• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[t]http://i.cubeupload.com/kE1HJD.jpg[/t] So i've been having some fun with this! Really happy how it's turning out so far. I went through about 5 different retopologize'd copys of it in Topogun. Each time a better one came out so I kept pushing myself till I got one I was really happy with. Topogun is actually super easy to figure out and use! I'm sure I will learn a lot more with it in the future. only the body was used inside of Topogun. The low poly of the straps was done in 3ds max. the creation of the body was done completely in zBrush while the straps were made in 3ds max. Also learned some really cool techniques to create stitching in 3ds max!
I'm getting really frustrated by the fact I can't model, cause it really limits my mapping. [U]I can make meshes[/U], but that was about as far as I could go. Until now. Switched from [url=http://www.youtube.com/watch?v=fSK8VqOzHgI]"crash when I press the window" XSI Mod tool[/url] to Blender.. and now I can actually do things. Normal mapping, AO , all that crud. Combined with nDo for rapid prototyping.. [img_thumb]https://dl.dropboxusercontent.com/u/888382/screen02.png[/img_thumb] [img_thumb]https://dl.dropboxusercontent.com/u/888382/screen03.png[/img_thumb] Now I just need to figure out how to export to .smd and that should really be me
[QUOTE=Instant Mix;41889602]I'm getting really frustrated by the fact I can't model, cause it really limits my mapping. [U]I can make meshes[/U], but that was about as far as I could go. Until now. Switched from [url=http://www.youtube.com/watch?v=fSK8VqOzHgI]"crash when I press the window" XSI Mod tool[/url] to Blender.. and now I can actually do things. Normal mapping, AO , all that crud. Combined with nDo for rapid prototyping.. [img_thumb]https://dl.dropboxusercontent.com/u/888382/screen02.png[/img_thumb] [img_thumb]https://dl.dropboxusercontent.com/u/888382/screen03.png[/img_thumb] Now I just need to figure out how to export to .smd and that should really be me[/QUOTE] you piece is pretty simple, you can pretty much just make textures out of it to use with BSP geometry in Hammer.
[QUOTE=azgag;41891451]you piece is pretty simple, you can pretty much just make textures out of it to use with BSP geometry in Hammer.[/QUOTE] That was actually my original plan, considering it's only a single quad. Source doesn't support gloss maps however, does it?
The map texture shader (lightmappedgeneric) doesn't support phong or any supporting maps like gloss (phong exponent). Diffuse, normal, spec, selfillum, transparency, detail. That's it. (not including proxies like animation and scrolling, I think those all work) People have enabled it with custom shaders but then you're talking about a mod more then a map. You could export it as a model and static_prop it but that's expensive, a pain in the ass, breaks a lot of automation and proper lightmaps. Freaking source, man.
got some more work done on my oil drill bit: [img]http://files.1337upload.net/drill_bit04.png[/img] and a wireframe shot for whoever is interested. [img]http://files.1337upload.net/drill_bit04_wire.png[/img]
That top shape is unbelievably complicated so great job on making it work.
[QUOTE=ZombieDawgs;41895064]That top shape is unbelievably complicated so great job on making it work.[/QUOTE] it isn't really that complicated, It took me a while to get a base mesh that was good enough to work with later, here's a screenshot I took: [img]http://files.1337upload.net/drill_bit01.png[/img] from that point I connected the pieces together (besides the cones), then kept adding or removing parts. I didn't have to put that many edge loops to control the smoothness.
Bit of an image dump! if you guys don't want this in the future I wont [t]http://i.cubeupload.com/lR2r4q.jpg[/t] Wire: [url]http://i.cubeupload.com/SGoRby.jpg[/url] [t]http://i.cubeupload.com/WVSAyk.jpg[/t] Wire: [url]http://i.cubeupload.com/Ck057N.jpg[/url] [t]http://i.cubeupload.com/Befkn0.jpg[/t] Wire: [url]http://i.cubeupload.com/W1lw4x.jpg[/url] [t]http://i.cubeupload.com/DuDWmk.jpg[/t] Extremely happy how this turned out if that wasn't apparent enough by the many screenshots :v: I could have done a really slow GIF for the wire no wire, but i didn't want to slack on quality.
[QUOTE=surfur;41899969]Bit of an image dump! if you guys don't want this in the future I wont -images- Extremely happy how this turned out if that wasn't apparent enough by the many screenshots :v: I could have done a really slow GIF for the wire no wire, but i didn't want to slack on quality.[/QUOTE] I've been following the creation of this, very clean work, congrats.
Nice bag!
[QUOTE=surfur;41899969]Bit of an image dump! if you guys don't want this in the future I wont[/QUOTE] More content is always better then less. We make neat things and come here to see other people's neat things, or hope to learn technique by seeing other people's work. So post away!
[img]https://dl.dropboxusercontent.com/u/888382/doilooklikeiknowwhatajeypegis.jpg[/img] Managed to make an actual prop. Normals are a bit screwed up for some reason. I've also compiled it with this QC file, hoping it would make it breakable, but for some reason no matter what I throw at it, the bastard won't break. [code]$scale 4 $modelname "props/glassfun/cube.mdl" $body mybody "cube.smd" $staticprop $collisionmodel "cube_phys.smd" $sequence idle "cube.smd" $surfaceprop metal $cdmaterials "models\props\glassfun" $keyvalues { prop_data { base Metal.Medium allowstatic 1 health 30 dmg.bullets 1 dmg.explosive 0.75 explosive_damage 0 explosive_radius 0 breakable_model MetalChunks } }[/code]
[QUOTE=Instant Mix;41905129][img]https://dl.dropboxusercontent.com/u/888382/doilooklikeiknowwhatajeypegis.jpg[/img] Managed to make an actual prop. Normals are a bit screwed up for some reason. I've also compiled it with this QC file, hoping it would make it breakable, but for some reason no matter what I throw at it, the bastard won't break. [code]$scale 4 $modelname "props/glassfun/cube.mdl" $body mybody "cube.smd" $staticprop $collisionmodel "cube_phys.smd" $sequence idle "cube.smd" $surfaceprop metal $cdmaterials "models\props\glassfun" $keyvalues { prop_data { base Metal.Medium allowstatic 1 health 30 dmg.bullets 1 dmg.explosive 0.75 explosive_damage 0 explosive_radius 0 breakable_model MetalChunks } }[/code][/QUOTE] did you invert your normal map's green channel?
[QUOTE=azgag;41905655]did you invert your normal map's green channel?[/QUOTE] No, Should I?
[QUOTE=Instant Mix;41905129][img]https://dl.dropboxusercontent.com/u/888382/doilooklikeiknowwhatajeypegis.jpg[/img] Managed to make an actual prop. Normals are a bit screwed up for some reason. I've also compiled it with this QC file, hoping it would make it breakable, but for some reason no matter what I throw at it, the bastard won't break. [code]$scale 4 $modelname "props/glassfun/cube.mdl" $body mybody "cube.smd" $staticprop $collisionmodel "cube_phys.smd" $sequence idle "cube.smd" $surfaceprop metal $cdmaterials "models\props\glassfun" $keyvalues { prop_data { base Metal.Medium allowstatic 1 health 30 dmg.bullets 1 dmg.explosive 0.75 explosive_damage 0 explosive_radius 0 breakable_model MetalChunks } }[/code][/QUOTE] Maybe you should create gib models.... just saying...
some more organic practice! [t]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-ash3/1150754_575090429214885_793206917_o.jpg[/t]
Zbrush/Mudbox or Max/Blender?
[QUOTE=kaine123;41913289]Zbrush/Mudbox or Max/Blender?[/QUOTE] It was Max with turbosmooth and such. I tried it at first in zBrush using zSpheres but I just couldn't wrap my head around it...
[QUOTE=CSLeader;41911591]Maybe you should create gib models.... just saying...[/QUOTE] That still won't change the fact that it's not breaking / breakable
[QUOTE=Instant Mix;41914655]That still won't change the fact that it's not breaking / breakable[/QUOTE]Have you tried checking this out? [url]https://developer.valvesoftware.com/wiki/Prop_data[/url] Specifically these [url]https://developer.valvesoftware.com/wiki/Prop_data#General[/url] [url]https://developer.valvesoftware.com/wiki/Prop_data#Gibs[/url] [url]https://developer.valvesoftware.com/wiki/Prop_data#Creating_generic_gibs[/url]
[t]https://dl.dropboxusercontent.com/u/16349584/doll2.png[/t] Soon.
I'd widen the thighs a bit. I think the point of using those models in the first place is to have the proper shape and skeleton of a human being. That is what I've seen their purpose as at least. Here is a cheap plastic alien mask, the kind you would find in a .99 cent bin. I am happy how the diffuse came out as I wanted to try out Photoshop's OBJ importing. I forgot to try out dDo. Turned out better than I expected, though. The specular isn't anything special, I just slapped on some marble to give it texture. [img]http://img821.imageshack.us/img821/462/2hew.jpg[/img] It's 780 tris, but I made the jaw much smaller at the last second so I can probably get rid of a lot of faces
[QUOTE=A big fat ass;41932167]I'd widen the thighs a bit. I think the point of using those models in the first place is to have the proper shape and skeleton of a human being. That is what I've seen their purpose as at least. Here is a cheap plastic alien mask, the kind you would find in a .99 cent bin. I am happy how the diffuse came out as I wanted to try out Photoshop's OBJ importing. I forgot to try out dDo. Turned out better than I expected, though. The specular isn't anything special, I just slapped on some marble to give it texture. [img]http://img821.imageshack.us/img821/462/2hew.jpg[/img] It's 780 tris, but I made the jaw much smaller at the last second so I can probably get rid of a lot of faces[/QUOTE] if you plan on keeping the backface culling off, you might as well cover the mouth and use transparency for it, you'll save a few tris there.
Every time I try to this keeps on happening. [t]https://dl.dropboxusercontent.com/u/16349584/riggingissues.PNG[/t] It only happens when I attach one string of bones to another string of bones. So for example: I attach the arm bones to the spine bones. Edit: It seems to have fixed itself somehow... If anyone could tell me why this happens that would be great. I'll widen the hips once this skeleton is done. [t]https://dl.dropboxusercontent.com/u/16349584/riggingfixed.PNG[/t] ----------------------------------- Okay done. [t]https://dl.dropboxusercontent.com/u/16349584/fullyrigged.PNG[/t]
Okay, so here's another one from me. This time its a more practical creation, an Orbital Elevator I've designed. Please keep in mind its a prototype only. IE, it isn't finished yet. But, and this is a big one... its modular so its designed in sections that are highly repeatable, IE right of the image. [img]http://i19.photobucket.com/albums/b164/Soukonoung/OrbitalElevator_zps4f37f8aa.png[/img]
Finished texturing that boat I posted a while back.. [IMG]http://i596.photobucket.com/albums/tt41/mastercilona/Boat_diffuse.png[/IMG] Pretty bad distortion on the bow/hull, but oh well. Here's the reference material I was working off of (which i wasn't entirely faithful to) [IMG]http://i596.photobucket.com/albums/tt41/mastercilona/Boatcomparison.png[/IMG] Think I got it for the most part though.
[QUOTE=ZombieDawgs;41895064]That top shape is unbelievably complicated so great job on making it work.[/QUOTE] shapes like that appear much more complex than they really are. the trick is breaking it up smartly into major primitives and shapes that make it up, and then creating the subd model around that blockout. very well done tho, clean modeling
[QUOTE=DOG-GY;41942418]shapes like that appear much more complex than they really are. the trick is breaking it up smartly into major primitives and shapes that make it up, and then creating the subd model around that blockout. very well done tho, clean modeling[/QUOTE] yeah I understood it's relatively simple on the grand scheme of things, but yeah. v-well done. [QUOTE=A big fat ass;41932167]I'd widen the thighs a bit. I think the point of using those models in the first place is to have the proper shape and skeleton of a human being. That is what I've seen their purpose as at least. Here is a cheap plastic alien mask, the kind you would find in a .99 cent bin. I am happy how the diffuse came out as I wanted to try out Photoshop's OBJ importing. I forgot to try out dDo. Turned out better than I expected, though. The specular isn't anything special, I just slapped on some marble to give it texture. [img]http://img821.imageshack.us/img821/462/2hew.jpg[/img] It's 780 tris, but I made the jaw much smaller at the last second so I can probably get rid of a lot of faces[/QUOTE] can you annoy some CS:GO players and submit it as a workshop item for the upcoming workshop update?
[IMG]http://i.imgbox.com/aceiZaq8.jpg[/IMG] [IMG]http://i.imgbox.com/abtYwAQa.jpg[/IMG] [IMG]http://i.imgbox.com/acwH9Mht.jpg[/IMG] [IMG]http://i.imgbox.com/adqP50lP.jpg[/IMG] [IMG]http://i.imgbox.com/abtt9ygD.jpg[/IMG]
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