• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Freeman is geting there. EDIT: Updated Again. [IMG]http://i57.tinypic.com/35nabn5.jpg[/IMG] First head I have ever sculpted too.
[QUOTE=Proj3ct_ZeRo;44475354]Freeman is geting there. [IMG]http://i57.tinypic.com/2870vhl.jpg[/IMG] First head I have ever sculpted too.[/QUOTE] no offense but when i first saw the wip for this, i was under the impression it was the combine armour until you added the logo that is.
No offence taken, its my own imagining of the suit.
[QUOTE=Proj3ct_ZeRo;44475443]No offence taken, its my own imagining of the suit.[/QUOTE] oh? i wasn't aware of that well on the sides of the stomach try doing what they've done here. [t]http://fc01.deviantart.net/fs14/i/2007/038/6/a/New_IRON_MAN_armor_design_2_by_AdamWarren.jpg[/t] because it looks a bit like the plastic tubes that have a certain degree of movement. also? will you be doing the combine later..
For those who have exported rigged models to unreal engine 4, can someone explain why when I set the FBX exporter in 3ds max to centimenters instead of inches, the model scales up but not the bones.
[QUOTE=Dark One;44475478]oh? i wasn't aware of that well on the sides of the stomach try doing what they've done here. [t]http://fc01.deviantart.net/fs14/i/2007/038/6/a/New_IRON_MAN_armor_design_2_by_AdamWarren.jpg[/t] because it looks a bit like the plastic tubes that have a certain degree of movement. also? will you be doing the combine later..[/QUOTE] Yeah im thinking of tackling the combine soldier after freeman is done.
What are some good guides for modeling [I]for games[/I]. I'm getting the hang of navigating blender, and I'd like to make some objects for Dota and UE4 eventually- but I know that modeling a high-res coffee mug image and a weapon in a real-time rendering engine are two different games. Also this series of tutorials I'm following doesn't seem to have anything in the world of unwrapping models to create textures. And a personal question- Blender vs. 3DSmax
3DS Max all the way man, once you switch over you will wonder how you did without it. I also recommend following the tutorial on youtube by Aren Ovalis, his shotgun tutorial pretty much covers the whole process of creating a game ready asset (the tut does not include how to get your asset into an engine but the extended tuts show Source and Gamebryo) Its a simple tutorial that has no assumed knowledge.
digital tuts are good, but do lack certain things like baking!
The tutorial I mentioned covers baking...
[QUOTE=Proj3ct_ZeRo;44476750]The tutorial I mentioned covers baking...[/QUOTE] Would You Kindly link me to it.
[QUOTE=Dark One;44476819]Would You Kindly link me to it.[/QUOTE] Enjoy. [URL="https://www.youtube.com/watch?v=2Tgy0lBdJK0&list=PL925958D31D8D30C7"]https://www.youtube.com/watch?v=2Tgy0lBdJK0&list=PL925958D31D8D30C7[/URL]
[QUOTE=nomad1;44475493]For those who have exported rigged models to unreal engine 4, can someone explain why when I set the FBX exporter in 3ds max to centimenters instead of inches, the model scales up but not the bones.[/QUOTE] oh man that explains everything
[QUOTE=General J;44476184]And a personal question- Blender vs. 3DSmax[/QUOTE] I'd choose 3DS Max, when you get to grips with it it's nice and fluid to use, I don't really feel like the menu's slow me down and hide important stuff.
Bokeh DoF/Ironsight shader hoy. [img]http://puu.sh/7ZEsT.jpg[/img] [img]http://puu.sh/7ZEtc.jpg[/img] [editline]7th April 2014[/editline] Just realised this isn't a model or a skin, whoops!
Is that Juniez's nugget model?
Yep! Placeholder for revolver/repeater for now.
[QUOTE=Sam Za Nemesis;44474958]I can't see much apart from the sillhouette [/QUOTE] Was using that shader mostly for looks. [url]http://www.wikibound.info/wiki/Recon_Mech[/url] [t]http://imagizer.imageshack.us/a/img201/5952/rc2s.png[/t] [t]http://imagizer.imageshack.us/a/img826/3666/rc3b.png[/t] [t]http://imagizer.imageshack.us/a/img593/3508/rc5r.png[/t] I kind of made it an odd way, and forgive me for sounding like an idiot, but is there a quick way to delete any unseen polygons? As in any extra polygons inside the model, instead of manually?
[QUOTE=fewes;44478908]Bokeh DoF/Ironsight shader hoy. [editline]7th April 2014[/editline] Just realised this isn't a model or a skin, whoops![/QUOTE] impressive, kinda reminds me of the mods people make for fallout.
Have a couple noob questions. I'm not going to try getting 3dsmax yet, can't be arsed to do photoshop tier email trial hopping or [I]other means[/I] of getting it so I'm trying to emulate this tutorial in blender. I'm doing okay for the most part but stuck here at 6:14- He connects two verts together by using some simple line tool, how/can is this done in Blender? [url]https://www.youtube.com/watch?feature=player_detailpage&v=2Tgy0lBdJK0&list=PL925958D31D8D30C7#t=374[/url] and you can only make loop cuts on 4-sided polys, so that would explain why none of my shapes on my gun can be looped right now right?
[QUOTE=General J;44490860]Have a couple noob questions. I'm not going to try getting 3dsmax yet, can't be arsed to do photoshop tier email trial hopping or [I]other means[/I] of getting it so I'm trying to emulate this tutorial in blender. I'm doing okay for the most part but stuck here at 6:14- He connects two verts together by using some simple line tool, how/can is this done in Blender? [url]https://www.youtube.com/watch?feature=player_detailpage&v=2Tgy0lBdJK0&list=PL925958D31D8D30C7#t=374[/url] [/QUOTE] Press K for the Knife tool hotkey or get it through the mesh tools in the UI and click on the two verticies you want to connect and hit enter, this tools really useful for cleaning up topology in general as well. The older versions of blender don't have the knife tool but as long as you're using 2.63 or higher I think you're fine (I'm not honestly sure when the knife tool was introduced) [thumb]http://i.imgur.com/UR6sHQE.png?1[/thumb] [QUOTE=General J;44490860]and you can only make loop cuts on 4-sided polys, so that would explain why none of my shapes on my gun can be looped right now right?[/QUOTE] yep
[QUOTE=Proj3ct_ZeRo;44475354]Freeman is geting there. EDIT: Updated Again. [IMG]http://i57.tinypic.com/35nabn5.jpg[/IMG] First head I have ever sculpted too.[/QUOTE] I would make the knees just a bit wider, they just seem too thin to support his weight/it looks like he's got bionic legs. I think you need to widen it enough that the kneepads can wrap around his legs.
Been learning PBR and decided to start building a materials library. So far Substance makes this much easier to sort and store. [IMG]http://i.imgur.com/1GfJl95.png[/IMG] Values might be slightly off but I've tried my best to tune them. Also this is following the metalness workflow. Also once it builds up I might release the library, since its pretty straightforward once you get your head around it.
[t]http://i.cubeupload.com/QkA4Tk.jpg[/t] Bleh! Need to get into the flow again. My contract at my current job is running out and I need to start working on my portfolio once again.
That's real nice, what about adding faded paint around the lid? Something like this perhaps but way less obvious. [img]http://thedecorologist.com/wp-content/uploads/2010/04/paint-can-via-co_ho_md_us.jpg[/img]
[IMG]http://puu.sh/81H1B.png[/IMG] [IMG]http://puu.sh/81H40.png[/IMG] So the 5-7 model is pretty much done. Yes, there are parts that could be done a lot better and there a lot of unnecessary edges (I forgot about removing the stuff on the slide and some other potential optimization areas), but for my first "difficult" 3ds max experience I'm calling this a success.
Sculpting practice. [IMG]http://i57.tinypic.com/28ldy5h.jpg[/IMG]
Updated my page with new stuff: [url]http://waspscorner.com/[/url]
[QUOTE=Haxxer;44498244]Updated my page with new stuff: [url]http://waspscorner.com/[/url][/QUOTE] looking nice, a few things tho: - the thumbnails are really dark (even more with the dark background of the site), I know they get lighter when hovering the mouse. But for some pieces it's hard to say what it is without having to hover. - wireframe shots and texture flats, they show the employer if you can produce a mesh with correct topology, UVs and textures.
[QUOTE=azgag;44498688]looking nice, a few things tho: - the thumbnails are really dark (even more with the dark background of the site), I know they get lighter when hovering the mouse. But for some pieces it's hard to say what it is without having to hover. - wireframe shots and texture flats, they show the employer if you can produce a mesh with correct topology, UVs and textures.[/QUOTE] Thanks! I'll definitely try to get it in there.
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