• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=simkas;42709943]Those kind of boots are made out of leather, leather isn't very smooth. You mean for the laces? Wouldn't that use up a shitload of polygons though if they were modeled individually? I can't really think of a way to make the laces still be modeled and also be low poly. Besides, most models in game engines do boots like that with the laces just being flat and normal mapped, that's what I was going for.[/QUOTE] You do need some kind of color variation I think. Also most people I talk to, and i'm sure others agree that pure black is a no no. Where your laces are, it looks as if it goes down to pure black.
Pure black is often less than ideal because no matter how much light you shine on it it will always look the same.
Well, here's my current state of my high poly boot for my character. Here it has just a black material, so no textures. A leather boot with a warm cotton border. EDIT: And oh, I like your boots as well, simkas. (; [img]http://i.imgur.com/KlByCpz.jpg[/img] [QUOTE=simkas;42709943]...Besides, most models in game engines do boots like that with the laces just being flat and normal mapped, that's what I was going for.[/QUOTE] Yep, for example, the details on Joel's boots in The Las of Us were just normal mapped.
working on a shotgun for the heavy in tf2. based of an orbrez pistol and a ppsh. [t]http://puu.sh/556PO.png[/t] [t]http://puu.sh/556PV.png[/t]
[QUOTE=latuska90;42715780]Yep, for example, the details on Joel's boots in The Las of Us were just normal mapped.[/QUOTE] Same as pretty much every other game boot model, yeah. Though I'll still probably keep working on that boot low poly if I plan to use it on anything.
Oh and merry spookmas everyone [IMG]https://dl.dropboxusercontent.com/u/37546036/TheWorldsFastestPumpkin.png[/IMG]
Still a WIP, but this: [IMG]http://ft2.dtupload.com/tPOW/bed.png[/IMG]
I think I'm done with the highpoly. Time to figure out how to do the low! [t]http://i.cubeupload.com/jasmo9.jpg[/t] [t]http://i.cubeupload.com/QDiSmf.jpg[/t] [t]http://i.cubeupload.com/0pSPJq.jpg[/t] [t]http://i.cubeupload.com/U6k0sA.jpg[/t]
[IMG]http://i.imgur.com/nQLryex.jpg[/IMG]
[IMG]http://i.xomf.com/kpxpp.jpg[/IMG]
[IMG]http://i.imgur.com/nvaxVEp.jpg[/IMG]
[QUOTE=surfur;42726585]I think I'm done with the highpoly. Time to figure out how to do the low![/QUOTE] That crate is looking mighty fine, sir surfur. The reason why I'm making the low poly first, as detailed as possible, is that I can easily start making the high poly from that... But the again, that method limits the detailing in some way, so I've heard that making the high poly first is probably the most rewarding way, when it comes to those great details as in your crate. I'm aiming "100% quads" models, so reducing topology/polycount from a high poly isn't so easy way to avod tris or ngons, from my own experience... and it's quite challenging for me to keep the silhouette of the high poly in the low poly while reducing polys.
[QUOTE=latuska90;42731513]That crate is looking mighty fine, sir surfur. The reason why I'm making the low poly first, as detailed as possible, is that I can easily start making the high poly from that... But the again, that method limits the detailing in some way, so I've heard that making the high poly first is probably the most rewarding way, when it comes to those great details as in your crate. I'm aiming "100% quads" models, so reducing topology/polycount from a high poly isn't so easy way to avod tris or ngons, from my own experience... and it's quite challenging for me to keep the silhouette of the high poly in the low poly while reducing polys.[/QUOTE] Another way that I like is to make a "mid-poly" that you duplicate twice, once for the high poly and once for the lowpoly, making the low poly last
[QUOTE=Sam Za Nemesis;42736461]After a long night baking everything in a low poly mesh it's finally ingame [img]http://image.noelshack.com/fichiers/2013/44/1383427371-untitled.png[/img] Now to texture and rig it[/QUOTE] It somehow looks VERY out of place next to technology scifi hallway
[IMG]http://i.imgur.com/2sbAgy0.png[/IMG] Got the bake done.
This is slightly off-topic, but this thread is the closest I can find. Like a month ago, I started mapping. I have been salvaging the models I could find, but it's not fitting very well. So I like to start modelling myself, which applications will I need to create the models and textures? (Making pictures of a dual handset phone for example ain't gonna do it) Thanks in advance.
[QUOTE=Merijnwitje;42741796]This is slightly off-topic, but this thread is the closest I can find. Like a month ago, I started mapping. I have been salvaging the models I could find, but it's not fitting very well. So I like to start modelling myself, which applications will I need to create the models and textures? (Making pictures of a dual handset phone for example ain't gonna do it) Thanks in advance.[/QUOTE] If you're looking to make things for source, there are three main options for modeling: 3dsmax, Maya, and Blender. They all have trheir pros and cons, and I think most people in this thread use max primarily. Maya (2013, 32bit) is valve's 'offical' toolset, and blender is their supported 'free' option. You can do just about everything in all three, given enough time and pratice, the key is to pick one and really dedicate yourself to learning it. switching once you've already started with one tool will not be helpful. For textures, there is really only one option, photoshop. You can even get a 'free' version of CS2 (~7 years old) from the adobe website, but any of the 32-bit CS series link up with the exporters needed to work with source.
There's also GIMP (it's free, and there's a VTF plug-in somewhere on the net), but I don't know how capable it is compared to cs2. I don't really make any stuff, I just like coming here to look.
VTFEdit is also useful, it's a standalone VMT/VTF importing/exporting/making program
Forgot to post wires. [QUOTE][IMG]http://i.imgur.com/0YIDNFL.jpg[/IMG][/QUOTE] It's got around 1918 triangles with the shell included. I'd say it's fairly well optimized.
[IMG]http://i.xomf.com/zjddy.jpg[/IMG]
Finished my high poly to low poly bake [t]http://i.cubeupload.com/QCf89h.jpg[/t] I'm trying something differen't with this when it comes to the occlusion. Instead of having big silhouette occlusion I'm going to do very minor normal map occlusion, and let the engine handle the silhouette occlusion. But something about it is throwing me off, I can't seem to put my finger on it, maybe it's just the differen't way of doing occlusion that's messing me up...
Guess what I finally pushed out the front door with a backpack full of pot noodles and a toothbrush? No, not myself This: [IMG]https://dl.dropboxusercontent.com/u/37546036/AwwYisMuthaFukinReleaseImage.png[/IMG] [url=http://csgo.gamebanana.com/skins/129981][img]http://csgo.gamebanana.com/skins/embeddables/129981?type=small[/img][/url] It worked for the nova after all. Hopefully I Ironed out most of the bumps, but there's still one or two problems, mostly on the stock itself irritatingly. I'm quite happy with it, spontaneous as it was. Now, I think I was meant to be working on a pub :v:
I'm still confused as to how a SPAS-12 has that stock but it's interesting to say the least.
[QUOTE=latuska90;42731513]I'm aiming "100% quads" models, so reducing topology/polycount from a high poly isn't so easy way to avod tris or ngons, from my own experience[/QUOTE] I may be misunderstanding you here, but if you intend on making your lowpolys 100% quads then you'll never optimize it as well as you could, just remove all the edges which don't do anything or that the bake can compensate for. Started a new page so I should probably show something, here's a first level layout we've made, all of the pieces connecting the rooms together are things I've shown previously in this thread [img]http://imageshack.us/a/img96/6216/v827.png[/img] However we have like the best part of a year to keep going, so safe to say the layout will be iterated over and over.
[QUOTE=- Livewire -;42753170]I may be misunderstanding you here, but if you intend on making your lowpolys 100% quads then you'll never optimize it as well as you could, just remove all the edges which don't do anything or that the bake can compensate for. Started a new page so I should probably show something, here's a first level layout we've made, all of the pieces connecting the rooms together are things I've shown previously in this thread [img]http://imageshack.us/a/img96/6216/v827.png[/img] However we have like the best part of a year to keep going, so safe to say the layout will be iterated over and over.[/QUOTE] this is already looking awesome man! do you plan on having one or more different wall pieces (or wall attachments)? it will probably help make your corridors not look all the same.
first time making an organic texture and using Zbrush, had fun. Scultp: [t]http://files.1337upload.net/rock_floor_03.png[/t] Material (still need to make a spec map): [t]http://files.1337upload.net/rock_floor_04.png[/t]
[IMG]http://puu.sh/59aBC.jpg[/IMG] What am i even doing.. i still cant texture 4 shit :(
Quick update. [t]http://i.cubeupload.com/JSw0DJ.jpg[/t]
[IMG]http://puu.sh/57w6T[/IMG] work in progress the front sight is funky as fuck
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