[t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/WITW005.png[/t]
Jungle (soon to be Steampunk as well (because fuck this breif)) radio. Because why not.
[QUOTE=ZombieDawgs;44445733][t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/WITW005.png[/t]
Jungle (soon to be Steampunk as well (because fuck this breif)) radio. Because why not.[/QUOTE]
the damaged sticker doesn't fit, your radio doesn't have a scratch or rust/dust
[QUOTE=azgag;44445973]the damaged sticker doesn't fit, your radio doesn't have a scratch or rust/dust[/QUOTE]
Was going to do a dirt pass later.
[t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/WITW006.png[/t]
[QUOTE=ZombieDawgs;44447167]Was going to do a dirt pass later.
[t]https://dl.dropboxusercontent.com/u/10565588/3DHIT/WITW006.png[/t][/QUOTE]
that's also not how stickers damage either, where is green it should probably be white because usually damage like that is only the top layer of sticker fading off. if the corners of the sticker are meant to have kinda torn off it should be a crisp tear followed by maybe sticker residue on the metal.
[t]http://fc04.deviantart.net/fs71/i/2013/337/9/4/ripped_up_stickers_texture_by_jojo22-d6wn9ky.jpg[/t]
today i have layered the physically based materials
[img]http://puu.sh/7VkSJ.jpg[/img]
[t]http://puu.sh/7VlLG.jpg[/t]
it was okay but not what I was looking for in pixel density (especially since you can still see the jagged edges of the mask) - I also heard it was fairly expensive so I'll probably stick with just individual materials w/ masks for the smaller details
Yeah looks pretty expensive, maybe $2000 but I can't tell how many inches it is
[QUOTE=A big fat ass;44447578]Yeah looks pretty expensive, maybe $2000 but I can't tell how many inches it is[/QUOTE]
It looks like both would be around 30 inches or less. I'd guess it's around $1000 for both combined (I don't know why we're doing this but hey, why the hell not)?
Before I delve deep into modeling again, what program(s) works best with Unreal Engine?
[QUOTE=General J;44448037]Before I delve deep into modeling again, what program(s) works best with Unreal Engine?[/QUOTE]
Whatever can export as .FBX.
Still very WIP.
[IMG]http://i60.tinypic.com/2cct6q9.jpg[/IMG]
I like his socks
[editline]4th April 2014[/editline]
Keep the socks, they are final
I believe this belongs here, judging by the topic title and such
I decided to try and reskin the blue refugee shirt to replicate the one rebels wear under their gear by changing the brightness, contrast, saturation and hue
[URL="http://cloud-4.steampowered.com/ugc/598158853558004612/94CEB6E7F36A9C8C514BB0EB641477EC973A6235/"][IMG]http://cloud-4.steampowered.com/ugc/598158853558004612/94CEB6E7F36A9C8C514BB0EB641477EC973A6235/1024x575.resizedimage[/IMG][/URL]
It was a somewhat quick process, so if anyone can do a better job, i'm not stopping them
I was thinking of putting it on the workshop that would overwrite both Bloocobalt's and HL2's refugee texture, since hexing a bunch of ragdolls for a single texture doesn't seem necessary, i figured i'd just leave it as an addon people can enable/disable if they ever want the old texture back
[QUOTE=Juniez;44447463]today i have layered the physically based materials
it was okay but not what I was looking for in pixel density (especially since you can still see the jagged edges of the mask) - I also heard it was fairly expensive so I'll probably stick with just individual materials w/ masks for the smaller details[/QUOTE]
I tend to agree - the more I read up on layered materials, the more I see that it's an incredibly expensive option that gives you minimal visual gains vs. creatin simple metal/roughness masks or even splitting the mesh into separate components. Hell, in the documentation, they even [I]recommend [/I]splitting up the mesh instead of layering materials unless you absolutely have to have a pixel mask of two vastly different materials.
Nice monitors though, I've been meaning to model a set myself.
Another shot, just setting up the materials. This is basically factory new at this point which will change drastically by the time im done.
[IMG]http://i58.tinypic.com/29ghgli.jpg[/IMG]
[IMG]http://i.xomf.com/lrfym.jpg[/IMG]
[QUOTE=Juniez;44447463]it was okay but not what I was looking for in pixel density (especially since you can still see the jagged edges of the mask) - I also heard it was fairly expensive so I'll probably stick with just individual materials w/ masks for the smaller details[/QUOTE]
It might be worth doing a 0.2-0.3 gaussian blur on it, won't be enough to noticeably reduce the resolution but may help with the jagged parts. lookin dope tho!
new wall segment
[img]https://scontent-b-lhr.xx.fbcdn.net/hphotos-frc1/t31.0-8/1801404_10154004849480046_769190404_o.jpg[/img]
[QUOTE=WrathOfCat;44439404]Extrude on all but one axis by hitting s to scale then while holding shift pressing the axis you want to exclude.[/QUOTE]
That wouldn't change anything though. I'm only scaling horizontally as it is.
I ended up just making the corners separately with a mirror modifier, which ended up working out better for the concentric rows of seating anyway.
[IMG]http://puu.sh/7VPwb.png[/IMG]
:suicide:
All those pictures from UE4 are making me seriously consider making the switch. At this point, I feel my experience in Source will not help me get a job in the industry, since there is pretty much only a handful of games using Source. I can't get over how good Unreal looks now.
[QUOTE=John117;44449923][IMG]http://i.xomf.com/lrfym.jpg[/IMG][/QUOTE]
Reminds me a bit of the Matrix "Real" world.
[t]http://i.cubeupload.com/6WYGE3.jpg[/t]
[QUOTE=surfur;44457281]spacegrip 9000 x-treme[/QUOTE]
that looks a little over-designed for anything serious. If you're going for a specific art-style, it could work though.
maybe it's german
[QUOTE=Lt_C;44457446]that looks a little over-designed for anything serious. If you're going for a specific art-style, it could work though.[/QUOTE]
Yea it's a stylized gun of sorts! not my design, though I can't find the link right now. It's mostly to get back into Sub-d modeling. I've been doing more natural objects for so long.
Improved my deagle from way back:
[IMG]https://dl.dropboxusercontent.com/u/7856270/deagleImprovment.jpg[/IMG]
noticeable improvement, but still some errors to iron out (later :P)
I really need to finish this one day.
[IMG]https://24.media.tumblr.com/8db8086bf12f66f75dd75574221f5478/tumblr_n3lmpyCCtQ1ri5cpto1_1280.png[/IMG]
Two videos for a new playlist on Zbrush sculpting. Second video is an introduction to sculpting damage:
[url]https://www.youtube.com/watch?v=HAHgEaqvONI&list=PLxt9ZAGPLIpcHRItM5KER-_ekzzlaXxz0&index=2[/url]
[url]https://www.youtube.com/watch?v=qPl3WJI9_EA&list=PLxt9ZAGPLIpcHRItM5KER-_ekzzlaXxz0&index=3[/url]
Testing night lighting in Torque.
[img]http://puu.sh/7YYHc.jpg[/img]
I hadn't thought much about Torque/GarageGames in a while. Kinda neat how someone else on here knows about it.
Sorry, you need to Log In to post a reply to this thread.