• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
-snipped to save my dropbox-
[url]https://plus.google.com/hangouts/_/5d6fec878ce539eb71dd61bea9e91f3a9f4fb82c[/url]
[QUOTE=fewes;42421067]Hands hoy [img]http://puu.sh/4IlVc.jpg[/img] [img]http://puu.sh/4IlZn.jpg[/img][/QUOTE] Do a texture tutorial man please!!
[QUOTE=Proj3ct_ZeRo;42430579]Do a texture tutorial man please!![/QUOTE] He made one a while ago about a cobra he texture [thumb]http://fewes.se/cobra_breakdown.jpg[/thumb]
Where are all of these tuts stored? I'd like to check all of the tuts he made
[url]https://plus.google.com/hangouts/_/0c5dddb6de88ba4ae9f1aabb2b074a16d39d9d17[/url]
Honestly the more I look at that tut the less I like it. I'd look to Juniez for texturing inspiration because he seems to have that shit down to an art (so he should make a tutorial not me hint hint wink wink). Only other tutorial I have done is this btw: [t]http://puu.sh/4JrcB.jpg[/t]
There we go, baked in some animations for the planet. [video=youtube;r48HV7fxdL0]http://www.youtube.com/watch?v=r48HV7fxdL0[/video]
Moves way to fast.
[QUOTE=Oda;42435755]Moves way to fast.[/QUOTE] Yeah, but they're easily manipulated in SFM. This was more of a base to start from to save time for the end animators there because a looping animation takes more time to do in SFM then it does to make in max.
click 4 more (more like..... click.... 5 more. heh) [url=http://juniez.dunked.com/half-life-2-weapon-remodeling-pack][img]http://puu.sh/4JyRa.png[/img][/url]
you're pretty much amazing do you use sub-d modeling or zbrush for your normals?
[url=http://puu.sh/4Kk6y.jpg]all sub-d[/url]
Does anybody have that tutorial for turning a 3d image into a oldschool pixelated graphic?
[QUOTE=nomad1;42448942]Does anybody have that tutorial for turning a 3d image into a oldschool pixelated graphic?[/QUOTE] someone made one and posted it in here a few months ago. If I remember correctly it was a few rendering settings when rendering a 3D object.
[IMG]http://i.imgur.com/oPdwc7x.jpg[/IMG] First thing I've textured in months, thanks to fewes for the cobra tutorial otherwise this model would still look like something out of a cartoon :P
W.I.P. main character for my game. [t]https://dl.dropboxusercontent.com/u/16349584/character.png[/t]
[IMG]http://ssmaker.ru/aa82cc7b.jpg[/IMG] Guess I have to add stuff like pockets and all that shit
[QUOTE=nomad1;42451405]W.I.P. main character for my game. [t]https://dl.dropboxusercontent.com/u/16349584/character.png[/t][/QUOTE] [video=youtube;mlVznB3_gRI]http://www.youtube.com/watch?v=mlVznB3_gRI[/video] If you were to convert that into a video game protagonist, I'll admit, I'd play it.
[QUOTE=Lt_C;42453250][video=youtube;mlVznB3_gRI]http://www.youtube.com/watch?v=mlVznB3_gRI[/video] If you were to convert that into a video game protagonist, I'll admit, I'd play it.[/QUOTE] I'm making a donkey kong clone and I needed a protagonist :v:
Question: I know that the 3d programs nowadays can do everything the same, but before I get too into anything I want to know - what's the industry standard nowadays? Maya? I hear that 3DS is being phased out and Blender is moving up quickly
[QUOTE=Gravy;42460448]Question: I know that the 3d programs nowadays can do everything the same, but before I get too into anything I want to know - what's the industry standard nowadays? Maya? I hear that 3DS is being phased out and Blender is moving up quickly[/QUOTE] Maya is making every effort to become the new 'game' toolset, but max is still a solid platform. Blender is great if you want to go legit/free and don't have a student email address. If you want to talk support for source, the new model format, dmx, is exclusive to Maya 2013 32-bit and Blender. That's if you want to futureproof; Id imagine if there is a source 2, and valve releases a SDK, it'll be maya-centric with effort to reach you to the 'community' through blender.
That's what I was thinking. I think I'll go for Maya since I have a student email and I hated blender's interface. Thanks
[QUOTE=Gravy;42460608]That's what I was thinking. I think I'll go for Maya since I have a student email and I hated blender's interface. Thanks[/QUOTE] If you plan on doing source work, just make sure it's 2013 32-bit. I made the mistake of getting 2014 and had to go and start over after reading the VDC article.
[img]http://puu.sh/4LgN0.png[/img] 12 gauges [QUOTE=Juniez;42462425][t]https://dl.dropboxusercontent.com/u/1157653/TEMP/rifle.png[/t] contact me if anyone wants it or whatever - i've got the AO, normals, and cavity for em (but not the texture itself! cause its quick and ugly)[/QUOTE]
[QUOTE=Lt_C;42460725]If you plan on doing source work, just make sure it's 2013 32-bit. I made the mistake of getting 2014 and had to go and start over after reading the VDC article.[/QUOTE] It has to be 32-bit? Why's that?
[QUOTE=Juniez;42460730][IMG]http://puu.sh/4LgN0.png[/IMG] 12 gauges[/QUOTE] That looks nice but are there any shotgun shells that have corrugated plastic like that? Most of the ones I've seen/used had more like engraving-level depth texture, and I can't find anything suggesting that kind of design exists. [QUOTE=Gravy;42460821]It has to be 32-bit? Why's that?[/QUOTE] [URL="https://developer.valvesoftware.com/wiki/Maya#Installing_Valve.27s_Maya_Plug-ins"]because valve.[/URL]
[t]http://www.kyimports.com/images/Remington%20-%20%2012%20gauge%2000%20Buck%20shot%20-%205%20Rds.jpg[/t] its just this except exaggerated
[QUOTE=Lt_C;42460725]If you plan on doing source work, just make sure it's 2013 32-bit. I made the mistake of getting 2014 and had to go and start over after reading the VDC article.[/QUOTE] I've never had trouble getting models in Source using 2013 64bits using what's described here: [url]http://www.northcapestudios.com/blog/?p=45[/url] (it also work with Maya 2012/2013/2014). What good features does the Valve plugin have?
[QUOTE=azgag;42462197]I've never had trouble getting models in Source using 2013 64bits using what's described here: [URL]http://www.northcapestudios.com/blog/?p=45[/URL] (it also work with Maya 2012/2013/2014). What good features does the Valve plugin have?[/QUOTE] DMX. It's a non-issue vs .smd for 99% of stuff, but there's some things you can't do without it. Off the top of my head, the valve tools are the only workflow that allow for the baking of wrinklemaps when exporting the (dmx equivalent) of the now deprecated .vta, as well as using corrective shapes to their full potential. Honestly, you know how valve is, they document like the tip of the iceberg, but there are SFM guys that have been digging deep into what makes this new format better. Most of what I've heard is that it's the go-to if you're into the newest faceposing features the engine offers, real high level stuff that I haven't really had a chance to play with. Switching to the valve supported workflow is more speculative at this point, but like I said before, I'm guessing that the next valve engine is going to have deeper connections to maya then max. For someone starting out and picking a tool suite and interest in source, I'd say that's the best option looking forward. I love me some max, but let's face it, we're working off of tools that were made by a third party more then a half decade ago and updated rarely. Wallworm does some neat stuff, but the core plugins are ancient. They work, and they aren't broken yet, but who knows what a new engine will bring.
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