woo replies
[QUOTE=RoboChimp;44014282]Show me the topology.[/QUOTE]
it's just a bunch of cylinders... no complex topology anywhere on the model :x
[QUOTE=Uberslug;44015281]Holy fuck that rocks. Are you planning on doing the APC too?[/QUOTE]
nope, the plan only extends to this and the airboat - originally I wasn't even going to do those, but an opportunity arose with me being able to do these during school hours
[QUOTE=~ZOMG;44017291]Out of curiosity, how close to the original is your model? Because it looks pretty flimsy :v:[/QUOTE]
I made it practically 1:1 so people wouldn't have anything to complain about in terms of [I]authenticity[/I]... save for a few things that were floating or clipping in the original model (gauss gun controls, rear lights are the only ones afaik) (and also the top back support cause w/e)
[t]http://puu.sh/77Yww.jpg[/t]
[QUOTE=Snood_1990;44017367]Would you be able to do a closeup + wire of one of the weld points between two parts of the roll cage? Just curious as to what the topology looks like.[/QUOTE]
it's just a volumetric spline + noise
[url]http://gamebanana.com/tuts/11203[/url]
[QUOTE=ZombieDawgs;44017450]
It's only just occurred to me but where the fuck is the engine?
[editline]23rd February 2014[/editline]
It's the same in HL2 as well..[/QUOTE]
[t]http://puu.sh/77YMT.jpg[/t]
(i assume)
lots of problems with the actual design though! there's a 4-speed shifter but no clutch, the drive shaft's a mangled mess, the suspension is welded to both the wheels [I]and [/I]the body.... didn't fix any of em though cause authenticity (and also cause we need it to rig onto the original skeleton)
[QUOTE=Juniez;44021442]woo replies[/QUOTE]
Can't wait to see your gauss gun.
Also, here's my current WIP adventures in hard surface subd:
[img]http://puu.sh/77Ghq.jpg[/img]
I've already fixed the pinching above the mouthpiece.
[QUOTE=Juniez;44021442]
it's just a volumetric spline + noise
[url]http://gamebanana.com/tuts/11203[/url]
[/QUOTE]
This is smart.
[QUOTE=Torcharts;44017190]Use Xnormal's Ray distance calculator and copy the settings, that should fix the issue.[/QUOTE]
Still have [url=http://img41.imageshack.us/img41/3134/qssq.png]errors[/url], but they're minor so whatever I'll fix them in Photoshop. Either way it's odd it's happening, I triple checked for UV errors which is what it looks like it is
[img]http://img856.imageshack.us/img856/1674/h5z8.png[/img]
[QUOTE=A big fat ass;44030135]Still have [url=http://img41.imageshack.us/img41/3134/qssq.png]errors[/url], but they're minor so whatever I'll fix them in Photoshop. Either way it's odd it's happening, I triple checked for UV errors which is what it looks like it is
[img]http://img856.imageshack.us/img856/1674/h5z8.png[/img][/QUOTE]
Have you tried increasing the padding?
actually the ray distance calculator pushed my UVs up a bit. [url=http://img547.imageshack.us/img547/2264/gd4w.png]I overlayed the new normal maps over the old ones[/url] and it shows, and you can tell in the picture above. Odd.
[editline]24th February 2014[/editline]
Well what do you know, changed padding from 4 to 20 and it looks good. Thanks Smool.
[editline]24th February 2014[/editline]
Regenerated the normal maps for the torso with the higher edge padding and left the ray distance calculator on a little longer but that did not fix the stretching issue unfortunately
[editline]24th February 2014[/editline]
I checked the cage in the 3D viewer and it goes all the way to the end of the sleeves and bottom of the coat
[editline]24th February 2014[/editline]
OH what the heck, the high poly is slightly higher up than the low poly, that's why. Stupid Max probably exported it like that. Gosh dang
[QUOTE=A big fat ass;44053008]It looks very boxy. What was your reference?[/QUOTE]
Someone said the exact same thing last page.
[QUOTE=~ZOMG;43989691]It looks very boxy. What was your reference?[/QUOTE]
Hehe.
[QUOTE=A big fat ass;44053008]It looks very boxy. What was your reference?[/QUOTE]
I Think it looks just fine..
[QUOTE=A big fat ass;44053008]It looks very boxy. What was your reference?[/QUOTE]
[t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/Dakar_00.jpg[/t]
[QUOTE=A big fat ass;44053008]It looks very boxy. What was your reference?[/QUOTE]
I like this guy.
I like you too
[IMG]http://img547.imageshack.us/img547/3025/wyz4.png[/IMG]
[QUOTE=A big fat ass;44055466]I like you too
[IMG]http://img547.imageshack.us/img547/3025/wyz4.png[/IMG][/QUOTE]
I wasn't sure how good those creases were gonna turn out, considering the limited geometry, but hot damn, that looks great
I don't think that's how the harness/suspenders should connect to the belt.
[url]http://i.imgur.com/LxQvbS0.jpg[/url]
Thanks that will help, I've been using this as my main reference :v:
[t]http://www.wiinintendo.net/wp-content/uploads/2009/10/goldeneye-mockup.jpg[/t]
[QUOTE=A big fat ass;44057096]Thanks that will help, I've been using this as my main reference :v:
[t]http://www.wiinintendo.net/wp-content/uploads/2009/10/goldeneye-mockup.jpg[/t][/QUOTE]
i remember this model having a larger head for some reason, then again i think that might of been the stuff you unlock after you complete all the special missions.
I don't know really to put this but i put this sticker i made onto the CSGO workshop.
[t]http://i.imgur.com/xkYwVhM.jpg[/t]
[t]http://i.imgur.com/bIRhu0P.gif[/t]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=232397107&searchtext=]http://steamcommunity.com/sharedfiles/filedetails/?id=232397107&searchtext=[/url]
[QUOTE=LATTEH;44058979][t]http://i.imgur.com/bIRhu0P.gif[/t]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=232397107&searchtext=]http://steamcommunity.com/sharedfiles/filedetails/?id=232397107&searchtext=[/url][/QUOTE]
The CSGO workshop is weird. Anywhere else that first comment would've literally have been considered self-advertisement. Though to stay on topic, its nice to see someone do something OTHER than a generic camouflage for weaponry.
[thumb]https://imagizer.imageshack.us/v2/821x821q90/835/bhor.png[/thumb]
Testing out a method to create neat looking welds.
Mind expounding on the method/program?
It was posted like the last page, wasn't it? Not sure if it's the same method, though.
[QUOTE=Juniez;44021442]
it's just a volumetric spline + noise
[url]http://gamebanana.com/tuts/11203[/url]
[/QUOTE]
And if I had to guess Sam, I would say they're using a [url=https://developer.valvesoftware.com/wiki/$phong]$phongwarp[/url] gradient (sorry that's all the documentation there is on it but you just do $phongwarp "materials/whatever/gradient" and have the gradient be a rainbow). There's also $lightwarp which is similar but for lighting circumstances, it's what TF2 uses to make the models have sharper shadows by using a sharper gradient.
[editline]27th February 2014[/editline]
I found a picture of GoldenEye guard citizen skins I did 6 years ago.
[img]http://i148.photobucket.com/albums/s5/ImageHostingAccount/Model%20Viewer%20folder/goldenawesome.png[/img]
My first try at modeling anything decent after messing around with Blender for about a month now.
[IMG]http://i.imgur.com/Q2ddLUq.png[/IMG]
[t]http://i.imgur.com/bv1yoXz.jpg[/t]
Low poly and base work of the texture done - now I'll have to decide how dirty I want the gun to be.
Oddly enough only 4k tris, guess I'll put more on the sights and magazine.
[QUOTE=FlyingAlien;44066291][t]http://i.imgur.com/bv1yoXz.jpg[/t]
Low poly and base work of the texture done - now I'll have to decide how dirty I want the gun to be.
Oddly enough only 4k tris, guess I'll put more on the sights and magazine.[/QUOTE]
Work on your silhouette, there's a shitload of more detail you can start putting in there because while working at a low polycount is all fine and dandy, there's honestly no point to having such jaggy edges when we've not only just entered the next gen of consoles but a lot of previous gen-guns would still have a larger polycount. Silhouette is everything.
[t]http://i.imgur.com/HoJvVFk.png[/t]
Obviously it's up to you what you want to aim for depending on what your desired outcome for it is, but if you're making your gun 4k when ~10 years ago that was the norm - you're 10 years behind the current standard.
[QUOTE=A big fat ass;44064045]It was posted like the last page, wasn't it? Not sure if it's the same method, though.
[/QUOTE]
looks exactly like the work of this here script
[url]http://jokermartini.com/2011/08/10/welder/[/url]
[QUOTE=ZombieDawgs;44066467]Work on your silhouette, there's a shitload of more detail you can start putting in there because while working at a low polycount is all fine and dandy, there's honestly no point to having such jaggy edges when we've not only just entered the next gen of consoles but a lot of previous gen-guns would still have a larger polycount. Silhouette is everything.
image
Obviously it's up to you what you want to aim for depending on what your desired outcome for it is, but if you're making your gun 4k when ~10 years ago that was the norm - you're 10 years behind the current standard.[/QUOTE]
Thanks for the input - the model should be for a first person perspective.
As such, the back and bottom areas will either be just shortly visible in certain animations or at steep angles. The magazine "well" (whatever the round thing at the top where bullets go in is called) and magazine release buttons are actually quite high poly - I have to defintely agree on the barrel though.
imo the scratches should work to accentuate the edges instead of being splattered around in random places (which is also good but shouldn't really be the majority of wear)
you should have a lot of "soft" indirect, general wear to go along with those sharp scratches
-if you wanted to incorporate a gloss map you can also give it some subtle details like dust / dirt / smudge buildup... but source's gloss map support is cumbersome and annoying
those "hard" scratches you have there look fairly low res but idk what res you're working on (you can get away with like 2k^2 maps now though)
polymer should not be as shiny as gunmetal for material definition purposes (or at least in video games, irl they're both very very matte.. depends on where you want to take the model)
if you want to separate the materials even further, you can even give the metal sharper edge widths
4k tris is totally fine for a current-gen weapon of that size and the bake looks fantastic though
[QUOTE=Juniez;44066563]looks exactly like the work of this here script
[url]http://jokermartini.com/2011/08/10/welder/[/url][/QUOTE]
That's exactly what it is! It's super useful.
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