• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=surfur;42061200]more WIP [t]http://i.cubeupload.com/J8Vhvu.jpg[/t] Completely redid the sign and the lighting. Looking much better I think![/QUOTE] This looks really good Surfur, one thing that looks of is the traffic cones, they seem big compared to the concrete blocks (or those are too small)
[QUOTE=azgag;42061299]This looks really good Surfur, one thing that looks of is the traffic cones, they seem big compared to the concrete blocks (or those are too small)[/QUOTE] I dunno. I remember using some rather big traffic cones for outdoor events back in elementary school. Like, they were two feet tall.
That's pretty good, Surfur. Now you should take your environment to the next level and really make it seem alive, like it's been through actual use and populated by people. Here's a list of some things I can think of: - bullet holes in the barriers, floor, and sign - blood spatters from people trying to escape/break through - trash and papers all over - lots more stains and dirt on the ground and barrier, maybe someone puked? - janitorial equipment - bags/purses/clothes that people may have dropped or lost - "saught" is correctly spelled "sought"
[QUOTE=Masterlegodude;42046573]That guy kinda reminds me of this guy [IMG]http://images3.wikia.nocookie.net/__cb20121024091713/dreamemulator/images/f/fb/Just_the_grayest_man.png[/IMG][/QUOTE] this game owns
Reminds me of that one guy you had to creep on in that lego mindstorms game. I still have nightmares of that guy getting close and picking me up. I forget the name of it but I remember you had to drive some small mindstorms robot thingy and catch like some illegal thing in the process. Edit: OH IT WAS LEGO ROBOHUNTER 1 OR 2
[QUOTE=John117;42061667]- bullet holes in the barriers, floor, and sign - blood spatters from people trying to escape/break through - trash and papers all over - lots more stains and dirt on the ground and barrier, maybe someone puked? - janitorial equipment - bags/purses/clothes that people may have dropped or lost - "saught" is correctly spelled "sought"[/QUOTE] All good points, right up until the last one which makes you seem like a dick.
[QUOTE=John117;42061667]That's pretty good, Surfur. Now you should take your environment to the next level and really make it seem alive, like it's been through actual use and populated by people. Here's a list of some things I can think of: - bullet holes in the barriers, floor, and sign - blood spatters from people trying to escape/break through - trash and papers all over - lots more stains and dirt on the ground and barrier, maybe someone puked? - janitorial equipment - bags/purses/clothes that people may have dropped or lost - "saught" is correctly spelled "sought"[/QUOTE] Hey, you nailed it on the head :v: [t]http://i.imgur.com/JSpJ6P3.jpg[/t] Blood, trash, bags, clothes....incorrect spelling.. [editline]3rd September 2013[/editline] [QUOTE=- Livewire -;42063871]All good points, right up until the last one which makes you seem like a dick.[/QUOTE] Nah, it's fine. I had a feeling I spelled that wrong. Photoshop needs spell check.
[QUOTE=surfur;42064264]Photoshop needs spell check.[/QUOTE] Depending on the version you're using, it has one, under the edit menu. It's not overly robust but it catches most stuff you'd write on textures. Just be ready for a ton of skips if you use text based dingbats. I know for a fact it's on CS2, 3, 5.0, and 6.
[QUOTE=surfur;42064264]Hey, you nailed it on the head :v: [t]http://i.imgur.com/JSpJ6P3.jpg[/t] Blood, trash, bags, clothes....incorrect spelling.. [editline]3rd September 2013[/editline] Nah, it's fine. I had a feeling I spelled that wrong. Photoshop needs spell check.[/QUOTE] Just kind of an FYI, but the mapping section has a thread for making levels for other engines such as UDK and CE3 [url]http://facepunch.com/showthread.php?t=1207337[/url] You can get some feedback there.
[QUOTE=Stiffy360;42065883]Just kind of an FYI, but the mapping section has a thread for making levels for other engines such as UDK and CE3 [url]http://facepunch.com/showthread.php?t=1207337[/url] You can get some feedback there.[/QUOTE] Ah, I haven't been to the mapping section in years. That's neat, my only issue it looks like the thread moves SUPER slow. At least this thread moves at a decent pace and I'm sure everyone here can give feed back on how it looks and aesthetics since this isn't worrying about game play or any such thing as that. This scene is showing off my modeling and texturing skills, so personally I think it fits right in.
alright, was just throwing that out there. Looks very nice btw. I need to start actually making scenes.
[QUOTE=Stiffy360;42068372]alright, was just throwing that out there. Looks very nice btw. I need to start actually making scenes.[/QUOTE] Nah I appreciate it! Maybe if I posted there it might speed up the thread a bit.
[QUOTE=~ZOMG;42054286]Trigger grip. Is the foregrip right in front of the trigger?[/QUOTE] the foregrip is between the trigger guard and the magazine any suggestions for the trigger grip? I just kinda slapped one on there (as well as everything else actually)
[QUOTE=seba079;42054877][t]http://i.imgur.com/PHAFKO7.jpg[/t] Blue is handguard, red is pistol grip. EDIT: unless the gun is held behind the ammo drum thing and in front of the trigger, in that case that's the handguard[/QUOTE] [IMG]http://hl4l.weebly.com/uploads/8/2/1/9/8219291/1293347.png[/IMG] ???
[QUOTE=Johnny Guitar;42075555][IMG]http://hl4l.weebly.com/uploads/8/2/1/9/8219291/1293347.png[/IMG] ???[/QUOTE] Technically those are the hold animations for the OICW, his hand is clearly clipping through the gun. I think in order to get a proper grip on it you'd have to grasp the magazine.
[QUOTE=Snood_1990;42075897]Technically those are the hold animations for the OICW, his hand is clearly clipping through the gun. I think in order to get a proper grip on it you'd have to grasp the magazine.[/QUOTE] the handle part between the magazine-box and the trigger looks more reasonable.
[QUOTE=Snood_1990;42075897]Technically those are the hold animations for the OICW, his hand is clearly clipping through the gun. I think in order to get a proper grip on it you'd have to grasp the magazine.[/QUOTE] I think that he would probably be holding the gun between the trigger and the magazine. also it begins!
More WIP! Added some trash, trash bags and other such things. Tweaked the lighting and touched up a few textures here and there. [t]http://i.cubeupload.com/Z2EzJP.jpg[/t] [t]http://i.cubeupload.com/LZxkkG.jpg[/t] [t]http://i.cubeupload.com/buTu2u.jpg[/t] if you guys have any ideas for props i'll take them!
[QUOTE=surfur;42083190]More WIP! Added some trash, trash bags and other such things. Tweaked the lighting and touched up a few textures here and there. [t]http://i.cubeupload.com/Z2EzJP.jpg[/t] [t]http://i.cubeupload.com/LZxkkG.jpg[/t] [t]http://i.cubeupload.com/buTu2u.jpg[/t] if you guys have any ideas for props i'll take them![/QUOTE] I'm not sure trash should be near water tanks, you could replace those water thanks with big metal trash bins (and move those water tanks somewhere else). And you need light spots/posts! havn't posted content in a while, so here's something quick: [img]http://files.1337upload.net/vent_01.png[/img]
Cranked this out for a bit of texturing practice, kinda higher poly that I expected at 960 tris (it's that damn chamfer) it's a sharp piece of metal that makes things go in half or something i dont know [img]http://i.imgur.com/GPe2Gpg.png[/img] I think the wood looks less like plastic that my previous attempt at wood
[IMG]http://i.xomf.com/yplgp.jpg[/IMG]
[QUOTE=John117;42085234][IMG]http://i.xomf.com/yplgp.jpg[/IMG][/QUOTE] John are you working on a game or a set piece or something? because I would love to see it you have made some awesome assets.
[QUOTE=John117;42050536]Your gun doesn't have a firing pin or trigger. It's a serious design flaw, there is actually no physical way to fire the thing.[/QUOTE] someone's got a grudge
Who has a grudge, the one who made a one-off joke comment or the one who's bringing it up again and can't let it go? [IMG]http://i.xomf.com/sqygs.jpg[/IMG]
[QUOTE=John117;42098058]Who has a grudge, the one who made a one-off joke comment or the one who's bringing it up again and can't let it go? [IMG]http://i.xomf.com/sqygs.jpg[/IMG][/QUOTE] it's pretty smart the way you made the feet of the chair, mirroring them once then duplicating it
[QUOTE=azgag;42098308]it's pretty smart the way you made the feet of the chair, mirroring them once then duplicating it[/QUOTE] He could do without the edge loop running through the middle of the legs though, they don't really serve a purpose as that area is flat anyway.
I'm not sure if that much modeled detail on the sides of the chair is necessary, either. I think it would look fine just on the texture/baked into the bumpmap.
[img]http://mrbrightside.thanez.net/WIP/G36_HP/lolwot15.jpg[/img]
Decided to turn the collector into a cinematic-grade model before making it game-res, but I feel the high res modeling would be done. [URL=http://s437.photobucket.com/user/Overmind5000/media/RUCollector004_zps7da3ff93.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/RUCollector004_zps7da3ff93.jpg[/IMG][/URL] [URL=http://s437.photobucket.com/user/Overmind5000/media/RUCollector005_zpsbd44d628.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/RUCollector005_zpsbd44d628.jpg[/IMG][/URL] The rest of the details I can do in a bump/normal map.
[img]https://dl.dropboxusercontent.com/u/1157653/TEMP/ar2.jpg[/img] ~5k tris, materials are messing me up so im not going to show that yet
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