• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Made a computer display model. [t]https://dl.dropboxusercontent.com/u/147499410/Public%20Photos/preview_1.png[/t] [t]https://dl.dropboxusercontent.com/u/147499410/Public%20Photos/preview_2.png[/t]
[IMG]https://dl.dropboxusercontent.com/u/7856270/ratchet.jpg[/IMG] futuristic ratchet thing, it folds!
[QUOTE=Juniez;43602728][img]https://31.media.tumblr.com/29f1454487383bf635c308c48d6bffab/tumblr_mzozqwslPj1t5aocgo1_1280.png[/img][/QUOTE] This looks cool so far, try adding more contrast to the metal in the spec and tint it slightly dark blue to see what that gives you, I find it helps to give the metal a cold feel. I see some slight blue in there but I'm not sure if that's your textures or marmoset.
[IMG]http://i.xomf.com/fdycd.jpg[/IMG]
[QUOTE=CaptainBigButt;43602574]No speculars are allowed? Doesn't that just help make certain things even more stylized?[/QUOTE] in some places yea. for my work, they only use speculars on a few key pieces. and they use normal maps even more rarely!
[QUOTE=Joazzz;43595178]very early WiP. props for anyone who knows/can guess what it's going to be [img]http://files.1337upload.net/WoooWeeWoo.png[/img][/QUOTE] A little late, but it kinda looks like one of those container things in the Daedric world In Oblivion. Actually, nevermind. I just noticed your hint.
[QUOTE=The Rizzler;43600443]The center of the door spins really fast, and too much I think! If it's a blast-type door, in my opinion I think it would be best to have the central plate rotate just 90 degrees and slowly, and when opening, the doors should 'lurch' giving the door a heavier/airlocked impression the opening speed looks fine, I just think it would look cooler/more believable that way, unless it opens fast for convenience[/QUOTE] I did have it doing 90 at first but it lacked weight. I might try it again since I substantially altered the timescale since the last version with it. I could just throw it in and keep these as a fast open version, idk. Thanks for the feedback though, I got this reaction elsewhere and since it seems to be the generally same response, I'll go back and change it.
[QUOTE=Lt_C;43605601]I did have it doing 90 at first but it lacked weight. I might try it again since I substantially altered the timescale since the last version with it. I could just throw it in and keep these as a fast open version, idk. Thanks for the feedback though, I got this reaction elsewhere and since it seems to be the generally same response, I'll go back and change it.[/QUOTE] having the rotating part do a 90degree angle rotation could still work if you can make it slow and feel heavy
[IMG]http://i.xomf.com/xdcvp.jpg[/IMG]
[QUOTE=Lt_C;43599514]Well I kind of do. All this sci-fi stuff kind of spawned from a mapping project. I'm going to integrate this model into a map or two. [t]https://dl.dropboxusercontent.com/u/21161113/mapping/sfm_scifibox_2.JPG[/t] Also recorded a video of the animation in SFM [video=youtube;I0ldPaIzFIM]http://www.youtube.com/watch?v=I0ldPaIzFIM[/video][/QUOTE] that was cool, will there be a door leading to a outside space ? like how in dead space games you open doors that look like that and you can go to the outside and can go back in. also it would be cool to add a lock and unlock option. where lets say if you hold the c button on gmod, and can just unlock it or lock the door, or even add a button next to the door.
Alright, took a video in EP2 with shadowplay this time. I added slower spin speeds, and this shows off the embedded audio. Speaking of which, anyone have any suggestions for better sounds for it? Noting in the default library really stuck out as fitting. [video=youtube;XLR7PEj4l5I]http://www.youtube.com/watch?v=XLR7PEj4l5I[/video]
got some work done on my biocell remake [img]http://files.1337upload.net/biocell_v2_06.png[/img]
[QUOTE=Lt_C;43610903]Alright, took a video in EP2 with shadowplay this time. I added slower spin speeds, and this shows off the embedded audio. Speaking of which, anyone have any suggestions for better sounds for it? Noting in the default library really stuck out as fitting. [video=youtube;XLR7PEj4l5I]http://www.youtube.com/watch?v=XLR7PEj4l5I[/video][/QUOTE] fuck I rated this dumb instead of clicking reply I am sorry anyways what I thought might be good is perhaps a delay between the centre circle rotating, and the door opening itself? it might get you that powerful look you were looking for.
[T]http://puu.sh/6soKh.png[/T] Monitor thingy textures coming if I can get xnormal to work right too
[t]https://dl.dropboxusercontent.com/u/1157653/work/hs/4.png[/t]
[t]https://dl.dropboxusercontent.com/u/7856270/RatchetShowcase01.jpg[/t] [t]https://dl.dropboxusercontent.com/u/7856270/RatchetShowcase02.jpg[/t] [t]https://dl.dropboxusercontent.com/u/7856270/RatchetShowcase03.jpg[/t] done! moving onto a bigass nanite cannon that my tutor made: [IMG]https://dl.dropboxusercontent.com/u/7856270/norbert.jpg[/IMG]
[IMG]http://i.imgur.com/qztkifh.png[/IMG] Took me most of today because that screw was a [I]bitch[/I] to make.
[IMG]http://i.xomf.com/bwxly.jpg[/IMG]
first model that is was not made from a box [T]http://files.1337upload.net/Bed_model_1.png[/T] [editline]21st January 2014[/editline] only diffuse map
I've been making a model for my project, so I'd like to know, what do I need to fix? Because I'm not sure at all. [thumb]http://imageshack.com/a/img845/1580/kcg0.jpg[/thumb]
for my first organic texture job i don't think this is too bad [t]http://files.1337upload.net/starfish.png[/t] this preview is a bit misleading though. once i get it into Source and throw all the bumpmaps and shaders on it it won't look like something out of Quake 3 anymore
[QUOTE=GoOR;43617297]I've been making a model for my project, so I'd like to know, what do I need to fix? Because I'm not sure at all. [thumb]http://imageshack.com/a/img845/1580/kcg0.jpg[/thumb][/QUOTE] You should probably give the arms some more polygons at the elbow so it looks better when the arm bends. Look up elbow topology or something on google to see some good examples that are still really polygon efficient ( that said you can really pump up the polycount if this is for PC ).
[img]http://files.1337upload.net/TheUnnamable.png[/img] gonna do something about the seam around the, uh, "neck" area
Made a 3D model. [sp]For the first time.[/sp] [IMG]https://dl.dropboxusercontent.com/u/33959375/Facepunch/3dshit.jpg[/IMG] I'm actually somewhat proud of it.
it's pretty horrifying
speaking of first timers first time ive ever made a model, its not great, it was mainly practice on how to make UV maps [img]http://i.imgur.com/Tl55qCe.jpg[/img] does anyone have any constructive crit for me?
[QUOTE=cheesecurls;43621969]speaking of first timers first time ive ever made a model, its not great, it was mainly practice on how to make UV maps [img]http://i.imgur.com/Tl55qCe.jpg[/img] does anyone have any constructive crit for me?[/QUOTE] I'm guessing it's a cigar pipe? If so, make the pipe bit have some depth, and also, use a better wood texture. [editline]22nd January 2014[/editline] [QUOTE=azgag;43611884]got some work done on my biocell remake [img]http://files.1337upload.net/biocell_v2_06.png[/img][/QUOTE] Also I'm wondering, how do you make such amazing fine detail? I mean like inside the biocell etc
[img]http://files.1337upload.net/PrimordialOne.png[/img] i'm yet to do the wings, but i'm going to finish the other textures and rig this thing first
[QUOTE=SamuelRowe;43623490][editline]22nd January 2014[/editline] Also I'm wondering, how do you make such amazing fine detail? I mean like inside the biocell etc[/QUOTE] thanks dude. The interior took me a while to make, I spent quite a lot of time trying different things, for example the lights inside felt out of place so I simply removed them and tried something new. When making those details I try to make them functional (so it's not a bunch of random panels or screws).
[QUOTE=SamuelRowe;43623490]I'm guessing it's a cigar pipe? If so, make the pipe bit have some depth, and also, use a better wood texture. [editline]22nd January 2014[/editline] Also I'm wondering, how do you make such amazing fine detail? I mean like inside the biocell etc[/QUOTE] that can be used to have body inside of it or a body part. like how it was used in a resdient evil game.
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