• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[img]http://filesmelt.com/dl/slaad13.png[/img] [img]http://filesmelt.com/dl/slaad24.png[/img] gonna work on ripping his jeans' knees!
Dem boots.
[IMG]http://www.abload.de/img/unbenannt-1otja1.png[/IMG] This is now officially a ZBrush thread.
Agreed [img]http://i.imgur.com/ctQEr.png[/img]
I'm putting a EOTech holographic, rail plates and a grip on the SCAR, I can't decide between a silencer or EOLAD 2.
[QUOTE=Red Katana;35226840]My first fat guy [img]http://i.imgur.com/7SVrk.png[/img][/QUOTE] [img]http://fc05.deviantart.net/fs71/f/2011/151/4/e/silent_hill_2_eddie_wallpaper_by_parrafahell-d3hqtdb.jpg[/img] [editline]21st March 2012[/editline] [QUOTE=- Livewire -;35235787]I'm putting a EOTech holographic, rail plates and a grip on the SCAR, I can't decide between a silencer or EOLAD 2.[/QUOTE] Silencers are underrated.
What is that guy with the revolver from?
Silent Hill 2
a turbine/generator thingy I made last week: (made in maya 2012, rendered in UDK) [t]http://www.leet.cc/az_turbine_frontview.JPG[/t] [t]http://www.leet.cc/az_turbine_sideview.JPG[/t] [t]http://www.leet.cc/az_turbine_side2view.JPG[/t]
I smell a hint of CrazyBump.
[QUOTE=A big fat ass;35238885]I smell a hint of CrazyBump.[/QUOTE] not at all, normal map was baked in Maya, and AO map was baked in xNormal.
[QUOTE=azgag;35240115]not at all, normal map was baked in Maya, and AO map was baked in xNormal.[/QUOTE] The top, center bit looks a bit lumpy, like your normal tangent basis isn't the same or a smoothing group issue. I thought Maya and UDK were pretty much 1:1 on tangent basis, but I might try baking the normal in xNormal, just to test it.
[QUOTE=azgag;35238792]a turbine/generator thingy I made last week: (made in maya 2012, rendered in UDK) [t]http://www.leet.cc/az_turbine_frontview.JPG[/t] [t]http://www.leet.cc/az_turbine_sideview.JPG[/t] [t]http://www.leet.cc/az_turbine_side2view.JPG[/t][/QUOTE] The scale is very confusing. It looks like a fairly small object because it lacks any small details. Only when you take a look at the ladder (which are too thick) and the pipes do you get the scale you were looking for. Small rivets, grooves and other techy detail stuff would help a lot.
thanks for the critics, It's supposed to be a pretty large prop (like twice the height of a player). I guess I have an excuse to play with nDo2 to make those rivets :D I also need to check that normal map, the green channel might not be inverted.
I have been doing tf2 textures and models for ages so I haven't really got the chance to texture something semi realistic. [IMG]http://dl.dropbox.com/u/43356210/smokegrenade.png[/IMG] I know the rocks in the middle look a little bad but I am working on it. All of this was based off of this concept I found on deviant art. [IMG]http://fc05.deviantart.net/fs70/f/2010/195/c/1/Steam_Grenade_v_1_0_by_Steam_HeART.jpg[/IMG]
What is this?
[QUOTE=Trek;35249818]What is this?[/QUOTE] I am guessing this is a concept of a steam grenade for Bioshock? The font makes me think of Bioshock.
Maybe instead of that hideous red gravel inside you could use a non animated refractive texture.
[QUOTE=Trek;35249818]What is this?[/QUOTE] It is some sort of steampunk chemical smoke grenade. I can't think of what to put in the inside chamber. [IMG]http://dl.dropbox.com/u/43356210/Sprinkles.png[/IMG] [editline]22nd March 2012[/editline] [QUOTE=mdeceiver79;35250341]Maybe instead of that hideous red gravel inside you could use a non animated refractive texture.[/QUOTE] Mind giving an example?
Candycane
Gooinglass in kleiners lab. "GooInGlass" { "$basetexture" "shadertest/GooInGlass" "$envmap" "shadertest/GooInGlass_env" "$bumpmap" "shadertest/GooInGlass_normal" "$surfaceprop" "glass" "$envmaptint" "[ 1.00 1.00 1.00 ]" "$glassenvmap" "shadertest/GooInGlass_envglass" "$glassenvmaptint" "[ 1.00 1.00 1.00 ]" } That is the the material with the scrolling bump removed so it will be static. You can then use that gravel texture in crazy bump to make a bumpmap. Said bumpmap will then look like crystals. That stained glass gordon freeman shader would also be good for refractive colourful crystals. [url]http://half-life.wikia.com/wiki/File:Gordon_stained_glass.jpg[/url] On second thoughts the gordon freeman stained glass would be good for crystals and the gooinglass would be good for some liquid in your tube. Awesome capsule by the way.
[img]http://filesmelt.com/dl/slaadhd1.png[/img] probably gonna scrap the jeans now!
I liked him better with jeans. Make him fight your dino.
what if i add leather pants, that would look rad [editline]22nd March 2012[/editline] like he's a beast from HELL
He needs groovy bellbottoms. [img]http://2.bp.blogspot.com/-bj0ztgrDcdQ/TZPBzCTkXUI/AAAAAAAAARI/ff2-5IAvyl0/s1600/bell+bottoms.jpg[/img] Or parachute pants.
stop it [editline]22nd March 2012[/editline] you always make fun of my work, dean [editline]22nd March 2012[/editline] just wait til i sculpt your face on a re-creation of my penis on zbrush and spread it to your family
They would be so proud!
as i said on the other thread, i might scrap the magma concept completely, it doesn't really show the details on the model, it hides them :(
Go with the giant frogman concept.
All finished. [img]http://img829.imageshack.us/img829/7097/scar1z.jpg[/img]
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