• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=~ZOMG;42191709]I wouldn't say it's even down to art. I think people sometimes forget that 3D Art isn't just the creation of 3D Art, it's also a very fun, calming pass time. I love it.[/QUOTE] 3D art can also be a lot more technical than actual art. That's why I find modeling so much fun.
[QUOTE=CSLeader;42191922]Nice, but I wonder why Valve designed a Hook-like Magazine for the Pulse Rifle....[/QUOTE] the original design was that of a self loading flare launcher
[QUOTE=azgag;42192120]3D art can also be a lot more technical than actual art. That's why I find modeling so much fun.[/QUOTE] Absolutely. When you take topology into consideration, there's a whole new element to the art piece. It can look great, but have shitty topology, but a model with great topology that looks good is [I]so[/I] much more satisfying, which is what I love. I find it so relaxing and therapeutic to work on my topology.
[QUOTE=Mech Bgum;42191867]these holes looks like if they absorb all the light, some edge highlights would make them look more natural. [IMG]https://dl.dropboxusercontent.com/u/11572174/combine_holes.png[/IMG][/QUOTE] They look like that, but as LT earlier mentioned, they're actual holes in the mesh, not just textured in. They look less like voids in actual game environment; [t]http://cloud-2.steampowered.com/ugc/580126086349287453/D63602A551CE5613C6C9AE0B26DA4286DF31EC61/[/t]
[T]http://images3.wikia.nocookie.net/__cb20060527185155/saw/images/e/e4/Tsuka-p1000660.jpg[/T] How could I go about making that grip pattern?
[QUOTE=thefreemann;42193757] How could I go about making that grip pattern?[/QUOTE] Whenever you're having a high poly version of your model, you can simply scale, just slightly, evenly spaced edge loops invards (negative scaling) on the holster of the sword. That way you can bake the normals out of it for your low poly. To keep the depth of creases same, just type an exact value for your scales.
[QUOTE=~ZOMG;42192733]Absolutely. When you take topology into consideration, there's a whole new element to the art piece. It can look great, but have shitty topology, but a model with great topology that looks good is [I]so[/I] much more satisfying, which is what I love. I find it so relaxing and therapeutic to work on my topology.[/QUOTE] man, wait till you start baking AO and normal maps, on top of topology you have to worry about smooth/hard edges, UV seams etc...
[img]http://i.imgur.com/mVezArW.png[/img] Working on the bike some more!
Woo, been a productive day. [t]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc3/1268479_585669594823635_1414725088_o.jpg[/t] [t]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/1268857_585669591490302_502213651_o.jpg[/t] yea I still need to cap off the ends of the walkway what else do you think I should add guys?
[QUOTE=surfur;42196677]Woo, been a productive day. [t]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc3/1268479_585669594823635_1414725088_o.jpg[/t] [t]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/1268857_585669591490302_502213651_o.jpg[/t] yea I still need to cap off the ends of the walkway what else do you think I should add guys?[/QUOTE] that quarantine checkpoint looks similar to a screenshot i saw months ago based no a different game but i cant place my finger on it. it looks really spot on though
[QUOTE=surfur;42196677]Woo, been a productive day. [t]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc3/1268479_585669594823635_1414725088_o.jpg[/t] [t]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/1268857_585669591490302_502213651_o.jpg[/t] yea I still need to cap off the ends of the walkway what else do you think I should add guys?[/QUOTE] realy nice additions man. one thing that looks weird is on the 2nd screenshot, the lights seem to emit light but don't look on (maybe bump up the emmissive on those.
[QUOTE=SonicHitman;42196814]that quarantine checkpoint looks similar to a screenshot i saw months ago based no a different game but i cant place my finger on it. it looks really spot on though[/QUOTE] I'm p. sure this is based on a concept from "The Last Of Us."
[QUOTE=kaine123;42196853]I'm p. sure this is based on a concept from "The Last Of Us."[/QUOTE] Yea it was for the last of us. I'm getting most of my inspiration from that as well as an old Polycount competition
[IMG]http://i.xomf.com/gkqqv.jpg[/IMG]
Almost reminds me of that battery charge thing we use for the Abrams.
[url]https://plus.google.com/hangouts/_/668957a44a21b787959e01c1cfbdf51532b8539a[/url] and another!
I think...I think I'm done? [t]http://i.cubeupload.com/Tyv3v9.jpg[/t] [t]http://i.cubeupload.com/YFc22B.jpg[/t]
The background buildings could use a bit of polish.
I had to switch from max to blender, still learning things. not having smoothing groups is a bitch :c sorry for screencaps, I couldn't be bothered getting decent renders [t]http://puu.sh/4snMs.png[/t] [t]http://puu.sh/4snMi.png[/t]
blender has better smoothing imo, what issue are you having?
iunno, I guess I'm just used to being able to do multiple smoothing groups without splitting the mesh. unless I'm really stupid and there's another way to do that but the tut I read said that's the ticket?
Add edgesplit modifier, choose "hard edges", then select edges and ctrl-E> Mark sharp.
[QUOTE=MrBunneh;42211414]iunno, I guess I'm just used to being able to do multiple smoothing groups without splitting the mesh. unless I'm really stupid and there's another way to do that but the tut I read said that's the ticket?[/QUOTE] edge split
For source engine flexes do I have to combine all mesh's together or can I have them separate and just have one mesh which has the morpher modifier?
[QUOTE=jjtigg;42212368]Add edgesplit modifier, choose "hard edges", then select edges and ctrl-E> Mark sharp.[/QUOTE] [QUOTE=Johnny Guitar;42214061]edge split[/QUOTE] oh cheers guys, that helps a bunch
I've been working on this dude on and off for a long while. It's nowhere near being completed. The biggest struggles have been texturing and getting the skeleton working, as well as the fact that I've never made a full-bodied character before, just hats. He's supposed to be like a Killing Floor monster. [URL]http://imgur.com/a/rl5if[/URL]
[QUOTE=A B.A. Survivor;42220541]I've been working on this dude on and off for a long while. It's nowhere near being completed. The biggest struggles have been texturing and getting the skeleton working, as well as the fact that I've never made a full-bodied character before, just hats. He's supposed to be like a Killing Floor monster. [URL]http://imgur.com/a/rl5if[/URL][/QUOTE] That mouth..
So guys I'm officially done with the project, I have it up on my website and everything. It was a lot of fun! learned a lot of things and I'm ready for the next one, thank you all for your help! [img]http://static.wixstatic.com/media/802bba_6fd00a6f4328e16374db04027b171707.jpg_srz_880_473_75_22_0.50_1.20_0.00_jpg_srz[/img] [url]http://andrew52d.wix.com/gameart[/url]
It looks really, really good. Happy you got it finished.
A little WIP im currently working on, also the highpoly of the shoes I made for this model. [IMG]http://i44.tinypic.com/2ilm0eq.jpg[/IMG] [IMG]http://i44.tinypic.com/1zr26q8.jpg[/IMG]
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