downloaded Marmoset again, except this time I did something different; [sp]I actually used it[/sp]
Shoved a quick crappy model I made today into it and it almost made it look half decent:
[IMG]https://dl.dropboxusercontent.com/u/37546036/IfMyCDriveDidn'tRunOutOfSpaceI'dStillBeReRenderingThisUntilIWasHappy.png[/IMG]
It's like an add-effort machine but with a chromatic aberration slider.
First attempt at a Marmoset render looked like this:
[IMG]https://dl.dropboxusercontent.com/u/37546036/EatYourHeartOutRust.png[/IMG]
Mm, bloomy
I've spent about as much time tinkering with the render settings as I have working on the actual textures
For anyone who cares, I got it in-game
[t]http://cloud-2.steampowered.com/ugc/615025248088413313/B6AAB77678823D837C99AAA1133CFDAFC388C4EE/[/t]
Needs some work.
Looking into marvelous designer 3. This is a cool program. after you get your cloth created you can export. retop it in something else. and bake the normals in mudbox. heres a little test.
[img]http://fc02.deviantart.net/fs70/i/2013/219/1/e/marvelous_designer_3_test_by_plasmidgene-d6h047f.png[/img]
I like MD but I can never make anything nice in it.
[QUOTE=A big fat ass;41752908]I like MD but I can never make anything nice in it.[/QUOTE]
Yeah im still getting used to it. Its nice that it takes away like 2 steps of having to model something, but it also lacks the artistic feel of actually sculpting the wrinkles.
You've inspired me to make a pretty cheerleader outfit for Kevin Ryman from Resident Evil Outbreak. Only because I did not want to model anything and he was an .OBJ I had present.
[img]http://img829.imageshack.us/img829/1161/1xad.png[/img]
Oh god, I'm done today, just done. I'm falling asleep at my chair, making stupid, silly mistakes that might cost me if I keep it up. Need some rest.
[t]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc1/1115936_569429149781013_1417429768_o.jpg[/t]
[t]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/1102451_569429129781015_826879605_o.jpg[/t]
[t]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/1147021_569429146447680_1606352575_o.jpg[/t]
[t]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/705054_569429163114345_1877209115_o.jpg[/t]
[QUOTE=surfur;41766904]Oh god, I'm done today, just done. I'm falling asleep at my chair, making stupid, silly mistakes that might cost me if I keep it up. Need some rest.
[t]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-frc1/1115936_569429149781013_1417429768_o.jpg[/t]
[t]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/1102451_569429129781015_826879605_o.jpg[/t]
[t]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/1147021_569429146447680_1606352575_o.jpg[/t]
[t]https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/705054_569429163114345_1877209115_o.jpg[/t][/QUOTE]
Mind showing the individual pieces? I would like to see how modular it is.
[QUOTE=Shirky;41767381]Mind showing the individual pieces? I would like to see how modular it is.[/QUOTE]
Sure, i'll throw something together really quick.
[editline]9th August 2013[/editline]
[t]http://i.cubeupload.com/K90RIU.jpg[/t]
[t]http://i.cubeupload.com/2NKxO1.jpg[/t]
I'm still not done optimizing all of this. I have a tiled set for what's inside the store front. I was at odds weather to make the storefront another texture or not. I think what i'll do to accommodate for another texture in the scene will be to compile down what's inside the store into the actual storefront texture, though I might loose my modularity with it.
[QUOTE=surfur;41767708]Sure, i'll throw something together really quick.
[editline]9th August 2013[/editline]
[t]http://i.cubeupload.com/K90RIU.jpg[/t]
[t]http://i.cubeupload.com/2NKxO1.jpg[/t]
I'm still not done optimizing all of this. I have a tiled set for what's inside the store front. I was at odds weather to make the storefront another texture or not. I think what i'll do to accommodate for another texture in the scene will be to compile down what's inside the store into the actual storefront texture, though I might loose my modularity with it.[/QUOTE]
In Sleeping Dogs, most storefronts are just a box with some sort of parallax material so create more depth to the flat box. It's pretty cool to see the illusion it creates in-game.
[QUOTE=azgag;41768648]In Sleeping Dogs, most storefronts are just a box with some sort of parallax material so create more depth to the flat box. It's pretty cool to see the illusion it creates in-game.[/QUOTE]
Yea, I saw a tutorial earlier today on how to create some really impressive looking tricks for those kinds of scenes. I'm hopefully going to try it some day soon, but it's pretty complex (for me) so I'll have to have some time to sit down and learn it.
[IMG]http://i.imgur.com/sY40wYv.png[/IMG]
made some art assets for a game
I need to finish up the place for where the steel hook goes, add some wiring, and add the leather straps. Then I can start to uv unwrap and texture this.
[t]https://dl.dropboxusercontent.com/u/16349584/gear2.png[/t]
[QUOTE=surfur;41767708]Sure, i'll throw something together really quick.
[editline]9th August 2013[/editline]
pics
I'm still not done optimizing all of this. I have a tiled set for what's inside the store front. I was at odds weather to make the storefront another texture or not. I think what i'll do to accommodate for another texture in the scene will be to compile down what's inside the store into the actual storefront texture, though I might loose my modularity with it.[/QUOTE]
It would be neat if you could eventually get around to compiling them for Source, for Source Filmmaker people who scenebuild. Would be ballin'.
[QUOTE=Jojje;41770851]It would be neat if you could eventually get around to compiling them for Source, for Source Filmmaker people who scenebuild. Would be ballin'.[/QUOTE]
When I'm done I don't mind giving away all the files for others to do that.
[t]http://i.imgur.com/FySzJIV.jpg[/t]
all my models so far, they add up
I'm crying for real right now.
This thing is going past 10k but it looks too cool to reduce the polycount. Also is it important that the holster for the blades is 4 or can it be 3 because right now i have it set to 3.
[t]https://dl.dropboxusercontent.com/u/16349584/gear3.png[/t]
[QUOTE=nomad1;41776902]I'm crying for real right now.
This thing is going past 10k but it looks too cool to reduce the polycount. Also is it important that the holster for the blades is 4 or can it be 3 because right now i have it set to 3.
[t]https://dl.dropboxusercontent.com/u/16349584/gear3.png[/t][/QUOTE]
The blade holster should be a tad thinner and longer, but other than that its looking really good.
like this size i guess
[t]http://vcosplay.files.wordpress.com/2013/05/652_max.jpg[/t]
10K for that? You can definitely half that easily.
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