[QUOTE=A big fat ass;43968367]Your buttons are going [I]into[/I] the vest. :v:[/QUOTE]
Either that or those are just the little divets where the buttons go. If so, remember that those are just little flat cuts for the button to slide through. The button doesn't really pull that hard into a hard shape like that. Either way, that vest looks more like a corset with how tight it is.
[QUOTE=CaptainBigButt;43968742]Either that or those are just the little divets where the buttons go. If so, remember that those are just little flat cuts for the button to slide through. The button doesn't really pull that hard into a hard shape like that. Either way, that vest looks more like a corset with how tight it is.[/QUOTE]
I guess it depends on what the build of character is going on. I have a waistcoat that fits like that and it isn't tight fitting like a corset at all
it's just tailored. i have a tailored suit and it fits like a glove, rather than just hanging.
[editline]19th February 2014[/editline]
the whole view:
[IMG]https://dl.dropboxusercontent.com/u/7856270/clothsculpting2.jpg[/IMG]
Are you using references when you're sculpting? I know it's a stylized model, but all universes - no matter how cartoony - should follow some sort of physics of how fabric deforms. I almost never scupt, but I found having images open of what I was trying to replicate helped a ridiculous amount. I would just look at the images and try to duplicate the folds. The armpit wrinkles look the most unnatural in my opinion, like he wouldn't be able to move his arms forward or backward very far because of how tight the fabric is.
[url]http://xyvibes.com/wp-content/uploads/2013/12/Tailored-Dress-Shirts-Sleeves-and-Shoulders.jpg[/url]
[url]http://www.deoveritas.com/blog/wp-content/uploads/2010/02/slim-shirt.jpg[/url]
[url]http://dappered.com/wp-content/uploads/2013/05/Before-and-After-White-and-Striped.jpg[/url]
[url]http://www.groomsoldseparately.com/wp-content/uploads/2011/03/J-Crew-Aldridge-3-Button-Suit-with-Vest-in-Heather-Charcoal.jpg[/url]
Yeah, I'm using references, and that's a good point. I might loosen the vest up around the waist a bit, along with the shirt's armpit creases.
[QUOTE=Sam Za Nemesis;43966531]I made fancy colourable doors with fancy shader params because why wouldn't you
[img]http://image.noelshack.com/fichiers/2014/08/1392782608-doors1.png[/img]
[img]http://image.noelshack.com/fichiers/2014/08/1392782752-doors2.png[/img][/QUOTE]
looking nice, have you tried baking those white bars on a plane then duplicate it a few times to create depth? it might look better and save some triangles
I'm also going to sculpt some wrinkles and foldings for the clothing of my character, and this first video was quite helpful:
[url]http://www.zbrushcentral.com/showthread.php?182967-Naughty-Dog-UGM-Extended&p=1062029#post1062029[/url]
While we're on doors...I just threw this model together to test the texture, I'm now remaking it with a more detailed frame and handle and stuff.
I'm making the normals in nDo2, instead of baking HP to LP - if I bevel the edges of the beams that make up the frame on the model, would adding a bevel on the normals texture as well smooth it out and make it look better, or fuck up the lighting because it's adding an angle to something that's already angled?
[img]https://dl.dropboxusercontent.com/u/102156717/Door.png[/img]
benis :DDD[IMG]http://puu.sh/73k1W.jpg[/IMG]
[QUOTE=Sam Za Nemesis;43984349]I've thought about that and I'm actually doing that on lower LODs, it looks really great far away but it kinda breaks the immersion up close[/QUOTE]
Fun fact, CS:GO has no lods. Creating Lods is utterly useless.
[QUOTE=Stiffy360;43984677]Fun fact, CS:GO has no lods. Creating Lods is utterly useless.[/QUOTE]
I'm kind of forced to cheat it though (with fade distances) since small objects like spindles and barred windows seem to cause weird artifacts / lighting problems from further away.
[QUOTE=Stiffy360;43984677]Fun fact, CS:GO has no lods. Creating Lods is utterly useless.[/QUOTE]
Did valve ever comment on why CSGO does not support lods?
[IMG]http://i.xomf.com/qmfgz.jpg[/IMG]
Parts 17 through 21 of my 3D modeling series is up:
[url]https://www.youtube.com/playlist?list=PLxt9ZAGPLIpeB8TcHrpzxvEI4Ve3SfZBC&feature=edit_ok[/url]
Parts 20 and 21 contain some valuable modeling techniques that I don't see in other tutorials.
I'm playing with Marvelous Designer again, want to try making some of the shooty men from GoldenEye N64 for a certain mod (you'll never guess which one).
[img]http://img19.imageshack.us/img19/180/zgca.png[/img]
Basically everything is temporary. Haven't actually done the collar yet, shirt's a bit too tight and definitely will have to change the material, still tweaking the suspenders(webbing?), still have to figure out how to do the boot thing where it lifts the pants up and keeps them there - the plan is to use as little of this as possible because I'll have to do retopologization in Max and add a bunch of shit.
[QUOTE=nomad1;43985134]Did valve ever comment on why CSGO does not support lods?[/QUOTE]
computers being more powerful, everyone running the game on low so it doesn't lag and optimized models.
[QUOTE=John117;43985353]Parts 20 and 21 contain some valuable modeling techniques that I don't see in other tutorials.[/QUOTE]
I'm coming from Blender, but your tutorials make it easy for me to move to the industry standard, 3ds Max... because I'm currenly studying the game development. Thank you, sir. You are awesome. (;
I would be fairly certain they merely removed LOD's from CS:GO since source still doesn't have LOD switching effect (both Cryengine and Unreal Engine have a decent fading effect) and all of the old maps are extremely well designed in both gameplay and visleaf optimization over now 3 generations while we have exponentially jumped in hardware power over the years - barely anything in CS GO can be called optimized but it is simply the brute hardware strength pulling it through.
Custom maps with little to no visleaf optimization run pretty bad comparedly since everything that isn't brushes got a ton of polygons. Viewmodels don't use normal maps (in some respect they look absolutely beautiful in the details such as the grip grooves on pistols) and reach insane polycounts - the Benelli semi-automatic shotgun has 18k triangles without counting the hands.
[QUOTE=Stiffy360;43984677]Fun fact, CS:GO has no lods. Creating Lods is utterly useless.[/QUOTE]
This only applies to CS:GO and the way visual calculations for whether or not something needs to be rendered is done in Source. You could never not have LOD's on a open world game.
[QUOTE=Sam Za Nemesis;43985243]I'm on Alien Swarm, but I still don't understand why they'd remove that from CS:GO specially when polycount has never been higher[/QUOTE]
oh there are other shit that Valve did that doesn't make sense. One of them is that any models that has a normal map can't receive shadows from other models.
If you look at their csgo props, most of them have no normal maps but are quite high poly. Just by replacing their handrails with custom ones (lower poly count and with a normal map) on Blackgold we saw an increase in FPS. So if you're gonna reuse a stock prop several times it's probably better to just remake it.
[QUOTE=Dark One;43986443]computers being more powerful, everyone running the game on low so it doesn't lag and optimized models.[/QUOTE]
Isn't that backward? The models are much higher quality than before, yet they don't support additional increasingly lower quality optimized variants for people to use on lower details. Even if everybody played on the same detail quality, LoD is nice for decreasing a model's quality in the distance.
[QUOTE=FlyingAlien;43986504]
This only applies to CS:GO and the way visual calculations for whether or not something needs to be rendered is done in Source. You could never not have LOD's on a open world game.[/QUOTE]
I meant that creating lods for CS:GO is useless since It doesn't even support them. Like you said, all its optimization is done via vis culling, and fading. Also the CS:GO engine is good at handling large quantities of models anyways.
[QUOTE=CaptainBigButt;43988105]Isn't that backward? The models are much higher quality than before, yet they don't support additional increasingly lower quality optimized variants for people to use on lower details. Even if everybody played on the same detail quality, LoD is nice for decreasing a model's quality in the distance.[/QUOTE]
again computers more powerful because the average counterstrike player tends to have a very powerful rig [I]but still yells lag if they die[/I]
Finished a van model I started like two years ago :v:
[img]http://files.1337upload.net/paku.jpg[/img]
It looks very boxy. What was your reference?
[QUOTE=~ZOMG;43989691]It looks very boxy. What was your reference?[/QUOTE]
Fourth generation Ford Transit. Though this is not a 1:1 remake, just used it for dimensions and such.
Very boxy? it's a friggen van
I made a modeled version of this logo I made. I shot for like a lobby centerpiece mixed media sculpture.
[t]https://dl.dropboxusercontent.com/u/21161113/UECFC_seal.png[/t]
[t]https://dl.dropboxusercontent.com/u/21161113/uecfc_seal_color.jpg[/t]
[t]http://filesmelt.com/dl/FinalRender1_-_Post.png[/t]
I did this as an extra credit thingy for my honors art class.
It's inspired by a [URL="http://facepunch.com/showthread.php?t=1258652&p=42664943&viewfull=1#post42664943"]wonderful piece[/URL] by Cepink.
This is also going to be printed in my high school student art show and featured at a local gallery. I'll be sure to post picture of that when it goes up.
new Polycount recap is up [url]http://www.polycount.com/2014/02/21/polycount-recap-24/[/url]
congratz Juniez!