How about now?
[t]https://dl.dropboxusercontent.com/u/16349584/gear4.png[/t]
Actual polycout of the entire thing was 5k. My bad. Now to do the leather straps and the thingy that connects the sheaths to the gas jet.
Up just a bit and you'll be golden
[t]http://puu.sh/3Y06t.jpg[/t]
I did the changes and also lowered it.
[t]https://dl.dropboxusercontent.com/u/16349584/gear5.png[/t]
If It's fine then I am going to start the leather straps and start unwrapping the model. Can't work on it for a few days since I am going to my dads and he's butthurt about me using the computer.
Looks correct, yep. You did a good job
Thanks. I'm going to sit on it for today and think about how to do the straps in a way that when I rig it, It will allow people to fiddle with it for if they want it to fit on other characters.
Edit: Yeah I am going to have to make a separate version for if people want this to work on tf2 characters.
Mind posting some wires of that thing?
Sure.
[t]https://dl.dropboxusercontent.com/u/16349584/gearwireframe01.png[/t]
[t]https://dl.dropboxusercontent.com/u/16349584/gearwireframe02.png[/t]
[t]https://dl.dropboxusercontent.com/u/16349584/gearwireframe03.png[/t]
I can see some of the wire stuff that I can delete, and probably reduce the loops?
I appreciate the feedback by the way for advice that has been given.
Edit: Sorry if the wireframes are shit.
That wiring is pretty decadent, you should be able to cut that way back with little drop in quality.
Okay will do once I get home! I don't know if it's lazy to do this but I used the line spline and had 3ds max generate a mesh around it. Is that an okay method for generating wires?
[QUOTE=nomad1;41780729]Okay will do once I get home! I don't know if it's lazy to do this but I used the line spline and had 3ds max generate a mesh around it. Is that an okay method for generating wires?[/QUOTE]
It's the preferred one.
so I made cactus :\
[img]http://i.imgur.com/FoI0TAi.jpg[/img]
I think if I were to make a cactus I would sculpt it in mudbox/zbrush, paint and then retopo and bake.
[QUOTE=kaine123;41788856]I think if I were to make a cactus I would sculpt it in mudbox/zbrush, paint and then retopo and bake.[/QUOTE]
I only know XSI and Photoshop when it comes to 3D modeling.
(ah and marmoset tbag for the render)
Sculpting programs aren't super hard to learn.
first texture pass on my crane:
[t]http://files.1337upload.net/screen01_2.png[/t][t]http://files.1337upload.net/screen02.png[/t][t]http://files.1337upload.net/screen03_1.png[/t]
it's on a 4096x4096 texture, and the mesh is 8460 tris
I made a caged fluorescent light thing
[IMG]http://i596.photobucket.com/albums/tt41/mastercilona/Cagelight-1.jpg[/IMG]
[QUOTE=azgag;41789622]first texture pass on my crane:
[t]http://files.1337upload.net/screen01_2.png[/t][t]http://files.1337upload.net/screen02.png[/t][t]http://files.1337upload.net/screen03_1.png[/t]
it's on a 4096x4096 texture, and the mesh is 8460 tris[/QUOTE]
I think you could tone the colors down so they're a bit less vibrant. Didn't you say this would be on an oil rig? If so I'd make a lot more of the exposed areas with less paint a lot rustier.
Wanted to test dDo for the first time so I made a small pipe and messed around little in ddo, fun stuff.
(not the best quality shots but whatever)
[img_thumb]http://i.cubeupload.com/9QTZrq.jpg[/img_thumb][img_thumb]http://i.cubeupload.com/fRWahN.jpg[/img_thumb]
[img_thumb]http://i.cubeupload.com/ihr7J6.jpg[/img_thumb][img_thumb]http://i.cubeupload.com/bbOnu2.jpg[/img_thumb]
[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]
Hey Surfur, Good job on the buildings, did you create every texture yourself or used some resources from the internet, and did you make every building out of individual pieces, if so when you were satisfied with what your building looked like, did you just weld the vertices together to make one whole model or do they remain separated in UDK ???
It's a modular system so it's seperated bricks which he could put together like legos because they all fit to a certain grid size.
[QUOTE=carlmcgee;41794951]Hey Surfur, Good job on the buildings, did you create every texture yourself or used some resources from the internet, and did you make every building out of individual pieces, if so when you were satisfied with what your building looked like, did you just weld the vertices together to make one whole model or do they remain separated in UDK ???[/QUOTE]
Most of the textures were sourced from actual textures, not hand done. There were a few spots that I painted in by hand which were inside of the window seal and door frame, but you can't see that from those pictures.
And yea, every section is it's own piece. I stuck to the rule of 128 x 192 for the walls and 128 x 64 for the base trim around the building. the awnings were 128 x 32.
Inside of UDK they were still separate, allowing me to piece together what ever kind of building I wanted to in engine. UDK also has some really neat tools to piece together such things. Each building was actually built out of the blank wall pieces from base to top. Then I would grab a window or door frame and select it in the browser. Then I would select sections of the wall within my work space and right click, replace with the window I have selected and it would automatically replace each section of wall with a window, it's really neat.
[QUOTE=surfur;41796675]Most of the textures were sourced from actual textures, not hand done. There were a few spots that I painted in by hand which were inside of the window seal and door frame, but you can't see that from those pictures.
And yea, every section is it's own piece. I stuck to the rule of 128 x 192 for the walls and 128 x 64 for the base trim around the building. the awnings were 128 x 32.
Inside of UDK they were still separate, allowing me to piece together what ever kind of building I wanted to in engine. UDK also has some really neat tools to piece together such things. Each building was actually built out of the blank wall pieces from base to top. Then I would grab a window or door frame and select it in the browser. Then I would select sections of the wall within my work space and right click, replace with the window I have selected and it would automatically replace each section of wall with a window, it's really neat.[/QUOTE]
Thanks for replying, you've done really well, keep it up...
keep in mind though modular pieces will have trouble with lightmap seams
[QUOTE=Juniez;41797398]keep in mind though modular pieces will have trouble with lightmap seams[/QUOTE]
Yea, I have been having issues with that, but it hasn't been to extreme to really hinder anything. What I have been having issues is with my modular pieces being lit differently than one another...
[t]http://i.cubeupload.com/vaZUw7.jpg[/t]
I haven't been able to figure out how to fix this, if any one has any insight?
[QUOTE=Juniez;41797398]keep in mind though modular pieces will have trouble with lightmap seams[/QUOTE]
Could you elaborate on this? Surely if you have multiple modular pieces making up a wall, assuming they're all parallel, there won't be a problem.
[QUOTE=~ZOMG;41797926]Could you elaborate on this? Surely if you have multiple modular pieces making up a wall, assuming they're all parallel, there won't be a problem.[/QUOTE]
you have to be careful with your lightmap resolution and UV island spacing, even if you have several pieces forming a flat surface: [url]http://worldofleveldesign.com/categories/udk/udk-lightmaps-03-how-to-fix-light-shadow-lightmap-bleeds-and-seams.php[/url]
Just learning modeling now. I've been feeling nostalgic for college what with Monsters University and reading the whole archive of Dumbing of Age, so I decided to have a go at the style of bed frame they had in my dorms. It's meant to go in maps/scenebuilds as a resource-light prop. Might do a whole furniture set eventually, if there's any interest.
[IMG]http://i1305.photobucket.com/albums/s546/katrinaclarke/bedwip2_zps7a535293.png[/IMG]
The middle bit will have a bedspring texture, so it won't be just a block.
[QUOTE=~ZOMG;41797926]Could you elaborate on this? Surely if you have multiple modular pieces making up a wall, assuming they're all parallel, there won't be a problem.[/QUOTE]
if your uvs don't line up with the pixels on your lightmap, there's usually going to be a seam where the light data from the next line of pixels (completely dark, since there's nothing there) bleeds into your object's uv space
you can fix it by aligning the islands on the pixels or just cover it up usually
if u ask me tho lightmaps are on their way out anyways
[QUOTE=Juniez;41805825]if your uvs don't line up with the pixels on your lightmap, there's usually going to be a seam where the light data from the next line of pixels (completely dark, since there's nothing there) bleeds into your object's uv space
you can fix it by aligning the islands on the pixels or just cover it up usually
if u ask me tho lightmaps are on their way out anyways[/QUOTE]
Yea, I'm really curious if they are going to roll out UE4 to UDK.
[QUOTE=surfur;41807101]Yea, I'm really curious if they are going to roll out UE4 to UDK.[/QUOTE]
probably, but later.
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