• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Sam Za Nemesis;43705540]Yeah I know that, it's really retarded and I really wish valve could at least make an workaround for that, my guess for why that happens is because I think that lighting normals aren't baked into the per-vertex lighting information so they just disabled it all together, they still could get information from ambient cubes[/QUOTE] yeah, if you checked CSGO's models, they rarely use normal maps but use a lot more geometry instead which can be a problem when you use a model several times (like handrails)
[QUOTE=Sam Za Nemesis;43705597]Yeah I'm doing both on my screenshot, the HLMV model has neither though, I'm just using the Alien Swarm foliage texture, I'm still trying to figure out a way to have smooth alphatest but I have no idea of an optimal way like Crytek did with Cryengine 3, there's this technique on Wolfire's blog but I don't know how I'd implement it [url]http://blog.wolfire.com/2009/02/rendering-plants-with-smooth-edges/[/url][/QUOTE] They're basically rendering leaves twice, $alphatest pass and a $transluncent pass or something of that nature. You can get that effect by pasting your leaves and having them use a $translucent texture. Naturally this ups the cost of leaves tremendously. I'm probably spouting nonsense though
I can't deny it actually works though [t]http://cloud-3.steampowered.com/ugc/612789213576050084/35964B647C16B00A2ADBD90E5E1F0FC590695305/[/t]
[QUOTE=Sam Za Nemesis;43704774]Crossposting from the mapping thread, I've started working on a map for my next project and I'm making assets, including foliage. [IMG]http://image.noelshack.com/fichiers/2014/05/1390946619-westernwell1-small.png[/IMG] [IMG]http://image.noelshack.com/fichiers/2014/05/1390946618-westernwell3-small.png[/IMG] [IMG]http://image.noelshack.com/fichiers/2014/05/1390946612-westernwell4.png[/IMG] VRAD also generates nice per vertex lighting [IMG]http://image.noelshack.com/fichiers/2014/05/1390946618-westernwell2-small.png[/IMG] You can't see much of the tree in these pictures but it looks like this [t]http://image.noelshack.com/fichiers/2014/05/1390947044-tree.png[/t][/QUOTE] fapfapfapfap But seriously, AMAZING.
I threw the padding into mudbox and baked normals and ao there. [t]https://dl.dropboxusercontent.com/u/21161113/random/headset_wip3.jpg[/t] Slowly but surely this headset is getting done. The texture is still very wip. I opted for more bones then less, and a few bodygroups, so you have a great deal of latitude in dealing with headshapes and alternate uses. [t]https://dl.dropboxusercontent.com/u/21161113/random/headset_test.jpg[/t] I kind of wish I had a few more edges on the main cylinder, hindsight 20/20.
Such a thing exists? I just assumed the L4D2 trees were animated by hand.
[QUOTE=Sam Za Nemesis;43711824]It uses a vertex shader but there's zero documentation about it[/QUOTE] Fishing around CS:GO's vmts I found this [CODE] $treeSway "1" // height at which the effect is on fully (in world units) $treeSwayHeight "400" // radius at which the effect is on fully (in world units) $treeSwayStartHeight ".5" // portion of height at which the effect starts to fade in (0-1) $treeSwayRadius "200" // radius at which the effect is on fully (in world units) $treeSwayStartRadius "0.0" // portion of radius at which the effect starts to fade in (0-1) $treeSwaySpeed ".2" // how quickly the tree sways (as a multiplier of time) $treeSwayStrength "10" // how much the tree sways (as a multiplier of position) $treeSwayScrumbleSpeed "1.2" // how quickly the leaves move (as a multiplier of time) $treeSwayScrumbleStrength "2" // how much the leaves move( as a multiplier of position) $treeSwayScrumbleFrequency "2" // spatial frequency of sine wave applied to leaves. Typically high-ish (10-25) $treeSwayFalloffExp "2" // falloff parameter for wave motion on branches/trunk, higher means core of tree is more stable $treeSwayScrumbleFalloffExp "3" // falloff parameter for scrumble motion on leaves, higher means the core of the tree is more stable $treeSwaySpeedHighWindMultiplier "0" // multiplier of movement speed at higher wind $treeSwaySpeedLerpStart "200.0" // wind speed at which high wind multiplier begins to have effect $treeSwaySpeedLerpEnd "600.0" // wind speed at which high wind multiplier is fully on[/CODE]
Im working on the WW2 Russian Bolt Action "Mosin Nagant" Not even close to done. Second model I made from scratch. But, I cant go any Further, the "Cut" tool acts like the Quick Slice, but I cant even place the Cut down. in the pic. the cut is in the middle, its that line there, I cant even place it. [IMG]http://puu.sh/6CRcS.png[/IMG] But, heres the Real gun. Barely finished 1 part. gonna have to fix some Smoothing errors. [IMG]http://puu.sh/6CRnv.png[/IMG]
[t]http://puu.sh/6CZlj.png[/t] shitty bake ddo texture but I've pretty much finished this model now to animate it
Lookin good so far Tayley. I can't tell easily from the render but let me remind you to make the rear sight hole a little unrealistically larger than normal so it is actually useful in-game.
[video=youtube;WycjYcH3QIw]http://www.youtube.com/watch?v=WycjYcH3QIw&feature=c4-overview&list=UUerfqhXBRuPxGu0-FLl50VQ[/video] sorry I know it's not the best song.. but I thought it fit well simulations are fun though.... right???
[QUOTE=Lt_C;43706042] [t]https://dl.dropboxusercontent.com/u/21161113/random/headset_wip3.jpg[/t] .[/QUOTE] I think you should have added 'beats by dre'.
Ive been working on this handgun lookalike, but I have no clue how to texture so I just added simple details [img]https://dl.dropboxusercontent.com/u/25867270/jericho.png[/img]
[IMG]http://i.imgur.com/UaWxTbI.png[/IMG] i don't even know what i'm doing i watched a tutorial with 1h40m teaching how to highpoly model and now ive spent more than 4 hours doing that
[t]http://i.cubeupload.com/pTAVZZ.png[/t] some WIP!
[media]http://www.youtube.com/watch?v=wDRsMFylCKQ[/media]
[QUOTE=A big fat ass;43721771]I think you should have added 'beats by dre'.[/QUOTE] I thought about making it a beats clone. I did end up finishing it, I decided to make it color enabled, so you can make it a rainbow of colors if you so choose. I also made a pristine version for that fresh out of the box $200 overpriced market value version. [t]https://dl.dropboxusercontent.com/u/21161113/random/headset_color.jpg[/t]
[QUOTE=thefreemann;43720610][video=youtube;WycjYcH3QIw]http://www.youtube.com/watch?v=WycjYcH3QIw&feature=c4-overview&list=UUerfqhXBRuPxGu0-FLl50VQ[/video] sorry I know it's not the best song.. but I thought it fit well simulations are fun though.... right???[/QUOTE] I think you ogredid it
[QUOTE=NotExactly;43725256]I think you ogredid it[/QUOTE] You're just ogrereacting, looks fine IMO.
Okok that's enough Might have to make a shrek model now
[IMG]http://i.imgur.com/tbW2YQ6.png[/IMG] gotta make the ironsights, stock, then properly make the other side of the weapon and finish with details, then texturing
Working on a Boeing 747, I'm still learning. [thumb]http://gyazo.com/47585041e31a60ae47803beeeda65f9d.png[/thumb] [thumb]http://gyazo.com/f5d1b043640693a21de6c8339874d06f.png[/thumb] I'm in the process of unwrapping it.
[QUOTE=surfur;43722010][t]http://i.cubeupload.com/pTAVZZ.png[/t] some WIP![/QUOTE] do you realize how much guard rail you have there?
[QUOTE=Nuclear Arbitor;43730850]do you realize how much guard rail you have there?[/QUOTE] That's okay, it's just made of taffy. It got a little stretched, that's all.
[QUOTE=Nuclear Arbitor;43730850]do you realize how much guard rail you have there?[/QUOTE] [t]http://i.cubeupload.com/QVIZ8K.png[/t]
[IMG]http://i.xomf.com/chbzs.png[/IMG]
Next task, materials. It's getting there: [thumb]http://gyazo.com/a047a41cd580fcbf93a7b718944df375.png[/thumb] [thumb]http://gyazo.com/be67d04d939d3e835c4628e78056ec39.png[/thumb] Update: Started to add windows, not sure of the scale of them? Also added a spec map. [thumb]http://gyazo.com/aabf95e71796e1c06f5114efb9634244.png[/thumb] Thoughts/Opinions?
I made a bottle and it's translucent but this one strip of texture on the inner part of the bottle doesn't seem to be translucent at all and can be seen from all angles through the rest of the translucent parts of the bottle. You can see it happening on that left side. Anyone know why this is happening? [IMG]http://cloud-2.steampowered.com/ugc/486689151565181144/3F3652DEAE93742B0F2F7A3A815ACDC85472E5C2/1024x576.resizedimage[/IMG]
[QUOTE=Milkyway M16;43742273]I made a bottle and it's translucent but this one strip of texture on the inner part of the bottle doesn't seem to be translucent at all and can be seen from all angles through the rest of the translucent parts of the bottle. You can see it happening on that left side. Anyone know why this is happening? [IMG]http://cloud-2.steampowered.com/ugc/486689151565181144/3F3652DEAE93742B0F2F7A3A815ACDC85472E5C2/1024x576.resizedimage[/IMG][/QUOTE] Is that particular polygon a ngon(More than four sides) or a triangle or a polygon?
[QUOTE=SamuelRowe;43742610]Is that particular polygon a ngon(More than four sides) or a triangle or a polygon?[/QUOTE] that doesn't matter, if a mesh isn't triangulated it will get automatically triangulated when compiling a model for Source (or any other engine)
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