[QUOTE=Sam Za Nemesis;42755816][IMG]http://image.noelshack.com/fichiers/2013/45/1383590670-hlmv.png[/IMG]
I don't like this colour style but the texture is finished, the robe doesn't look "spot-on" too, maybe it needs more contrast
Edit: Ingame
[url]http://cloud-2.steampowered.com/ugc/488932624383274577/896A7C83E050D3BB3CB59DEE255024FC4EAA1B44/[/url][/QUOTE]
I actually really like that color scheme.
[IMG]http://ssmaker.ru/5365665a.png[/IMG]
[QUOTE=azgag;42754297]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.[/QUOTE]
Thanks, yeah we plan on creating other pieces for variation as we go, we're just throwing what we have down straight away so we can get a feel for it, we want to try and get this good enough by the time we graduate so we can keep working on it.
I mocked this up last night:
[t]http://3.bp.blogspot.com/-9Dxiutiu5Nc/UnmK5EbzbfI/AAAAAAAABLA/t6F_PF4-o1o/s1600/Chrysler+Imperial+v2.0.png[/t]
As some of the older posters might notice, it's a redo of a really old model that I did when I was first starting modeling. I think somewhere along the line I must've learned something. It's just a basic bodyshell right now, but it'll receive more details soon, and unique wheels.
[QUOTE=one free man;42750503]snip[/QUOTE]
You should also post this [url=http://facepunch.com/showthread.php?t=1317400]here.[/url] I know some people will be interested.
[IMG]http://i.xomf.com/zpvmb.jpg[/IMG]
that looks somewhat 40k
Does anyone have some links to useful tutorials on decompiling TF2 models and also putting weapons in the game?
[QUOTE=kaine123;42778944]Does anyone have some links to useful tutorials on decompiling TF2 models and also putting weapons in the game?[/QUOTE]
the VDC.
[IMG]https://dl.dropboxusercontent.com/u/7856270/Screenshot 2013-11-06 22.31.35.png[/IMG]
almost done, details like bolts come onto the normal map afterwards.
if anyone wants to hold my hand through environment texturing add me on steam pl
please
[img]http://puu.sh/579Ci[/img]
My first successful model in-game that I made from nothing.
I couldn't bake a normal with the texture in blender so I just used a 3rd party tool to make it. The texture is 256x256 by the way. (I like low resolution textures for that blurryness ..mmmmhhhh..)
[t]http://puu.sh/5bRqA/39b761c656.jpg[/t]
I'm not very happy with the outcome of the tri count.. [b]468[/b]
[t]http://puu.sh/5bRM6/1699d1af88.png[/t]
[t]http://puu.sh/5bRMm/c124b4e705.png[/t]
Made my head for a character in a mod I have been working on
[img]http://img202.imageshack.us/img202/1182/oszv.jpg[/img]
No spec map yet. Sculpted in mudbox, lowpoly made in max.
E: I will also add this is a cinematic model
[QUOTE=Sam Za Nemesis;42797810]in the past everything will be chrome
[img]http://image.noelshack.com/fichiers/2013/45/1383918827-untitled-2.jpg[/img][/QUOTE]
Please tell me that open slot on the helmet is going to have a sliding red dot light.
So here's a little collection of models i've made over the past few months:
[img_thumb]http://i.imgur.com/0l6JedR.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/ecKoYll.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/F86F54n.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/0wUjMJL.jpg[/img_thumb]
these were taken in Unity
Well since my head appears to be hilarious i guess i will have to redo it, still getting a feel facial topology.
Did a quick tiled texture to test out some new zbrush and photoshop techniques
[t]http://i.cubeupload.com/To1SLC.jpg[/t]
[t]http://i.cubeupload.com/tcCTRU.jpg[/t]
[QUOTE=John117;42807960][IMG]http://i.xomf.com/kjpnl.jpg[/IMG][/QUOTE]
That's a lot of greeble. A lot of these shapes really don't make sense, from a working standpoint.
[QUOTE=John117;42807960][IMG]http://i.xomf.com/kjpnl.jpg[/IMG][/QUOTE]
oh won't you take me down, to greeble town
apart from that, your proportions are a bit skew wiff. The scope is unnecessarily large, and your magazine is really, really small.
[url]https://plus.google.com/hangouts/_/7ecpidl16rkr69hh8mbrof3l60[/url]
[editline]9th November 2013[/editline]
[IMG]http://i.imgur.com/pQ1Ihv7.jpg[/IMG]
heavy work in progress
That's [I]definitely[/I] the most unique tactical pistol I've ever seen, sort of looks like a plasma cutter too though I'd say the orange separation part looks a bit too detached, I thought the two parts were separate at first.
Looks like one of those nerf pistols :v:
Good work though
[IMG]http://puu.sh/5eprD.jpg[/IMG]
A cozy little shack I'm making C:
This is literally the first thing I ever made, went from this
[IMG]http://u.cubeupload.com/swethy/Top3.png[/IMG]
to this
[IMG]http://u.cubeupload.com/swethy/blunderbussblend.png[/IMG]
currently working on the trigger and guard
(aiming for a futurey blunderbuss)
[QUOTE=John117;42819067][IMG]http://i.xomf.com/nyyjh.jpg[/IMG][/QUOTE]
That looks so front-heavy my hand actually hurts just from looking at it
Low poly environment and character, ~800 polys for the character and companion, 90 polys for the scene itself
[t]http://files.1337upload.net/W4A1_Taret_Mike_render.jpg[/t]
[IMG]http://puu.sh/5eHg7.jpg[/IMG]
I fixed da roof :V
I'm wondering, should I model those wooden planks individually? Or should I make a normal map from a texture?
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