• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Not sure if this is the right thread to ask about this but does anyone know how to remove sleeves skin from a weapon skin so that the default sleeve will take it's place? I'm talking about CS:Source here.
[QUOTE=Juniez;43024341]unfinished personal ion cannon for Renegade X's art test [IMG]https://dl.dropboxusercontent.com/u/1157653/work/personal ion cannon.PNG[/IMG] this was last month but then college applications got in the way and I think it's a bit too late now heh.....[/QUOTE] IMO the PIC needs to be bulky as hell. Remember that the ion cannon is a fuck off massive orbital laser gun, and the personal ion cannon in Renegade was just that, could blow up tanks with a single shot. A weapon that size seems like it'd make a dent, not an implosion. [img]http://images1.wikia.nocookie.net/__cb20100418162402/cnc/images/c/c0/CNCR_Ion_Cannon_Render.png[/img] In renegade it was this massive block that needed two hands to hold because it was so powerful. if anything it should look like a highly modified chain gun, a bit like [IMG]http://www.gamekyo.com/images_1/f3170881d9a2f6b1471b1c907433c43f20101010184228.jpg[/IMG] if you replaced the three barrels with the barrel you have on there
he was all like 'no lol' last time i tried to deviate from the concept
[QUOTE=Juniez;43052370]he was all like 'no lol' last time i tried to deviate from the concept[/QUOTE] give me his address i'll personally hunt him down , find where he lives and give him a detailed and well-constructed verbal argument
wow not quite as impressive as some of the guys here, like oh my god look at that T34-85. but i'm also not going to a university, but anywho, i'm making a few trains for my cs:go map de_subtransit that aren't quite done. I like to see stuff as it's being made so why not do the same. So far all i got for both trains is basically the shell. But this is wip man, showing some progress. [IMG]http://oi42.tinypic.com/qri72h.jpg[/IMG]
You're welcome to post WIP, and no one will hold it against you if you're not amazing as long as it's tasteful. Those honestly look perfectly good to me. Just make sure you refrain from posting it 150 more times as you progress, try to keep it to 3 or four steps at most.
Working on my first real model. I've modelled some things before, but they were either parts for other things or glorified tubes. [IMG]https://dl.dropboxusercontent.com/u/9988278/Models/M151a2/M151a2_2.jpg[/IMG] Any criticisms are welcome, I don't fully know what i'm doing so if i'm getting into any bad modelling habits then it'd be nice to know now.
Block out your model first. Don't neglect this step or it'll make the rest of the process a pain. Then gradually work on the shape and refinel. Once you've got the geometry where it needs to be then you can worry about clean topology and edge loops.
[QUOTE=John117;43065870]Block out your model first. Don't neglect this step or it'll make the rest of the process a pain. Then gradually work on the shape and refinel. Once you've got the geometry where it needs to be then you can worry about clean topology and edge loops.[/QUOTE] I've heard the term 'block out' used a lot, but I'm not sure how exactly you would do it for something like a vehicle. Could you give an example?
[QUOTE=FloaterTWO;43065903]I've heard the term 'block out' used a lot, but I'm not sure how exactly you would do it for something like a vehicle. Could you give an example?[/QUOTE] Same way as you'd do it for anything else, just get the rough shapes and sizes in there for the whole thing to start and compare parts of the vehicle against others to help you spot scale issues and stuff, it's slower to fix things if you have all the details and stuff. Once you got that, pick a starting point and start with the largest details on that piece working your way to the smaller ones keeping one eye on a ton of reference material you should have.
[QUOTE=Biscuit-Boy;43063348]You're welcome to post WIP, and no one will hold it against you if you're not amazing as long as it's tasteful. Those honestly look perfectly good to me. Just make sure you refrain from posting it 150 more times as you progress, try to keep it to 3 or four steps at most.[/QUOTE] Right on man, i won't be spamming this lol. And this is the first i've shown off these models. I probably won't post again until they're textured and then after that, when they are in my map
[url]https://plus.google.com/hangouts/_/7acpi7d5i1qee95gfc70t0f7hc[/url]
Nice WIPs, everyone! And Floater, I like your truck so far, keep it up! Anyway, I'm back with a model that I've been working on as a portfolio piece to get into school. it's far from finished, but I think it's going nicely so far: [IMG]http://4.bp.blogspot.com/-teAsmapmnUU/Up9xYu3XvVI/AAAAAAAABNg/p39zlIi3reI/s1600/Chrysler+Imperial+v2.0+opendoors.png[/IMG] As I said before, it's a redo of a really bad old model that I made when I was first starting out.
i'm late for this post, i know. was the mystery already solved? [QUOTE=John117;42996373] [t]http://i.xomf.com/hkphc.jpg[/t][/QUOTE] I'm pretty sure it's based on the Alien Infantry from "Turok: Dinosaur Hunter" (1998) Original: [t]http://uppix.com/f-Alien_Infantry529f833f0014bf81.jpg[/t] wanted to re-model this one myself so i immediately recognized this one. good job, by the way! keep it up!
[IMG]http://i.imgur.com/v7JFw3K.png[/IMG] Got the bakes done.
[QUOTE=Biscuit-Boy;43063348]You're welcome to post WIP, and no one will hold it against you if you're not amazing as long as it's tasteful. Those honestly look perfectly good to me. Just make sure you refrain from posting it 150 more times as you progress, try to keep it to 3 or four steps at most.[/QUOTE] That's ridiculous. You can't limit people from posting WIPs too much. Just post every time you feel like you want criticism, or you've made notable progress.
I feel i've made notable progress on the jeep i posted last page so i'll post that. [img]https://dl.dropboxusercontent.com/u/9988278/Models/M151a2/M151a2_6.jpg[/img]
Marmoset 2's out! (comes with 30 day free trial) [url]http://www.marmoset.co/toolbag/store[/url] yaayyyy edit: Rerendered an old pipe using the metalness shader (idk what it does yet exactly but it looks cool) [thumb]http://i.imgur.com/cxfGYWY.jpg?1[/thumb]
[IMG]http://i.imgur.com/HyixMUAl.png[/IMG] Oh yea, it is sick
[QUOTE=SMasters;43081560]Marmoset 2's out! (comes with 30 day free trial) [url]http://www.marmoset.co/toolbag/store[/url] yaayyyy edit: Rerendered an old pipe using the metalness shader (idk what it does yet exactly but it looks cool) [thumb]http://i.imgur.com/cxfGYWY.jpg?1[/thumb][/QUOTE] metalness map is like specular except the values are set according to a real life values [img]http://seblagarde.files.wordpress.com/2012/04/dontnodgraphicchartforblinnmicrofacet_lowres2.png?w=630&h=630]something%20like%20this%20should%20help[/img] also dont forget it supports highpoly meshes without trouble! [img]https://dl.dropboxusercontent.com/u/1157653/TEMP/screenshot000.png[/img] [img]https://dl.dropboxusercontent.com/u/1157653/work/stem.png[/img]
My turn, my turn! [t]http://i.cubeupload.com/mOccMq.png[/t] [t]http://i.cubeupload.com/sFFu5K.png[/t]
[t]http://filesmelt.com/dl/screenshot0015.png[/t] I'm jumping on the TB2 bandwagon. :rock:
[QUOTE=~ZOMG;43079622]That's ridiculous. You can't limit people from posting WIPs too much. Just post every time you feel like you want criticism, or you've made notable progress.[/QUOTE] There's no need to blow this out of proportion, I only meant it as a friendly suggestion. If you genuinely think that it's impossible to post something too much that's absolutely fine.
As long as it shows notable progress from last time and not just a few changed values I don't mind seeing the same project loads, we all like this shit so just share. I just show my stuff at milestones when I reach them, highpoly, lowpoly baked etc. I baked the sight in 3DS and compared the results to an earlier xNormal bake, xNormal did it better despite my cage in 3DS being as flawless as I could get it, this confuses me a tad. 9.5k tri's, just AO and normals at the moment, tiny bit of cavity to because I'm a slut. [img]http://i.imgur.com/GyFEpHP.jpg?1[/img]
Nice, Livewire. That's some serious sexy fine detail. Question- How do you go about doing the accessory rails? Do you have a technique to clone the pattern or do you just manually create all of the rail geometry?
[IMG]http://puu.sh/5EuP6.png[/IMG] im thinking the topology in the grip looks shit, dunno what to do..
Here's the topology of BF3s P90 if it'll help. [t]http://puu.sh/5Ev12.jpg[/t] [editline]7th December 2013[/editline] I think the most noticeable difference is that the angles between poly (or tri in their case) are highly consistent and are all leading towards/away from a specific centerpoint. Overall I think keeping your topology as consistent as possible will be of great help to you in general, so try to even them out as best you're able.
Am I supposed to make them triangles AFTER I get the quads alright?
I couldn't tell you, I honestly have no idea what I'm ever doing so hopefully someone else can help you there :P
I always thought that most triangulation doesn't matter, and you can keep the mesh in quads except for any specific polygons that have to be triangulated so and not otherwise.
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