• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[IMG]http://i.imgur.com/7II8ksm.png[/IMG]
[QUOTE=TraceTres;40271326][IMG]http://filesmelt.com/dl/857069_461677747219352_309336199_o.jpg[/IMG] This was one of my first attempts at making modular pieces for environments. Although I did it a while ago, I think that I want to build more parts and make a fully realized, small environment. Any thoughts, comments, or critique on the design or whatever would be really appreciated. Thanks![/QUOTE] Think logically about why a designer would make something like that, they wouldn't. Try making it seem realistic rather than taking an easy greeble approach.
[QUOTE=kaine123;40283756][t]http://i.imgur.com/bVPZx6z.jpg[/t] [t]http://i.imgur.com/oVYlF6S.jpg[/t] [t]http://i.imgur.com/PuJzxT1.jpg[/t] [t]http://i.imgur.com/Xst2xMP.jpg[/t] [t]http://i.imgur.com/zbCsoJa.jpg[/t] [t]http://i.imgur.com/hmKYBAN.jpg[/t] [t]http://i.imgur.com/6NNfMkh.jpg[/t][/QUOTE] Pretty nice man, only one that looks a little strange is the knight. I would maybe model it off a more organic looking knight.
One of the first skins I made was a Scar-L for CSS, and now im making a new one for CSGO to see how much I have improved. HP heavy wip. [IMG]http://i50.tinypic.com/j6lpiw.jpg[/IMG]
[QUOTE=ZombieDawgs;40284107]Think logically about why a designer would make something like that, they wouldn't. Try making it seem realistic rather than taking an easy greeble approach.[/QUOTE] I hear ya. I've gotten a lot better about concepting and designing with functionality as the main driving force. For this though, I don't really feel like I used greeble extensively (in the plating for the railing/fence there are some extrusions to break up material and help with lighting) in this but I do agree that greeble is used almost as an easy way out of creating surface detail. When I made this I was trying to think of how to make a base wall, then components to decorate it so I can break up the repetition. Maybe some piping or some sort of panels/grates for ventilation or cooling? I don't want it to be just a boring wall and I also don't want that "LOOK AT ALL THE EXTRUSIONS. FUTURE." vibe. I want a marriage between function and form, because if everything was all pure function, we wouldn't have the world we live in today. Is there any chance you could focus down on a certain aspect that you think I could change or do whatever to increase the quality of the piece?
More Scar! (heavy wip still). [IMG]http://i46.tinypic.com/fxc5tx.jpg[/IMG]
Can anyone help with a small problem Im having? I have a corner to a buildings roof that I am trying to make a single corner piece for, but I dont know how I can split them evenly. To illustrate what I have. [t]https://dl.dropboxusercontent.com/u/4112921/smallproblem2.JPG[/t] But I need to fill in the space with a corner piece. [t]https://dl.dropboxusercontent.com/u/4112921/Smallproblem.JPG[/t] Im using 3ds Max 2012, how could I go about making a corner piece for this?
one tool would be a slice plane (in edit poly for expl) - 45deg rotation along z axis. First select polygons, then slice and weld.
[QUOTE=Shirky;40304890]Can anyone help with a small problem Im having? I have a corner to a buildings roof that I am trying to make a single corner piece for, but I dont know how I can split them evenly. To illustrate what I have. [t]https://dl.dropboxusercontent.com/u/4112921/smallproblem2.JPG[/t] But I need to fill in the space with a corner piece. [t]https://dl.dropboxusercontent.com/u/4112921/Smallproblem.JPG[/t] Im using 3ds Max 2012, how could I go about making a corner piece for this?[/QUOTE] an easy way would be to use Snap to Vertex/Edge (I'm not sure if 3DSMax has it, I use Maya) [img]http://files.1337upload.net/Smallproblem.jpg[/img] (points are vertices) Hope this helps
[QUOTE=ZigZiggyZag;40305190]one tool would be a slice plane (in edit poly for expl) - 45deg rotation along z axis. First select polygons, then slice and weld.[/QUOTE] Worked perfect, thanks!
same rock, different textures [img]http://files.1337upload.net/rocks011.png[/img] [img]http://files.1337upload.net/rocks012.png[/img]
I'd like to underline what Azgag said since it's [B]extremely [/B]useful when doing buildings. To configure snap right click this thing (left click to turn it on) [img]http://puu.sh/2BqWG[/img] [img]http://puu.sh/2BqX0[/img] If you want to move vertices without ruining the UV (in most cases anyway) toggle this thingie in under compound modeling tools: [img]http://puu.sh/2BqY7[/img] Also, while it's not really useful for this particular case you might want to look up the Skew modifier.
[QUOTE=fewes;40306867]I'd like to underline what Azgag said since it's [B]extremely [/B]useful when doing buildings. To configure snap right click this thing (left click to turn it on) [img]http://puu.sh/2BqWG[/img] [img]http://puu.sh/2BqX0[/img] If you want to move vertices without ruining the UV (in most cases anyway) toggle this thingie in under compound modeling tools: [img]http://puu.sh/2BqY7[/img][/QUOTE] I totaly forgot how Max had snapping settings, Maya uses hotkeys for them (V for vertex snapping, X for grid snapping, C for curve and a few other ones).
can someone help me out? I've finally managed to figure out UV's and i made my first texture but there's a problem the checkerboard texture still works just fine [img]http://i.cubeupload.com/91htSm.png[/img] but when I apply the texture i made, this happens [img]http://i.cubeupload.com/mvB9sP.png[/img] [img]http://i.cubeupload.com/Xkvgjb.png[/img] this is hard as fuck
[QUOTE=inebriaticxp;40310924]can someone help me out? I've finally managed to figure out UV's and i made my first texture but there's a problem the checkerboard texture still works just fine [img]http://i.cubeupload.com/91htSm.png[/img] but when I apply the texture i made, this happens [img]http://i.cubeupload.com/mvB9sP.png[/img] [img]http://i.cubeupload.com/Xkvgjb.png[/img] this is hard as fuck[/QUOTE] check if your face normals are inverted or not. if they are fine, check your material (if you have something linked to the opacity thing (right-click > Break connections if that's the case) (Edit: that happens when your diffuse has an alpha channel)
Is there any way to "cap" subdivised models
[QUOTE=skeligandrew;40316086]Is there any way to "cap" subdivised models[/QUOTE] How do you mean?
[img]http://imageshack.us/a/img208/6297/16659515.jpg[/img] [img]http://imageshack.us/a/img339/6096/37441338.jpg[/img] [img]http://imageshack.us/a/img109/6712/78230218.jpg[/img]
[t]http://puu.sh/2CbnR[/t]
[QUOTE=MrBunneh;40322025][t]http://puu.sh/2CbnR[/t][/QUOTE] Sexy model!
Back to working on my Mentats box - this is only the base stuff, got a lot of grunge to lay down yet. I'd like to do some paint chips on the corners but I'm not sure the UV is geared for it :/ [IMG]http://i.imgur.com/sJv3MGL.png[/IMG] Original for reference: [IMG]http://images3.wikia.nocookie.net/__cb20110909184424/fallout/images/5/5d/FO3_Mentats.png[/IMG]
[QUOTE=- Livewire -;40321952][img]http://imageshack.us/a/img208/6297/16659515.jpg[/img] [img]http://imageshack.us/a/img339/6096/37441338.jpg[/img] [img]http://imageshack.us/a/img109/6712/78230218.jpg[/img][/QUOTE] edges too sharp
Honestly, I love the look of it. Nice Bullpup SMG there. I love the sighting system, very well done. Anyway, here is one of mine. One that some called to wild color wise. [img]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieRoseshipplan_zps659ab8e1.jpg[/img]
i mean its a great model but the edges are too sharp to bake nicely
damn mine probably looks like shit compared to that [img]http://i.cubeupload.com/shgoWJ.png[/img]
WIP skin for a new SMG1 model, made for my HL2 Enhancement Mod. [t]http://i.imgur.com/xHn0jgJ.png[/t] [t]http://i.imgur.com/hhk0D7d.png[/t][t]http://i.imgur.com/fcQ2akk.png[/t][t]http://i.imgur.com/cU7ApxN.png[/t] [sub][sub]Model and Bake by Kwant111 Texture by Fat-Corgi-Guy[/sub][/sub] [I]I still got a lot of work to do, like adding some more grime here and there, making a specular, enhancing the bumpmap, etc.[/I] What do you guys think?
I guess this isn't the fault of you but isn't the mp7 a 9mm weapon? EDIT: nope apparently it isn't great job on the mp7 btw
It's not much, but it's my first proper model. [img]https://dl.dropboxusercontent.com/u/9988278/Models/Misc/maglite.jpg[/img] Not 100% sure how to unwrap it properly, so textures will have to wait for a little while.
Can I get some pointers on how to do a death star trench? I need to make it look like it will continue on for a long time. This is what it looks like so far. [IMG]http://i.imgur.com/snxIe1Y.jpg[/IMG]
Try to make more modular panels with more variation. There's too much repetition there. Break it up some more, or even rotate some panels.
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