[QUOTE=dark soul;35436952]Hmm, well I think this looks a bit better >.>
[img]http://i.imgur.com/4Y7lq.jpg[/img][/QUOTE]
Dang, now I really want a good model to texture to try out new stuff. Excellent material definition, love the metal on the magazine.
[QUOTE=Juniez;35421632]trap
[img]http://media.moddb.com/images/members/1/96/95390/beartrap.png[/img][/QUOTE]
As [I]A Big Fat Ass[/I] said, the teeth look pretty tame for a bear trap. Otherwise it looks really good.
Its been a long day and night of skinning and I am finally too the point of satisfaction. Well... Almost. Still some more work to be done with this batch, but I thought I'd post some images of the work.
[B]Unit 508 Nova Prospekt Overwatch[/B]
[URL=http://imageshack.us/photo/my-images/841/dmlockdown0000.jpg/][IMG]http://img841.imageshack.us/img841/4723/dmlockdown0000.jpg[/IMG][/URL]
[URL=http://imageshack.us/photo/my-images/688/dmlockdown0002.jpg/][IMG]http://img688.imageshack.us/img688/2682/dmlockdown0002.jpg[/IMG][/URL]
[URL=http://imageshack.us/photo/my-images/109/dmlockdown0001i.jpg/][IMG]http://img109.imageshack.us/img109/7659/dmlockdown0001i.jpg[/IMG][/URL]
Still figuring out what I want to Elite's helmet to look like...
You could make an unit number on Elite's helmet. That would make it more reallistic
[IMG]http://i.imgur.com/971gJ.jpg[/IMG]
:((((((((((
it's forever in my head now
Sad worm. Wanted to learn Blender 2.6. Possibly the only model I've ever "Finished"
[img]http://localhostr.com/files/ZA3mBEN/capture.png[/img]
Diglet dig, diglet dig.
[QUOTE=nubblecakes;35464180]As [I]A Big Fat Ass[/I] said, the teeth look pretty tame for a bear trap. Otherwise it looks really good.[/QUOTE]
This is relevant to the subject at hand, but not about the model itself. Has ANYONE ever seen a bear trap used on a bear? Every single bear trap I've ever seen was used on a human or other creature. Never once have I seen a bear in a bear trap.
Just some WIP pictures for maskless spy model by me and my friends :3
[IMG]http://uppix.com/f-w_7cb676e24f80a3fe000fae4d.jpg[/IMG] [IMG]http://uppix.com/f-w_9b854fa14f80a415000fae50.jpg[/IMG] [IMG]http://uppix.com/f-w_9114cb354f80a42c000fae52.jpg[/IMG]
[QUOTE=Trek;35467352]You could make an unit number on Elite's helmet. That would make it more reallistic[/QUOTE]
The thing is, with the Elite helmet, its completely mirrored. You only skin one side of the helmet and then that skin is applied to the other half of it. So if I'd put a unit number on it, it would appear on both sides and it would kinda seem weird. So I have to stick to details that don't seem out of place being in the exact same spot on the opposite side.
That being said, I will try out your idea. Thanks.
[editline]7th April 2012[/editline]
[QUOTE=Anthracite;35467592][IMG]http://i.imgur.com/971gJ.jpg[/IMG]
:((((((((((
it's forever in my head now[/QUOTE]
What the hell is that thing?
It does work on one side.
[URL=http://imageshack.us/photo/my-images/708/gmflatgrass0001c.jpg/][IMG]http://img708.imageshack.us/img708/2120/gmflatgrass0001c.jpg[/IMG][/URL]
But it doesn't on the other... :(
[URL=http://imageshack.us/photo/my-images/837/gmflatgrass0000z.jpg/][IMG]http://img837.imageshack.us/img837/3383/gmflatgrass0000z.jpg[/IMG][/URL]
How's the helmet color now? I think it came out really well. Oh, and pay no attention to the filter, I forgot to color that part; I am working on it right now.
[URL=http://imageshack.us/photo/my-images/703/gmflatgrass0002f.jpg/][IMG]http://img703.imageshack.us/img703/7991/gmflatgrass0002f.jpg[/IMG][/URL]
[img]http://dl.dropbox.com/u/2004532/gravitygunnshityo.jpg[/img]
Finally, almost done. Still needs some work, but the HL2 shapekeys are done. Also, fuck Source transparency.
i can't believe it's not 9mm
[editline]8th April 2012[/editline]
how long have you been working with that blue chick (sora??), fury?
i remember you working on her back in my garry's mod days. must have have five years ago. i remember her wearing leather out of the more kinky kind back then though
[QUOTE=kevlar jens;35482372]i can't believe it's not 9mm
[editline]8th April 2012[/editline]
how long have you been working with that blue chick (sora??), fury?
i remember you working on her back in my garry's mod days. must have have five years ago. i remember her wearing leather out of the more kinky kind back then though[/QUOTE]
I always wanted to make a "next-gen" version, but my skills weren't up to par. I messed around trying to make a nicer version for awhile, then gave up. Sort of recently, I put in a lot of time into learning 3D Max, so I decided to make a nice version.
I made a cactus because I was bored for 10 minutes and felt like modeling something over a year.
[img]http://jaanus.cc/pictures/cactus.jpg[/img]
See you all next year.
Oh god, Fewes is lurking. If he posts some of his stuff and shits all over my work I shall shed a tear :C
[img]http://filesmelt.com/dl/crozzbow.png[/img]
Made a metro:
[img]http://leet.cc/metrovaunu3.png[/img]
[img]http://leet.cc/metrovaunu2.png[/img]
[img]http://leet.cc/metrovaunu1.png[/img]
[img]http://leet.cc/metrovaunu4.png[/img]
Looks nice but it seems the seats could be optimised.
MOD TOOL
[editline]9th April 2012[/editline]
Did you unwrap that before putting it together?
[img]http://mrbrightside.thanez.net/Models/M98/Model_Render_TH.JPG[/img]
(Yes I am Mr. Brightside)
Anyone here care to help a sod trying to learn 3DS max and making models work with the Source engine? Team Fortress 2 is the game in question, I have almost everything worked out except some problems regarding texturing. If anyone has some free time and knows about the subject, shoot me a PM.
Just a quick question guys. I have Maya 2012 and I am trying to import the models from COD4 (rigged, in .ma format). When I'm exporting this to FBX (I want to open the model in 3ds max), everything is exporting, but mesh is converted and the rigging ("Skin" modifier) disappears. I checked everything, the boxes for bones and deformation exporting are marked.
What is the problem?
[QUOTE=Trek;35507984]Just a quick question guys. I have Maya 2012 and I am trying to import the models from COD4 (rigged, in .ma format). When I'm exporting this to FBX (I want to open the model in 3ds max), everything is exporting, but mesh is converted and the rigging ("Skin" modifier) disappears. I checked everything, the boxes for bones and deformation exporting are marked.
What is the problem?[/QUOTE]
I'm not sure if .fbx supports bones and rigs. I COULD be wrong (probably am), but you can try maybe a .smd exporter for Maya. Or another format you could find that supports bones and rigs.
SMD exporter is fucked up and doesn't work with Maya 2012. Trust me, I tried.
Is there any other format that supports bones?
[QUOTE=Trek;35508301]SMD exporter is fucked up and doesn't work with Maya 2012. Trust me, I tried.
Is there any other format that supports bones?[/QUOTE]
Maybe a .psk exporter? That's for UE models, but it may still work.
Everything is for Max 2011... And I have Maya 2012... God damn it.
Doesn't work... "Can't find the procedure ActorX".
[img]http://www.leet.cc/0airtug_003b.png[/img]
My contract is ending, crappy portfolio, woooooork like no tomorrow!
[QUOTE=PLing;35514522][IMG]http://www.leet.cc/0airtug_003b.png[/IMG]
My contract is ending, crappy portfolio, woooooork like no tomorrow![/QUOTE]
That model is sex. I'd love to see some bits and bobs lying on the deck and on the sides, and is there going to be a railing along the sides at the back there?
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