• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[url]https://plus.google.com/hangouts/_/a348be949336dfffc2343bda0e1cf991945a3b08[/url]
made a soda can. [t]https://photos-5.dropbox.com/t/0/AAB1gVRhRWZNq-nJL8m_VY_zy-NKtd8rrNuCfaxCCC7TJw/12/15150411/png/2048x1536/3/1379577600/0/2/render.png/qsIpWVTNwgUb4DewXZel8pp8L_tBFV2vgk7Wz4oG5Wk[/t]
[QUOTE=surfur;42229979]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][/QUOTE] Looks impressive mate. How do you download this or have I got it wrong in my head?
[QUOTE=Kommandant298;42241841]Looks impressive mate. How do you download this or have I got it wrong in my head?[/QUOTE] I 'could' put it up for download, though the file is around 410mb. I don't know where to host it if I did.
For situations in this case, I would guess Filesmelt or Mediafire.
[QUOTE=surfur;42242896]I 'could' put it up for download, though the file is around 410mb. I don't know where to host it if I did.[/QUOTE] [url]www.1337upload.net[/url] I have some spare invite codes if you want one?
[QUOTE=Kommandant298;42242994]For situations in this case, I would guess Filesmelt or Mediafire.[/QUOTE] Unless you have a premium/pro account on Mediafire (I forget which one they refer to it as), the uploads cap at 200 MB maximum - surfur would have to split it into parts. I'd personally suggest Dropbox or Mega, preferably Mega since they don't seem to restrict access to the file due to traffic from what I've seen.
Does anyone know enough about 3DS Max that they might have a clue why my ribbons are disabled as hell? I've tried just about everything and I can't get UV Tweak enabled to straighten out this velcro texture. See below. [t]http://puu.sh/4vkEg.jpg[/t] Alternatively, if UVW unwrap tools could do something similar and anyone might be able to explain that to me, that would be incredible as well.
I found a really good database of shitloads of large textures and images if anyone is interested. [url]http://mayang.com/textures/index.htm[/url]
[QUOTE=Biscuit-Boy;42246668]Does anyone know enough about 3DS Max that they might have a clue why my ribbons are disabled as hell? I've tried just about everything and I can't get UV Tweak enabled to straighten out this velcro texture. See below. [t]http://puu.sh/4vkEg.jpg[/t] Alternatively, if UVW unwrap tools could do something similar and anyone might be able to explain that to me, that would be incredible as well.[/QUOTE] Convert the mesh to "Editable Poly".
[QUOTE=surfur;42242896]I 'could' put it up for download, though the file is around 410mb. I don't know where to host it if I did.[/QUOTE] it's a trap
[QUOTE][IMG]http://i.imgur.com/rM6UXXM.jpg[/IMG][/QUOTE]
Guess who's starting Uni for Tech Art tomorrow! :dance: To celebrate, here's some stuff I did with that handcuff model from a short while back: [IMG]https://dl.dropboxusercontent.com/u/37546036/TheHandCuffening.gif[/IMG] [IMG]https://dl.dropboxusercontent.com/u/37546036/SilentProtagonistsAreCheaperToMake.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/37546036/TheHandCuffedening.gif[/IMG] [IMG]https://dl.dropboxusercontent.com/u/37546036/SinceYouDontNeedToPayForCatering.png[/IMG] With a light peppering of novice animation and player hands. Many thanks to Max for making that rig public. Coming to a Garrysmod near you soon perhaps probably maybe
out of question what is the max materials limit for source models?
[QUOTE=Itauske Roken;42277866]out of question what is the max materials limit for source models?[/QUOTE] If I remember correctly, the limit is 32 normally.
[QUOTE=Katra804;42277886]If I remember correctly, the limit is 32 normally.[/QUOTE] much obliged.
why would you use 32 materials on a model?
Body and skingroups can add up more quickly than you'd expect.
[QUOTE=azgag;42278884]why would you use 32 materials on a model?[/QUOTE] For many different skingroups or making different areas have different properties...
[t]https://dl.dropboxusercontent.com/u/16349584/genericcomputertower.png[/t] Bound for SFM. I need to make a keyboard, mice, micepad, and monitor still.
So we found out that LODs don't work at all in CS:GO, it's pretty infuriating when you've spent 2 days making LODs... and Blackgold would probably be in the current Operation Bravo if LODs were working like in any other Source-based games. We find areas that could be optimized, one example was the stock handrails, (props_mill/mill_raillings_64 or something). I found out that they are 564 tris and 1692 UV vertices (no, it's not a typo) and uses only a diffuse, so I ended up remaking them: [t]http://files.1337upload.net/screen01_4.png[/t] it's 244tris and 166 UV vertices, using 1024x128 textures (D, N, S and G). And yeah, the textures were generated with dDo, it looks good enough as is.
[QUOTE=azgag;42290435]So we found out that LODs don't work at all in CS:GO, it's pretty infuriating when you've spent 2 days making LODs... and Blackgold would probably be in the current Operation Bravo if LODs were working like in any other Source-based games. We find areas that could be optimized, one example was the stock handrails, (props_mill/mill_raillings_64 or something). I found out that they are 564 tris and 1692 UV vertices (no, it's not a typo) and uses only a diffuse, so I ended up remaking them: [t]http://files.1337upload.net/screen01_4.png[/t] it's 244tris and 166 UV vertices, using 1024x128 textures (D, N, S and G). And yeah, the textures were generated with dDo, it looks good enough as is.[/QUOTE] If you actually care about optimization in CS:GO you're just wasting time. Valve doesn't care, if you don't believe me look at Agency, Ruins, and Museum. :smile:
[QUOTE=Armageddon104;42290832]If you actually care about optimization in CS:GO you're just wasting time. Valve doesn't care, if you don't believe me look at Agency, Ruins, and Museum. :smile:[/QUOTE] Actually Valve does care, the reason why BlackGold isn't in the current Operation Bravo is because it doesn't run well on low-end systems, they said something about getting our map to run as smoothly as dust 2, which doesn't mean much. We have 100+ of the mill_raillings_64 in the map so I'm sure there's something to gain in replacing those with the one I just made.
[QUOTE=azgag;42278884]why would you use 32 materials on a model?[/QUOTE] the model in question is a map pulled from another game. one section has over 100 textures at least for each separate section. the part I'm working on has 167 materials, some of the model needing to be re-uv mapped before it'll look good in source.
Been working on this in the Hangouts, Finally got to grips with creating a decent specular channel. Brushed metal works quite well using only the spec. [IMG]http://i.imgur.com/rLI4Qyol.png[/IMG] Maya, xNormals, nDo2, Photoshop, Marmoset. (Also I hope this is okay to post here, it isn't quite source but its a game prop) [URL="http://i.imgur.com/rLI4Qyo.png"]Larger image[/URL]
[QUOTE=azgag;42290435]So we found out that LODs don't work at all in CS:GO, it's pretty infuriating when you've spent 2 days making LODs... and Blackgold would probably be in the current Operation Bravo if LODs were working like in any other Source-based games. We find areas that could be optimized, one example was the stock handrails, (props_mill/mill_raillings_64 or something). I found out that they are 564 tris and 1692 UV vertices (no, it's not a typo) and uses only a diffuse, so I ended up remaking them: [t]http://files.1337upload.net/screen01_4.png[/t] it's 244tris and 166 UV vertices, using 1024x128 textures (D, N, S and G). And yeah, the textures were generated with dDo, it looks good enough as is.[/QUOTE] Reckon you could drop the texture size down to 512x64
Hey does anyone here take comissions? I'm trying to get the Imperial Guard models into npcs and player models. Also a sweps of the lasgun, plasma gun, grenade launcher, etc. Bar paying people to do it if anyone has tutorial videos I can watch on skeleton rigging, turn ragdolls into npcs and swep making would be great as well.
[QUOTE=Snood_1990;42294409]Reckon you could drop the texture size down to 512x64[/QUOTE] I could but then it will look like shit, the textures I used in that screenshot are 2048x256, in Source I downrez'd them to 1024x128
[QUOTE=azgag;42295823]I could but then it will look like shit, the textures I used in that screenshot are 2048x256, in Source I downrez'd them to 1024x128[/QUOTE] You really think players will be staring at some railings that are only there to say "Don't jump off like an idiot" when they're busy shooting each other up?
[QUOTE=ViralHatred;42295865]You really think players will be staring at some railings that are only there to say "Don't jump off like an idiot" when they're busy shooting each other up?[/QUOTE] That's just a stupid excuse, the model is going in csgo, not cs1.6. the model is optimized so much compared to Valve' stock handrail prop, and using a bigger texture won't change the performance that much when most people have at least 1GB VRAM GPUs nowadays
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