I have finally started my hologram megaproject: a control interface for a small shuttle.
[t]https://dl.dropboxusercontent.com/u/21161113/random/shuttle_holograms1.jpg[/t]
Holograms, oh boy
Got hired to do a low-poly Magpul Masada. Still haven't worked on the handguard, magazine and well, anything too much. So yeah.
[img]http://puu.sh/7iWZV[/img]
And yes, the grey bits on the handguard will be booleaned out.
I dun made my first animation
[img]http://puu.sh/7iYvG.gif[/img]
[editline]4th March 2014[/editline]
Also yeehaw
[img]http://puu.sh/7iYN0.jpg[/img]
[IMG]http://i.imgur.com/fIZgLVD.jpg[/IMG]
Today's exactly one month since I started learning blender.
[I]fewes working on Rust,
Oregon Trail HD. Skillful jet.
Marmoset turntables are fun[/I]
Haikus by Dean
[IMG]http://filesmelt.com/dl/turntable000.gif[/IMG]
Clearly I am an animator god
[img]http://puu.sh/7jg3a.gif[/img]
[img]http://puu.sh/7jgGC.gif[/img]
[img]http://puu.sh/7jg5S.jpg[/img]
[editline]5th March 2014[/editline]
[QUOTE=A big fat ass;44128231][I]fewes working on Rust,
Oregon Trail HD. Skillful jet.
Marmoset turntables are fun[/I]
Haikus by Dean
[IMG]http://filesmelt.com/dl/turntable000.gif[/IMG][/QUOTE]
This turned out really cool lookin'
[quote][t]http://puu.sh/7iYvG.gif[/t][/quote]
Why is his watch on backwards?
Old Ivan's Secrets mesh. Was originally meant to show time while holding a rifle etc.
[QUOTE=laserpanda;44130124]Why is his watch on backwards?[/QUOTE]
some people like wearing their watches like that don't ask me why cause I don't know either
[t]http://puu.sh/7jY8J.png[/t]
Alright, reposting this thingy since i've posted it in the wrong thread like an idiot
Anyway double barrel shotgun, yay
Making a fake face resemble a real person's face is not fun at all, no not at all.
[img]https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye11jonathan.jpg[/img]
Based off a [url=http://filesmelt.com/dl/jonathon1.jpg]GoldenEye Source developer.[/url] I reckon the nose needs fixing the most.
[editline]5th March 2014[/editline]
I fixed the ')' forehead shape a little bit on the right-most face right after I uploaded the picture.
[editline]5th March 2014[/editline]
Added a holster too
[img]https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye10.jpg[/img]
[editline]5th March 2014[/editline]
The vector displacement maps in Mudbox are the coolest shit, I don't remember them being in older versions
[editline]5th March 2014[/editline]
I love the grip on that sword
somehow that face reminds me of JFK
Reminds me more of a young Tim Roth. Like, a lot.
[QUOTE=laserpanda;44130124]Why is his watch on backwards?[/QUOTE]
That's so you can check the time and compass while keeping your weapon at the ready.
Speaking of watches...
[IMG]http://i.xomf.com/zgsyg.jpg[/IMG]
Also, part 22 and 23 of my 3D modeling series is up. These parts cover a powerful way to retopologize models in 3DS Max.
[url]https://www.youtube.com/watch?v=8vsn_AylMA4[/url]
[url]https://www.youtube.com/watch?v=lCxfBdbxNis[/url]
That watch seems rather happy. :v:
On a serious note though, that actually looks really good.
[QUOTE=John117;44145312]Speaking of watches...[/QUOTE]
Artistically solid as always, but the face of the watch seems incredibly small for all the extra surrounding guff. I'd say most rugged watches are about 80/20 in terms of face to edges looking at it straight on, this looks more like 50/50 or less. Not only would a larger watch face be more believable, it'd also make it a better game asset.
[t]http://puu.sh/7l4Vt.png[/t]
My first "realistic" diffuse texture
Is it good for a first try?
Bwaaah
[img]https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye11jonathan2.jpg[/img]
Looking at it now I think I'll be editing the texture some more, but I can't be arsed to keep tweaking the mesh considering that is basically what I have been doing for the past couple of hours and right now it's the best it can be without me going crazy. The texture is practically 100% photo-textured right now too, the hair especially will benefit from some painting. But I don't want to put too much work into it - I'd like to get at least two more of these heads done and a helmet so there's proper variation.
The facial topology needs a lot of work.
Ignore the red circles, first image that explains it well I found but your geo should be similar to this, doesn't matter if you're not animating the head you still need to be thinking about it in a way that makes sense and will deform properly.
[t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/Help/facialref.png[/t]
[QUOTE=Batandy;44148277][t]http://puu.sh/7l4Vt.png[/t]
My first "realistic" diffuse texture
Is it good for a first try?[/QUOTE]
You need to look into how specular, normal, and gloss maps work so you can give the materials a more dynamic feeling. Here's some useful resources.
[url]http://www.marmoset.co/toolbag/learn/materials[/url]
[url]http://www.youtube.com/watch?v=m8oC1HsjOgk[/url]
[url]http://www.youtube.com/watch?v=kGszEIT4Kww[/url]
[QUOTE=kaine123;44150801]You need to look into how specular, normal, and gloss maps work so you can give the materials a more dynamic feeling. Here's some useful resources.
[url]http://www.marmoset.co/toolbag/learn/materials[/url]
[url]http://www.youtube.com/watch?v=m8oC1HsjOgk[/url]
[url]http://www.youtube.com/watch?v=kGszEIT4Kww[/url][/QUOTE]
I said diffuse texture,i still have to make the other texture maps, actually, the diffuse still needs more work
[t]http://puu.sh/7leMS.png[/t]
[QUOTE=Batandy;44151030]I said diffuse texture,i still have to make the other texture maps, actually, the diffuse still needs more work[/QUOTE]
You shouldn't bake in shading on the barrel like that in the diffuse. Back in '05, that was the defacto standard, but now that we have phong and whatnot that generate that look dynamically, there's no reason to have it. (Unless you're texturing for a mobile game that doesn't support pixel shaders/runs on a potato)
also, no tris in the face; only quads. if you need to add or remove rows/columns you can have 5 quads meet at a single vert.
[QUOTE=Major_Vice;44151410]You shouldn't bake in shading on the barrel like that in the diffuse. Back in '05, that was the defacto standard, but now that we have phong and whatnot that generate that look dynamically, there's no reason to have it. (Unless you're texturing for a mobile game that doesn't support pixel shaders/runs on a potato)[/QUOTE]
Well i was sort of copying hl2's style since i'm planning to use this for a Sourcemod,and I've noticed that valve usually gives the barrels a bit of shading even with strong phong settings
[QUOTE=Batandy;44151756]Well i was sort of copying hl2's style since i'm planning to use this for a Sourcemod,and I've noticed that valve usually gives the barrels a bit of shading even with strong phong settings[/QUOTE]
Although it's a noble idea, there are substantially better ways to get the same look from the source engine now. Most of those textures are a decade old or older. They're one sided and employ screenspace distorted UVs to artificially match shading and quality that today is not at all costly. You should try and match the aesthetics, but not the technique.
That and when they did make the newer shaders for source, they cheaply applied them to the textures with minimal modification - the HL2 guns are terrible examples of how to texture something since they predate modern pipelines.
Early WIP:
[IMG]http://i.xomf.com/nrzdn.jpg[/IMG]
I like trees waaaaay too much
[IMG]http://cloud-4.steampowered.com/ugc/613919017477044359/6D810E296AE1CB51ABBF5E8556EF1924CEDB8508/[/IMG]
[QUOTE]10:37 PM - Stiffy360: I wanna be a tree when I grow up
10:37 PM - Cinnamon: "I'd like to be a tree" - Fluttershy
10:37 PM - pgrts!: are you a stump
10:37 PM - pgrts!: thats how trees grow right
10:38 PM - bakscratch_/: im stumped on that question
10:38 PM - bakscratch_/: you are barking up the wrong tree
10:38 PM - pgrts!: ill leave you alone
10:39 PM - pgrts!: while i PONDer this question. get it? because trees and ponds are often near each other
10:39 PM - bakscratch_/: oh thats good
10:40 PM - bakscratch_/: you really are sapping the puns dry
[/QUOTE]
I recommend you branch off into other areas.
Here's something I started but never finished. If you want it for some reason I've provided a download:
[IMG]http://i.xomf.com/szgbj.jpg[/IMG]
[url]http://filesmelt.com/dl/servbot_wip.obj[/url]
[QUOTE=ZombieDawgs;44149906]The facial topology needs a lot of work.
Ignore the red circles, first image that explains it well I found but your geo should be similar to this, doesn't matter if you're not animating the head you still need to be thinking about it in a way that makes sense and will deform properly.
[t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/Help/facialref.png[/t][/QUOTE]
Oh yeah definitely, but I'm not going to be deforming the face in any way - only thing that will be moving is the neck and the head which is why there's a load of faces there. Thanks for the image.
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