• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
The numbers look messy, but apart from that it looks pretty good.
[QUOTE=MrBunneh;35976094][IMG]http://cl.ly/0x1L3L1A18140x0f0p0e/2012-05-16_00001.jpg[/IMG] I pretty much finished it and got it ingame. looks pretty nice, IMO.[/QUOTE] Looks nice, good job. Maybe less phong on the wood though.
[QUOTE=Milkyway M16;35981693]Looks nice, good job. Maybe less phong on the wood though.[/QUOTE] yeah, I have to make an exponent map. atm I'm just using my spec one. EDIT: today I learned that phong exponent textures aren't what I thought they were :v: so I fixed the wood phong thing. also tacticool camo: [img]http://cloud.steampowered.com/ugc/560942102371578993/A0E57108F9E3B5BA2C5C2DF02FEAABD4C31C0265/[/img] kinda greasy looking though, but now I know what exponent textures are I can fix that! EDIT2: wow steams screenshots are shitty.
Actually enjoying painting this shit. [thumb]http://img38.imageshack.us/img38/8215/screenshot2012051700522.jpg[/thumb] -> [thumb]http://img707.imageshack.us/img707/5012/screenshot2012051701450.jpg[/thumb]
ive been working on something which is pretty much my first proper model and skin editing [IMG]http://dl.dropbox.com/u/1482927/origsnake.jpg[/IMG] i have this thing, a custom snake model some dude made that doesn't look anything like snake so i spent ages on it and even changed his facial geometry (first time even getting a model to work in source etc) and i have decided i'm calling it done [IMG]http://dl.dropbox.com/u/1482927/newsnake.jpg[/IMG] copy them into separate tabs to really see the difference look alright?
How come the quality of the bodytexture downgraded?
[QUOTE=Fussy!;35991536]How come the quality of the bodytexture downgraded?[/QUOTE] You got it in the wrong order I believe.
[QUOTE=Fussy!;35991536]How come the quality of the bodytexture downgraded?[/QUOTE] that was intentional, it was too sharp and it just looks weird as shit on snake, considering that sneaking suit was never high res. i downsized it to make it look a lot more like mgs2's original textures. regardless of the detail loss, it looks better overall i think. [url]http://dl.dropbox.com/u/1482927/snakemgs2.jpg[/url]
Wait, so you downgraded the textures, because they look too good in SOURCE which is ten times better than MGS2 engine? I think it doesn't look better. You can say it's stylized, but for me this is low res and doesn't look any better. Still, I like the face texture.
Face is a massive improvement, body is a massive downgrade.
First image looks way better then the second.
[IMG]http://i.imgur.com/AAqYu.jpg[/IMG] Low poly only 750 polygons :) and I checked the uvmap it should be super easy to uv then texturing will be the fun part :P.
[QUOTE=- Livewire -;35969070]I don't understand why people say this, it's completely up to the person how dirty it will be, yes I know guns are usually well looked after, soldier wouldn't let his weapon get like that blah blah etc. But to be honest, a completely clean gun in a game is boring and bland to look at, you're supposed to try and tell a story when you texture not just slap on base colours and wala. For example - [URL]http://i.imgur.com/KwC9S.jpg[/URL] He's even put blood on that and it still looks fucking amazing.[/QUOTE] Thing is though it looks like it's either been covered in several-months-old blood or it's been rusting - Neither of which look at all nice , and in the case of the latter , is physically impossible - on the pistol grip and stock, anyway.
[QUOTE=Trek;35992877]Wait, so you downgraded the textures, because they look too good in SOURCE which is ten times better than MGS2 engine? I think it doesn't look better. You can say it's stylized, but for me this is low res and doesn't look any better. Still, I like the face texture.[/QUOTE] Alright, I can see why it's a really odd choice but here me out; It's for a ridiculous deathmatch mod for source - not a serious thing that would require things to look as good as they can. And, the idea was to get it looking like it could have been ported right from MGS2, without actually being so. The crisp lines on his sneaking suit really didn't look right since that sneaking suit has never been high resolution. To give it more of a 'straight from mgs' vibe, I downgraded them and made them slightly blurry, which also removes the compression artifacts present on the original skin and gives everything a smooth like like all the older mgs games have. I mean I can make it high res again, [img]http://dl.dropbox.com/u/1482927/snakelow.jpg[/img] [img]http://dl.dropbox.com/u/1482927/snakehi.jpg[/img] But considering how MGS2 looked and it's meant to reflect the MGS2 model, I really don't think it suits Snake. But each to his own
[IMG]http://1.bp.blogspot.com/-4Fa9cTowRsc/T7Yw6OsuJhI/AAAAAAAAAos/3ZxygEQEF6k/s1600/revenant+MK+III+base.png[/IMG] Random exercise in modeling while I was at school. A pickup of the future or so to speak. I went for a retro-futuristic look, with the main body's lines inspired by the 60's muscle cars and their modern derivatives, while the flared wheelwells (incorporated to lower the center of gravity by widening the wheelbase) were inspired by the 40's and 50's. I'm wondering if I should continue this or scrap it. C&C welcome.
I'm getting fed up with trying to connect the leg and arm to the torso does anyone have a proper tutorial on how to do this, Because a picture just doesn't tell me shit
[QUOTE=Biaxailemperor;36002721][IMG]http://1.bp.blogspot.com/-4Fa9cTowRsc/T7Yw6OsuJhI/AAAAAAAAAos/3ZxygEQEF6k/s1600/revenant+MK+III+base.png[/IMG] Random exercise in modeling while I was at school. A pickup of the future or so to speak. I went for a retro-futuristic look, with the main body's lines inspired by the 60's muscle cars and their modern derivatives, while the flared wheelwells (incorporated to lower the center of gravity by widening the wheelbase) were inspired by the 40's and 50's. I'm wondering if I should continue this or scrap it. C&C welcome.[/QUOTE] It lacks the fins to be 40's-50's, and looks more inspired by a 60's batmobile and an el-camino. I think it could be helped by smoother edges and more sweeping curves.
[QUOTE=Lt_C;36003115]It lacks the fins to be 40's-50's, and looks more inspired by a 60's batmobile and an el-camino. I think it could be helped by smoother edges and more sweeping curves.[/QUOTE] Thanks for the tips, although I think I need to clarify: The wheelwells are flared like the ones on trucks from the 40's and 50's(google search"chevy suburban 1945" for reference) Nothing else. You were definitely right though: the El-camino and the Batmobile were inspirations. I'll see what I can do for more sweeping curves. I think I want to keep the squared shape for the general body though, but with the edges rounded off. I'm still trying to figure out smoothgroups in blender.
I've gone done a thing. I didn't notice the fucked uvs on the chamfered part until after and now I am too lazy to fix [img]http://uppix.net/3/9/9/5b603ce6eecae52d353f4154a4150.png[/img] [url=http://img1.uploadscreenshot.com/images/orig/5/13811152171-orig.png]high poly weighs in at 1.7 mil[/url] inspired by [url=http://www.chrisholden.net/tutor/arch01.htm]this[/url] although mine is not as nice as that
[QUOTE=A big fat ass;36009957]I've gone done a thing. I didn't notice the fucked uvs on the chamfered part until after and now I am too lazy to fix [t]http://uppix.net/3/9/9/5b603ce6eecae52d353f4154a4150.png[/t] [url=http://img1.uploadscreenshot.com/images/orig/5/13811152171-orig.png]high poly weighs in at 1.7 mil[/url] inspired by [url=http://www.chrisholden.net/tutor/arch01.htm]this[/url] although mine is not as nice as that[/QUOTE] looking pretty nice, but i think the brick/stone texture is way too dark, a brown-ish-gray should look better
It is grey. That's Marmoset's night lighting. re-uv'd [img]http://img1.uploadscreenshot.com/images/orig/5/13812035365-orig.jpg[/img]
looks cool, but wet
You're wet.
[IMG]http://1.bp.blogspot.com/-MAiS-P33Gso/T7dk4cF2pmI/AAAAAAAAAqQ/viA4J0Fjk2Q/s1600/revenant+MK+III~.png[/IMG] Okay so, I added mirrors, turn signals, and an interior. I'm gong for a subtle, clean curved look like the cars from Deus Ex: Human Revolution, and Flynn's lightcycle from Tron Legacy. The mirrors are mounted on the fenders to give a cleaner profile to the front doors, and the turn signals are integrated into the fender/grille seams to provide a seamless look. The interior continues a clean and subtly curved look, inspired by cars like 2006's Chrysler Imperial concept, as well as Tron. [IMG]http://3.bp.blogspot.com/-g-4pNQsVuvk/T7dk0aPGM5I/AAAAAAAAAqI/HtuKQJBt5nY/s1600/revenant+dash+v2.png[/IMG] The dash is simple and curved, and it flows into the center console which has a console shifter, a tray to throw some random crap, and four cupholders. Yes, those cupholders will have ambient lighting. I'll add instruments like the nav system and radio as a touchscreen with few buttons. Climate control will be a few simple knobs mounted underneath the touchscreen.
The front and rear guards aren't consistent. IMO I would have the rear guards have less of a sharp angle because you could slice cheese on that, really.
any suggestions? I'm thinking of moving the top line of the rear guard to meet the line of the bed. the thing is I'm going for something like the clean lines of the [URL="http://www.seriouswheels.com/pics-2004/2004-Chevrolet-Colorado-Cruz-FA-1600x1200.jpg"]Colorado Cruz's[/URL] flares. I'm thinking I might just move the line in the back to get the more tilted forward look. I think I got it: [IMG]http://2.bp.blogspot.com/-XojooJW7UZo/T7eCSvOmgrI/AAAAAAAAAqc/RzLIBNHg-8k/s1600/revenant+new+flares.png[/IMG]
[QUOTE=A big fat ass;36009957]I've gone done a thing. I didn't notice the fucked uvs on the chamfered part until after and now I am too lazy to fix [img]http://uppix.net/3/9/9/5b603ce6eecae52d353f4154a4150.png[/img] [url=http://img1.uploadscreenshot.com/images/orig/5/13811152171-orig.png]high poly weighs in at 1.7 mil[/url] inspired by [url=http://www.chrisholden.net/tutor/arch01.htm]this[/url] although mine is not as nice as that[/QUOTE] Oh my, that high poly is orgasmic. How on earth did on you make it?
For some reason I can't import a image into maya, tried saving it as .png, won't work then I tried .jpeg and still won't work. curse you wineglass image.
[QUOTE=LtKyle2;36016258]For some reason I can't import a image into maya, tried saving it as .png, won't work then I tried .jpeg and still won't work. curse you wineglass image.[/QUOTE] are you "plugin in" your image into a new material using Maya's material editor? png and jpeg are supported (Even psd are supported)
[QUOTE=~ZOMG;36014674]Oh my, that high poly is orgasmic. How on earth did on you make it?[/QUOTE] Couple of chamfered boxes, edited some to look unique, copied them a bunch of times, added a noise modifier to look more unique, used bend modifier to make them bend at the archy part, turbosmoothed then more noise. [QUOTE=Biaxailemperor;36014368]any suggestions? I'm thinking of moving the top line of the rear guard to meet the line of the bed. the thing is I'm going for something like the clean lines of the [URL="http://www.seriouswheels.com/pics-2004/2004-Chevrolet-Colorado-Cruz-FA-1600x1200.jpg"]Colorado Cruz's[/URL] flares. I'm thinking I might just move the line in the back to get the more tilted forward look. I think I got it: [IMG]http://2.bp.blogspot.com/-XojooJW7UZo/T7eCSvOmgrI/AAAAAAAAAqc/RzLIBNHg-8k/s1600/revenant+new+flares.png[/IMG][/QUOTE] What are you using to model that? I'm tempted to say Sketchup.
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