• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[QUOTE=fury_161;35382071][img]http://i.imgur.com/eqRMv.jpg[/img][/QUOTE] Just when I think I've seen the last of that model. It comes back out of nowhere. Cool though. [QUOTE=PLing;35346360]WIP junk airboat thing inspired by Ian McQue's concept art. [img]http://www.leet.cc/airtug_001.png[/img][/QUOTE] That is the cutest most adorable airboat I've ever seen. :D
I've done a thing. [img]http://img1.uploadscreenshot.com/images/orig/4/9111084538-orig.png[/img] SMOOTHING ERRORS UP THE ASS
[QUOTE=A big fat ass;35393085]I've done a thing. [img]http://img1.uploadscreenshot.com/images/orig/4/9111084538-orig.png[/img] SMOOTHING ERRORS UP THE ASS[/QUOTE] Right so you have the VGA lead.. Now where's the power lead and keyboard USB :v:?
USB? boy, we didn't have USB cables back in the 90s. PS2 cables all the way.
[QUOTE=FloaterTWO;35393437]USB? boy, we didn't have USB cables back in the 90s. PS2 cables all the way.[/QUOTE] Bitch please. Back in the 90s we didn't have computers only Genesis consoles.
Eh... I had a Super Nintendo.
[QUOTE=A big fat ass;35393085]I've done a thing. [img]http://img1.uploadscreenshot.com/images/orig/4/9111084538-orig.png[/img] SMOOTHING ERRORS UP THE ASS[/QUOTE] don't know why, but this looks very pixarish
[QUOTE=A big fat ass;35393085]I've done a thing. [img]http://img1.uploadscreenshot.com/images/orig/4/9111084538-orig.png[/img] SMOOTHING ERRORS UP THE ASS[/QUOTE] Looks very good, very clean.
[t]http://cloud.steampowered.com/ugc/558686202343098280/D199E320B0B6D92803C8F4B6E7C24CF242C96DA3/[/t] [t]http://cloud.steampowered.com/ugc/558686202343095443/A6A66791E5B7BB73983D3582261935BE85AD9F3F/[/t] Freezer model I'm working on for a map, and now that the easy part is over I'm over to texturing it... Also does anyone know any decent tricks for making translucent glass textures on models in source? I tried $translucent but it had problems displaying correctly and $alphatest just makes it 100% translucent...
[QUOTE=Yzooo;35398293][t]http://cloud.steampowered.com/ugc/558686202343098280/D199E320B0B6D92803C8F4B6E7C24CF242C96DA3/[/t] [t]http://cloud.steampowered.com/ugc/558686202343095443/A6A66791E5B7BB73983D3582261935BE85AD9F3F/[/t] Freezer model I'm working on for a map, and now that the easy part is over I'm over to texturing it... Also does anyone know any decent tricks for making translucent glass textures on models in source? I tried $translucent but it had problems displaying correctly and $alphatest just makes it 100% translucent...[/QUOTE] The problem is that rendering surfaces defined as translucent on top of each other has weird results, and since you (I'm assuming) only have one texture map you defined all surfaces as translucent. What you need to do is split the material into two parts. One for the glass and one for the rest of the model. You can do this by applying two different maps (but the same texture) in whatever modeling software you use (one for the glass parts and one for the rest) and then define the vmt corresponding to the glass as translucent. This will add a draw call to your model, but render translucent parts correctly.
Have a separate texture for the glass. You can also try having a separate model, but that may be worse. [editline]2nd April 2012[/editline] Oh I missed your post. What fewes said.
You could always be lazy and use a glass brush mapping wise.
[QUOTE=fewes;35399874]The problem is that rendering surfaces defined as translucent on top of each other has weird results, and since you (I'm assuming) only have one texture map you defined all surfaces as translucent. What you need to do is split the material into two parts. One for the glass and one for the rest of the model. You can do this by applying two different maps (but the same texture) in whatever modeling software you use (one for the glass parts and one for the rest) and then define the vmt corresponding to the glass as translucent. This will add a draw call to your model, but render translucent parts correctly.[/QUOTE] I know that overdrawing (stacking translucent surfaces) is a problem in UDK, but is it the same in Source too?
Source is shitty tech-wise, so yes.
I would normally post my two latest models, but uh... For some reason I created dildos for Source. :v:
[IMG]http://2.bp.blogspot.com/-kQTnDdu1u2A/T3uN6v2myVI/AAAAAAAAAc0/vhBHf0awM6c/s1600/blazer2.jpg[/IMG] The blazer's going well. It has an interior with seats(obviously), seatbelts, a steering wheel(no shit),and a dashboard with controls molded in. exterior additions include the roof rack and a better rear bumper. Not sure if I should add body cladding for higher trim levels. [IMG]http://3.bp.blogspot.com/-x47fMi3yEOM/T3uNOzDK8wI/AAAAAAAAAco/EbpgZ-SgZL0/s1600/blazer.jpg[/IMG]
trap [img]http://media.moddb.com/images/members/1/96/95390/beartrap.png[/img]
Since I've hit a roadblock, I'll just upload my 'before compiling' images. [IMG]http://s3.amazonaws.com/data.tumblr.com/tumblr_m1xrz9byM81qgdo3co1_1280.png[/IMG] [IMG]http://s3.amazonaws.com/data.tumblr.com/tumblr_m1xs96SkGf1qgdo3co1_1280.png[/IMG] WHOA HEY THERE NICE DAY HUH JUST PASSIN THROUGH [IMG]http://s3.amazonaws.com/data.tumblr.com/tumblr_m1xvp6ne0x1qgdo3co1_1280.png[/IMG] It's a character I've been drawing and adapting since about 6th grade. c: I'm not really happy with how it turned out, but it's my first model. It's bound to look rather creepy. Anyway, whenever I compile it, it crashes my game. I dunno if it has to do with bones or mesh, but it's rather irritating. Any suggestions would be appreciated in PMs.
A lot of problems with rigging there but really not bad for your first model.
[QUOTE=PLing;35423941]A lot of problems with rigging there but really not bad for your first model.[/QUOTE] Yeah, I kinda thought the face looked terrible the entire time, so I redid it a few times. Then I decided to leave it the way it is. Blender's default rendering is rather...crappy, in my opinion. My issue is with it lacking a proper spawn icon when I get ingame, and when I try to spawn it, it crashes the game. If you don't mind, I can PM you the qc contents and/or the .smd. Another pair of eyes is always worth trying. :U
[t]http://media.moddb.com/images/members/1/96/95390/view2.png[/t] [t]http://media.moddb.com/images/members/1/96/95390/view1.png[/t]
[IMG]http://2.bp.blogspot.com/-IlJr1UrRhJI/T30nhYn9rGI/AAAAAAAAAdY/-0p5xLcDcZw/s1600/blazer3.jpg[/IMG] Progress on the Blazer. Front fascia is updated, a rearview mirror has been added, and the dash is now done. A ceiling console has also been added. 13,376 polygons. [IMG]http://3.bp.blogspot.com/-d_7KRLyQ5mY/T30nhn8Z5jI/AAAAAAAAAdk/wvt5XepcMm8/s1600/blazercrossesction.jpg[/IMG] Interior cross section. It has EVERYTHING.
[QUOTE=Trek;35367314]Texture is crap? Are you fucking kiddng me? Awesome work.[/QUOTE] Hmm, well I think this looks a bit better >.> [img]http://i.imgur.com/4Y7lq.jpg[/img]
Looks like a boss.
Indeed.
[QUOTE=dark soul;35436952]Hmm, well I think this looks a bit better >.> [img]http://i.imgur.com/4Y7lq.jpg[/img][/QUOTE] How do you even get materials to look like that? I'd actually really appreciate an explanation of the process you used there, or a psd file to look at. Anyway, great stuff
[QUOTE=Trek;35437001]Looks like a boss.[/QUOTE] I'd be HELLA scared if my boss looked like a bullpup rifle. [QUOTE=gothiclampshade;35439250]How do you even get materials to look like that? I'd actually really appreciate an explanation of the process you used there, or a psd file to look at. Anyway, great stuff[/QUOTE] If that's a HLMV render, then it's bumpmaps and phong, two default shader features in Source. If it's not a HLMV render, then it's bumpmaps and some 3DSMax/Maya magic.
[QUOTE=gothiclampshade;35439250]How do you even get materials to look like that? I'd actually really appreciate an explanation of the process you used there, or a psd file to look at. Anyway, great stuff[/QUOTE] On thing I learned from texturing the gun is to put all your detail into your specular map and just use the defuse as a place to put down all your base colors. Now you still want some detail in the defuse, but not as much as in the specular. The new Racer445 tutorial was a huge help aswell [url]http://www.nextgenhardsurface.com/index.php?pageid=racer445[/url]. I'd upload my PSDs for you if they weren't 150-500 mb each(I work on them at the highest resolution and have like 50 layers because I'm still horribly inefficient at making them). As for rendering out the gun, I used the xoliul shader [url]http://xoliulshader.com/[/url]. Be warned though, that the program is a bit buggy in 2012 and may mess up all your graphics. Here is a downsized version of the defuse and the specular: specular [url]http://i.imgur.com/VlNWs.jpg[/url] defuse [url]http://i.imgur.com/MM9KQ.jpg[/url]
[QUOTE=Juniez;35421632]trap [img]http://media.moddb.com/images/members/1/96/95390/beartrap.png[/img][/QUOTE] The pointy bits don't look pointy enough.
Anyone who can animate first person hands or know someone who can?I'd need someone to help out with my little portal 2 mod.
Sorry, you need to Log In to post a reply to this thread.