Helmet
[img]https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye12.jpg[/img]
I wanted to retain the N64 look of the helmet so I didn't add straps and kept the color at a nauseating greenish blue-grey. Might just change it to grey because it's ugly as shit.
[editline]13th March 2014[/editline]
[img]http://img585.imageshack.us/img585/1852/sk16.png[/img]
[editline]13th March 2014[/editline]
I'm doing [url=http://img40.imageshack.us/img40/7879/l8mt.png]another guy[/url] too but I'm not very happy with it
[t]http://img268.imageshack.us/img268/4189/sr1h.png[/t]
I actually really like that blue-grey. please keep it <3
[t]https://dl.dropboxusercontent.com/u/7856270/glmpiece.jpg[/t]
just tile-able pieces that i'm working on
[QUOTE=Haxxer;44229909][t]https://dl.dropboxusercontent.com/u/7856270/glmpiece.jpg[/t]
just tile-able pieces that i'm working on[/QUOTE]
whats it suppose to be?
[QUOTE=Dark One;44231565]whats it suppose to be?[/QUOTE]
A sci-fi hallway of sorts. It's not for anything, just practice. Trying to fit as much as possible into one or two texture maps.
[QUOTE=Haxxer;44232760]A sci-fi hallway of sorts. It's not for anything, just practice. Trying to fit as much as possible into one or two texture maps.[/QUOTE]
it has the same colour tone as that miku armor, as for mesh. i'm assuming its all texture right? because it doesn't really look very detailed.
[t]http://cloud-3.steampowered.com/ugc/451790133503689531/2EC57ED67B497BDCA37524F4DB1066D2DCC7B04E/[/t]
Bwah. His helmet's technically there but attachments don't show up in thirdperson.
[QUOTE=A big fat ass;44234099][t]http://cloud-3.steampowered.com/ugc/451790133503689531/2EC57ED67B497BDCA37524F4DB1066D2DCC7B04E/[/t]
Bwah. His helmet's technically there but attachments don't show up in thirdperson.[/QUOTE]
what no mine stacking?
[t]https://dl.dropboxusercontent.com/u/21161113/scifi_am_container.jpg[/t]
I don't know, it started as a sphere and I ended up with this. Actually it was a great exercise in uv mirroring; the uv mirrored long ways and I did the necessary unwrapping and modifications to the mesh to make sure there were no (obvious) seams or mirrored text.
And ingame
[t]https://dl.dropboxusercontent.com/u/21161113/SFM/scifi_am_container.jpg[/t]
[QUOTE=Falkok15;44236648][IMG]http://i.imgur.com/iv0dXNO.jpg[/IMG]
Thoughts?[/QUOTE]
Krinkels's simplistic style was pretty cool, but it doesn't really work too well in 3d (especially if that's for anything Source-related). Other than that, it doesn't look too bad.
[QUOTE=fewes;44215034]The animation guru strikes again.
[thumb]http://puu.sh/7sQ8w.gif[/thumb]
[thumb]http://puu.sh/7sEkN[/thumb]
I also made a shader for it:
[thumb]http://puu.sh/7s5Xi[/thumb][/QUOTE]
this nigga rite here
this the kind of nigga that can pick anything to learn and make it his bitch
-snip-
[IMG]http://i.imgur.com/j2py5IV.jpg[/IMG]
More progress, and on Manti_Core's new hands :D
[editline]15th March 2014[/editline]
[QUOTE=CaptainBigButt;44241427]Krinkels's simplistic style was pretty cool, but it doesn't really work too well in 3d (especially if that's for anything Source-related). Other than that, it doesn't look too bad.[/QUOTE]
[URL="http://teammadness.tumblr.com/"]Excuse me?[/URL]
I reckon' you ain't from around here stranger.
[img]http://puu.sh/7wntE.jpg[/img]
[QUOTE=Falkok15;44243517]
[URL="http://teammadness.tumblr.com/"]Excuse me?[/URL][/QUOTE]
Jesus christ I haven't seen this stuff in like ten years.
I finished my first model today. It's simple, it's low res, it's low poly and I've could have done the UV a million times better. But I do like how it came out in the end. Now I just need to put in Source.
[img]http://shrani.si/f/2d/QY/2jKkXGXz/propcalendarrender.jpg[/img]
[QUOTE=fewes;44245097]
[B]Jesus christ[/B] I haven't seen this stuff in like ten years.[/QUOTE]
[IMG]http://i.imgur.com/dMOPit4.jpg[/IMG]
[QUOTE=Zay333;44245738]I finished my first model today. It's simple, it's low res, it's low poly and I've could have done the UV a million times better. But I do like how it came out in the end. Now I just need to put in Source.
[img]http://shrani.si/f/2d/QY/2jKkXGXz/propcalendarrender.jpg[/img][/QUOTE]
Looks good, but I'd ask if weathering would rub ink off of paper?
Welp, Jesus crashed my game. Here is the QC file:
[CODE]// Created by Crowbar 0.19.0.0
$modelname "Madness/JebusV2.mdl"
$bodygroup "Body"
{
studio "jebusv2_reference.smd"
}
$cdmaterials "models\Madness\"
$attachment "mouth" "bip_head" 0.8 -5.8 -0.15 rotate 0 -80 -90
$surfaceprop "flesh"
$contents "solid"
$sequence "ragboll" "gruntv2_anims\ragboll.smd" {
fps 30
}
$collisionjoints "gruntv2_physics.smd"
{
$mass 90
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone "bip_pelvis"
$jointconstrain "bip_hip_R" x limit -60 60 0
$jointconstrain "bip_hip_R" y limit -120 75 0
$jointconstrain "bip_hip_R" z limit -140 150 0
$jointconstrain "bip_knee_R" x limit -50 50 0
$jointconstrain "bip_knee_R" y limit -60 60 0
$jointconstrain "bip_knee_R" z limit -80 160 0
$jointconstrain "bip_hip_L" x limit -60 60 0
$jointconstrain "bip_hip_L" y limit -75 120 0
$jointconstrain "bip_hip_L" z limit -140 150 0
$jointconstrain "bip_knee_L" x limit -50 50 0
$jointconstrain "bip_knee_L" y limit -60 60 0
$jointconstrain "bip_knee_L" z limit -80 160 0
$jointconstrain "bip_foot_L" x limit -60 74 0
$jointconstrain "bip_foot_L" y limit -40 40 0
$jointconstrain "bip_foot_L" z limit -55 35 0
$jointconstrain "bip_spine_1" x limit 0 0 0
$jointconstrain "bip_spine_1" y limit 0 0 0
$jointconstrain "bip_spine_1" z limit 0 0 0
$jointconstrain "bip_spine_2" x limit -70 70 0
$jointconstrain "bip_spine_2" y limit -25 25 0
$jointconstrain "bip_spine_2" z limit -65 95 0
$jointconstrain "bip_upperArm_R" x limit -100 100 0
$jointconstrain "bip_upperArm_R" y limit -100 100 0
$jointconstrain "bip_upperArm_R" z limit -100 100 0
$jointconstrain "bip_upperArm_L" x limit -100 100 0
$jointconstrain "bip_upperArm_L" y limit -100 100 0
$jointconstrain "bip_upperArm_L" z limit -100 100 0
$jointconstrain "bip_lowerArm_L" x limit -100 100 0
$jointconstrain "bip_lowerArm_L" y limit -100 100 0
$jointconstrain "bip_lowerArm_L" z limit -100 100 0
$jointconstrain "bip_hand_L" x limit -180 180 0
$jointconstrain "bip_hand_L" y limit -180 180 0
$jointconstrain "bip_hand_L" z limit -180 180 0
$jointconstrain "bip_lowerArm_R" x limit -100 100 0
$jointconstrain "bip_lowerArm_R" y limit -100 100 0
$jointconstrain "bip_lowerArm_R" z limit -100 100 0
$jointconstrain "bip_hand_R" x limit -180 180 0
$jointconstrain "bip_hand_R" y limit -180 180 0
$jointconstrain "bip_hand_R" z limit -180 180 0
$jointconstrain "bip_head" x limit -100 100 0
$jointconstrain "bip_head" y limit -60 60 0
$jointconstrain "bip_head" z limit -100 60 0
$jointconstrain "bip_foot_R" x limit -60 74 0
$jointconstrain "bip_foot_R" y limit -40 40 0
$jointconstrain "bip_foot_R" z limit -55 35 0
}
$keyvalues
{
prop_data
{
"base" "flesh.small"
}
}[/CODE]
[img]http://puu.sh/7x2wf.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-final-1.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-final-2.jpg[/img]
ooooooooooooooooo kay
[QUOTE=Juniez;44250516]
-Awesome-
[/QUOTE]
HL2: Enhancement Mod should 10/10 use this.
[QUOTE=Falkok15;44251161]HL2: Enhancement Mod should 10/10 use this.[/QUOTE]
Give it 4096x4096 textures (and 4096x4096 normal maps) and make it 75k polygons. It'd be perfect for cinematic mod!
[t]http://puu.sh/7xiU1.png[/t]
Nothing really impressive, plus I feel like it's missing something.
[QUOTE=Juniez;44250516][img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-final-2.jpg[/img][/QUOTE]
Kind of bothers me that the "PERMATRAX" is flipped but that's not really a problem/can't be avoided/some shit like that.
Should be able to be fixed, just mirror the tire or the UV.
[editline]16th March 2014[/editline]
fewes I hope that cowboy man is for Fistful of Frags
[IMG]http://i.xomf.com/jxklb.jpg[/IMG]
Got a second video on booleans, this one covering how divide an object into multiple parts using Intersection.
[url]https://www.youtube.com/watch?v=9AEPnQWAvoM[/url]
[QUOTE=Juniez;44250516]
[IMG]https://dl.dropboxusercontent.com/u/1157653/work/buggy-final-1.jpg[/IMG]
ooooooooooooooooo kay[/QUOTE]
Now put it in the- source engine.
[QUOTE=Falkok15;44243517][URL="http://teammadness.tumblr.com/"]Excuse me?[/URL][/QUOTE]
I'm not sure showing a picture of it in 3d means it looks better in 3d at all. His style was cool for flash, but moving it to 3d doesn't look so great. Even if the [url=http://th06.deviantart.net/fs71/PRE/f/2013/345/b/e/model_release___grunt___madness_combat__by_pointpony-d6xjjyx.jpg]models are decent[/url], it just looks really weird, like it doesn't belong. That's probably why he's aiming for using shaders that make it look relatively close to the original 2d.
[QUOTE=Juniez;44250516]
[img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-final-1.jpg[/img]
ooooooooooooooooo kay[/QUOTE]
I've been following this for quite some time, and was wondering if it would look right if there were wires going from the lights to a battery or an alternator.
Could anyone tell me the best pipeline for getting stuff into source? I know how to get textures in, however meshes are another story.
I use Maya to do all of my modeling, and so I can export .obj's, so what is the best way to get an .obj into Source?
[QUOTE=Bloodprime;44258288]Could anyone tell me the best pipeline for getting stuff into source? I know how to get textures in, however meshes are another story.
I use Maya to do all of my modeling, and so I can export .obj's, so what is the best way to get an .obj into Source?[/QUOTE]
Unless you want to use a workflow from 1990 with .bat files I can recommend you the Wall Worm Model Tools - it makes the entire process somewhat modern and reasonably easier.
[url]http://dev.wallworm.com/topic/2/wall_worm_model_tools.html[/url]
Sorry, you need to Log In to post a reply to this thread.