[t]https://dl.dropboxusercontent.com/u/9988278/Models/Misc/toolbox_wip4.jpg[/t]
I got my toolbox unwrapped and an AO bake made for it. It needs some cleaning up in places but it turned out better than any of the ones i've done before.
And i need some suggestions for stuff to model. This month I'm going to try and finish one simple model per week just to get some practice in both modelling and texturing, but none of my ideas seem particularly creative.
[QUOTE=FloaterTWO;43743742][t]https://dl.dropboxusercontent.com/u/9988278/Models/Misc/toolbox_wip4.jpg[/t]
I got my toolbox unwrapped and an AO bake made for it. It needs some cleaning up in places but it turned out better than any of the ones i've done before.
And i need some suggestions for stuff to model. This month I'm going to try and finish one simple model per week just to get some practice in both modelling and texturing, but none of my ideas seem particularly creative.[/QUOTE]
Try modelling a retro handheld console.
[QUOTE=azgag;43742937]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)[/QUOTE]
ohh okay, thanks for the info
[editline]1st February 2014[/editline]
[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]
Perhaps that face has inverted normals?
Made a branch texture wooo
[t]http://i.imgur.com/l6W31EY.png[/t]
What does this have to do with modelling?
I made it in max
[t]http://i.imgur.com/GixXi3M.jpg[/t]
So happy.
Anyways, this technique uses spline shapes to create the branches, then I just use a random leaf texture with alpha and paste it all over. This is effective because you can move stuff around, rescale, even change entire things with very little difficulty as well as change the bark color to match whatever tree you have. or change the leaves to something like autumn or winter
[QUOTE=SamuelRowe;43744276]
Perhaps that face has inverted normals?[/QUOTE]
Tried selecting the polys and adding a normal modifier, didn't work.
[t]http://i.cubeupload.com/ji6ek7.jpg[/t]
[t]http://i.cubeupload.com/EG3CYF.jpg[/t]
some more WIP from tonight. made a tillable wood texture for the poles (might make some individual textures which add occlusion and muck for the poles)
Is that guard rail made of elastic?
[QUOTE=pinecleandog;43746508]Is that guard rail made of elastic?[/QUOTE]
djfa;sokfj;askj
fine i'll fix it.
dang, these trees came out better than I expected. Still needs work
[t]http://cloud-4.steampowered.com/ugc/612789941172734593/7F4CAA00901A936BEEF746705285A22A3F225904/[/t]
(please pardon the tree spam)
[t]http://puu.sh/6GaYO.png[/t]
been using the hl2 sdk player model as a base for my own player model, here's a wip of it
I have a small problem when modeling a car in maya.
One of the parts is a rounded piece, yet has one sharper part.
Here are the images:
[t]https://dl.dropboxusercontent.com/u/69842270/stpon/Przechwytywanie22.JPG[/t]
(above: applied smooth, you can clearly see the small distortion which I want to avoid)
[t]https://dl.dropboxusercontent.com/u/69842270/stpon/Przechwytywanie2.JPG[/t]
Got an idea on how would it be the best to make this work so there would not be any distortions in the roundness, yet the angle would remain?
[QUOTE=Milkyway M16;43745454]Tried selecting the polys and adding a normal modifier, didn't work.[/QUOTE]
try selecting that individual face and clicking 'flip normals'.
[QUOTE=Milkyway M16;43745454]Tried selecting the polys and adding a normal modifier, didn't work.[/QUOTE]
Try unifying the normals
[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]
[URL]https://developer.valvesoftware.com/wiki/$translucent#Flickering_and_reversed_depth[/URL]
It happens sometimes with $translucent and I'm not entirely sure why.
[QUOTE=Snood_1990;43753084][URL]https://developer.valvesoftware.com/wiki/$translucent#Flickering_and_reversed_depth[/URL]
It happens sometimes with $translucent and I'm not entirely sure why.[/QUOTE]
because depth sorting with kind-of-transparencies is unfeasably expensive
[IMG]http://i.imgur.com/gxshap7.png[/IMG]
Gotta finish the stock, then some details, the other side of the weapon and then go for lowpoly optimizing
[QUOTE=Snood_1990;43753084][URL]https://developer.valvesoftware.com/wiki/$translucent#Flickering_and_reversed_depth[/URL]
It happens sometimes with $translucent and I'm not entirely sure why.[/QUOTE]
I've tried things like $alpha and $alphatest to fix it but neither of those seem to work at all. Neither one makes my texture transparent or translucent at all. The documentation is a little fuzzy on how they work so maybe it's my fault but I tried a few different things and $translucent is the only way to make that texture transparent.
[IMG]http://i.imgur.com/NXpirEY.jpg[/IMG]
Decided to hex this guy, but I still think I am in the wrong thread :tinfoil:
[QUOTE=Milkyway M16;43755429]I've tried things like $alpha and $alphatest to fix it but neither of those seem to work at all. Neither one makes my texture transparent or translucent at all. The documentation is a little fuzzy on how they work so maybe it's my fault but I tried a few different things and $translucent is the only way to make that texture transparent.[/QUOTE]
Are you using an alpha map in the diffuse? Probably a dumb thing to ask but I looked at my shampoo bottle which has a transparent cap for reference...
[QUOTE=nomad1;43761535]Are you using an alpha map in the diffuse? Probably a dumb thing to ask but I looked at my shampoo bottle which has a transparent cap for reference...[/QUOTE]
Yes I am
[T]http://puu.sh/6HDgZ.png[/T]
hooray...
This is not finished work! this is just a proof of concept. I've never made terrain before, nor made it this close up. The pylons are just there for a size reference, their texture isn't right for the scene.
[t]http://i.cubeupload.com/d1gLe2.jpg[/t]
[t]http://i.cubeupload.com/152dNe.jpg[/t]
also i fixed my railings
[t]http://i.cubeupload.com/QK9K8I.jpg[/t]
[img]http://imageshack.com/a/img819/5994/hxt3.jpg[/img]
Still a WIP. What am I getting wrong/right so far?
Needs some clothing folds on the pants.
[QUOTE=-Rusty-;43764107]Needs some clothing folds on the pants.[/QUOTE]
Will be doing cloth folds and the like in Mudbox.
Wrists look rather thin Try thinking them a tad bit. and making the edges of the shirt end closer to the wrist
[QUOTE=Falkok15;43756470]
Decided to hex this guy, but I still think I am in the wrong thread :tinfoil:[/QUOTE]
oh god i'm 12 years old again help
I don't get it.
[editline]2nd February 2014[/editline]
I get it if I am in the wrong thread though
[QUOTE=surfur;43762724]This is not finished work! this is just a proof of concept. I've never made terrain before, nor made it this close up. The pylons are just there for a size reference, their texture isn't right for the scene.
[/QUOTE]
so the pilings are not going to stay wood? because, far from holding up all that weight, especially with vehicles, they'd rot out after 20 years and the whole thing would collapse.
the bottom is really ghetto looking; the top is just old and damaged. it creates a discordance. if you're going to build the top in concrete you do the bottom as well; especially in a situation like that.
[t]http://i.imgur.com/UNJXCos.png[/t]
wip
crits?
[editline]2nd February 2014[/editline]
[t]http://i.imgur.com/GQOdMtG.png[/t]
578 tris
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