• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[QUOTE=ExplosiveCheese;36222558][IMG]http://i50.tinypic.com/vsmmnt.jpg[/IMG] [IMG]http://i47.tinypic.com/2qnzax1.jpg[/IMG] So I thought I would try my hand at skinning. Here's some SCP Foundation class D uniforms. Yeah I know it's pretty simple but since its my first skin, I thought I would start with something basic.[/QUOTE] I'd avoid complete black in your textures, go for the darkest greys so you have some sort of lit surface. Also, i'd personally have thought that a prison orange or maybe a dull tone would suit the D class clothing better, but black could work if you made it fit in context
[QUOTE=gothiclampshade;36223363]I'd avoid complete black in your textures, go for the darkest greys so you have some sort of lit surface. Also i'd personally have thought that a prison orange or maybe a dull tone would suit the D class clothing[/QUOTE] Thanks for the advice. I actually did start with an orange color, but it didn't look very good ingame. Need to play around with it some more and see what I can come up with. Might put a different style logo.
[QUOTE=ExplosiveCheese;36223389]Thanks for the advice. I actually did start with an orange color, but it didn't look very good ingame. Need to play around with it some more and see what I can come up with. Might put a different style logo.[/QUOTE] Make sure it's not oversaturated and keep an eye on the blacks to make sure they don't become to strong or too faded.
Hey everyone, I've been starting to model myself and thought I'd introduce myself by showing some stuff, I hope you don't mind the first two pictures being rendered inside UDK. [t]http://i.imgur.com/a7y0L.jpg[/t] [t]http://i.imgur.com/slDPw.jpg[/t] [t]http://i.imgur.com/0oOwu.jpg[/t] I'm not quite sure whether it would be better to stick all detail of the pistol's handle into actual geometry or a normal map.
Could you post a wireframe of the pistol? It's hard to get a sense of the geometry in that image.
Sure, here. [t]http://i.imgur.com/OaGEh.jpg[/t] [t]http://i.imgur.com/pyngQ.jpg[/t] (The middle edge going through the back of the handle is just from the symmetry modifier, I'll clean them up afterwards) As said, I'm not quite sure what to do with the handle.
Bored of not posting this: [img]http://filesmelt.com/dl/WIP30.png[/img] [t]http://meta.filesmelt.com/downloader.php?file=afdg.jpg[/t] I'll do some fancy render with it when I'm done.
[QUOTE=Hazrd24;36219080]I still feel like I'm modelling completely wrong, but I made a couple more models today and just built a quick scene Big ass image[/QUOTE] dude that is beautiful
[QUOTE=~ZOMG;36226512]Bored of not posting this: I'll do some fancy render with it when I'm done.[/QUOTE] maybe it's just me, but I think that magazine looks a bit ridiculous, it seems way too curved. perhaps have it stop curving half way and make it straight from there on? I hope you can understand what I mean.
[QUOTE=- Livewire -;35259936]All finished. [img]http://img829.imageshack.us/img829/7097/scar1z.jpg[/img][/QUOTE] Very nice, dude.
[QUOTE=The Lionheart;36230603]Very nice, dude.[/QUOTE] Friend, that was posted over 2 months ago, so you may be a tad bit late :v:
[QUOTE=The Lionheart;36230603]Very nice, dude.[/QUOTE] You should see it now; it's baked and textured :v:
[QUOTE=~ZOMG;36235405]You should see it now; it's baked and textured :v:[/QUOTE] and it looks like it was covered in orange turd and fingerprints lol
[QUOTE=- Livewire -;36208469]You can planar unwrap the whole thing, just use the relax tool for the inside and outside faces.[/QUOTE] Time for the unwrapping to begin then, thanks <3
finished unwrap [t]https://dl.dropbox.com/u/1157653/m4uv.png[/t] started baking [t]https://dl.dropbox.com/u/1157653/m4.png[/t] 5816 tris
More screens for the screen god. [img]https://dl.dropbox.com/u/21161113/tablet_screens_2.gif[/img] Scrolling along at a speed just too fast to look at one for too long. Still got two to go.
Can I get one dedicated to me?
I redid the RT camera overlay. Just got one screen to go. [t]https://dl.dropbox.com/u/21161113/gm_construct_130003.jpg[/t]
Little bit o' progress. [img]http://filesmelt.com/dl/conceptgun1.png[/img] [img]http://filesmelt.com/dl/conceptgun2.png[/img]
Wow, that looks pretty good ZOMG. I'd say some of the proportion is weird though, like judging by the hand grip the rest of the gun is quite large I'm afraid to say. It would be a bit uncomfortable to use with a stock that large assuming the grip is scaled to fit a hand. So stock is too long/large, mag and barrel are a bit crazy big, but yeah, it does look sweet. ---mepost--- Well so far nothing from the creationism corner so I'll ask here as well :f I'm trying to render in 3dsmax but my specularity doesn't appear when rendering, only in viewport. Anyone know what I could be doing wrong? Diffuse and bump work perfectly fine. I have it in marmoset and it works fine so I must be messing something up. As is this is the render with no spec. [HD] lol [media]http://www.youtube.com/watch?v=NvBuIsVGWTI[/media]
[img]https://dl.dropbox.com/u/1157653/m4tex1.png[/img] summer breakkk
[IMG]http://i.imgur.com/NPWOK.jpg[/IMG]
Dota 2 stuff, Dota 2 stuff as far as the eye can see. [img]http://puu.sh/zXRD[/img]
looking sweet Fewes! Here's 2 vent models I made while I was bored: [t]http://www.1337upload.net/files/az_vent_01.JPG[/t] [t]http://www.1337upload.net/files/az_vent_02.JPG[/t] Baked normal and AO maps.
[QUOTE=azgag;36271586]looking sweet Fewes! Here's 2 vent models I made while I was bored: [t]http://www.1337upload.net/files/az_vent_01.JPG[/t] Baked normal and AO maps.[/QUOTE] "Sergeant Hoffman!" "Yes sir!" "Why did we install such fucking awesome vents on this ship? This is a government funded military craft, any vents would have done!" "No clue, sir!"
finish texturing the 1st one: [t]http://www.leet.cc/frame0000.jpg[/t] [t]http://www.leet.cc/frame0001.jpg[/t] any c&c?
[QUOTE=azgag;36273302]finish texturing the 1st one: [t]http://www.leet.cc/frame0000.jpg[/t] [t]http://www.leet.cc/frame0001.jpg[/t] any c&c?[/QUOTE] I think there needs to me more shadow in between the individual grates, now that it's textured and lit it doesn't actually look like there's any room in between for air to go through, on the first textureless one you posted the shadows under each piece are very well defined. Also i'd like to see a clean new verson done alongside personally, it's such an awesome design.
here's a clean version: [t]http://www.leet.cc/0frame0000.jpg[/t] [t]http://www.leet.cc/0frame0001.jpg[/t]
You can see the difference in height on the grate on the clean one because the texture's a lot brighter so the AO stands out more. I think you should darken the AO on the dirty on, or lighten the texture.
to make the dirt on the grate, I just duplicated the AO, masked out the other parts, played with hue/saturation to make it orange/brown-ish. duplicated that twice, on the 1st duplicate I applied a Gaussian blur of 6px and on the 2nd one, a Gaussian blur of 12px. set their blending mode to multiply and tweaked the opacity (50% for both layers). that's all
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