I'd say we need model/texture king ratings, but I'd be happy to just get the release section back.
[QUOTE=PLing;36702625]What the hell I'll post it here too
[img_thumb]http://www.leet.cc/39.png[/img_thumb]
[img_thumb]http://www.leet.cc/412.png[/img_thumb]
[img_thumb]http://www.leet.cc/313.png[/img_thumb]
[img_thumb]http://www.leet.cc/811.png[/img_thumb]
[img_thumb]http://www.leet.cc/110.png[/img_thumb][/QUOTE]
Incredi late, but will you be putting that in source?
[QUOTE=Stiffy360;36789416]Incredi late, but will you be putting that in source?[/QUOTE]
No of course not.
Hey modelling section, I picked up modelling in Blender just about a week ago and am eager to improve. So I present to you my Musket, which can not compare to your stuff, but I hope is of at least decent quality.
I have a simple bump map for it and what I figure is a diffuse map, but I am absolutely inexperienced with any texturing work, so any advice, tips and tricks are most welcome, as well as of course constructive criticism.
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/MusketRifle.png[/IMG]
[QUOTE=ShadowDeath;36793692]Hey modelling section, I picked up modelling in Blender just about a week ago and am eager to improve. So I present to you my Musket, which can not compare to your stuff, but I hope is of at least decent quality.
I have a simple bump map for it and what I figure is a diffuse map, but I am absolutely inexperienced with any texturing work, so any advice, tips and tricks are most welcome, as well as of course constructive criticism.
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/MusketRifle.png[/IMG][/QUOTE]
How are you that good in a week, do you have any previous knowledge? If not I am extremely shocked.
Yeah if that's after one week I don't know what you're gonna be doing in a year.
Seems like everyone is kicking ass lately! Keep it going guys this is some good stuff.
I am doing well for a rookie then, I take it?
Well to be honest, I am not starting off into modelling without any prior knowledge whatsoever, some two years ago or so I've tried my hand at modelling but never managed to make anything more complex than a box. And I wasn't using Blender. I honestly find Blender incredibly easy to use, once you get an idea for how the program works and why the UI is set up the way it is, I find it very intuitive to use, which inspired me to work almost nonstop to get this rather low-poly model this 'far' done. And I watched a dozen or two of tutorials regarding modelling before I even began, to make sure I do things properly.
Also, this brings me to a question for you guys, can you tell me how a texture for phong/glossiness works? I'd like to get that gun barrel to look shinier, without having to change the bump map.
a specular map determines how shiny something is - white is reflective as heck and black is not reflective at all. usually in the specular map's alpha channel you can put a gloss map, which determines how glossy that reflection is - white is like a mirror while black is a super duper dull shine
[QUOTE=ShadowDeath;36795812]I am doing well for a rookie then, I take it?
Well to be honest, I am not starting off into modelling without any prior knowledge whatsoever, some two years ago or so I've tried my hand at modelling but never managed to make anything more complex than a box. And I wasn't using Blender. I honestly find Blender incredibly easy to use, once you get an idea for how the program works and why the UI is set up the way it is, I find it very intuitive to use, which inspired me to work almost nonstop to get this rather low-poly model this 'far' done. And I watched a dozen or two of tutorials regarding modelling before I even began, to make sure I do things properly.
Also, this brings me to a question for you guys, can you tell me how a texture for phong/glossiness works? I'd like to get that gun barrel to look shinier, without having to change the bump map.[/QUOTE]
I'm not entirely sure how blender handles shaders, but usually at least with specular maps, you would use a grayscale texture. the lighter the texture is, the shinier the resulting area on the model will be. the darker the texture it is, the less shiny.
[QUOTE=MrBunneh;36797760]I'm not entirely sure how blender handles shaders, but usually at least with specular maps, you would use a grayscale texture. the lighter the texture is, the shinier the resulting area on the model will be. the darker the texture it is, the less shiny.[/QUOTE]
That's not necessarily true since specular maps can be colored, depending on the effect that you want.
[QUOTE=yumyumshisha;36798220]That's not necessarily true since specular maps can be colored, depending on the effect that you want.[/QUOTE]
oh shit, really? I was completely unaware of that. Mind letting me know more?
Well, you can color it and then it will be shiny with that color.
Alright thanks a ton guys, I've tried making a specular, but I am not sure it turned out too well. I can only barely notice a difference.
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/MusketRifle2.png[/IMG]
Oh, on a slightly less related note, I've tried making a simple tower shield, low poly, as I am unsure whether I can get a high poly version done to look right. As always, constructive criticism, tips and tricks are most welcome!
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/TowerShield_01_front.png[/IMG]
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/TowerShield_01_back.png[/IMG]
I hope I am not bothering you guys with my frequent posts.
Hey man, one thing about your shield, wood isn't usually that shinny (unless it's really wet). if you used a specular map you might wanna darken the wooden parts (so it's nearly matte).
I made a Knight:
[img]http://puu.sh/Jbrw[/img]
[img]http://puu.sh/JbrB[/img]
[img]http://puu.sh/JbqH[/img]
[img]http://puu.sh/Jbsp[/img]
[QUOTE=Reason134;36804446]I made a Knight:
[img]http://puu.sh/Jbrw[/img]
[img]http://puu.sh/JbrB[/img]
[img]http://puu.sh/JbqH[/img]
[img]http://puu.sh/Jbsp[/img][/QUOTE]
Inspired by the darksouls elite knight armor?
[QUOTE=ShadowDeath;36802268]Alright thanks a ton guys, I've tried making a specular, but I am not sure it turned out too well. I can only barely notice a difference.
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/MusketRifle2.png[/IMG]
Oh, on a slightly less related note, I've tried making a simple tower shield, low poly, as I am unsure whether I can get a high poly version done to look right. As always, constructive criticism, tips and tricks are most welcome!
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/TowerShield_01_front.png[/IMG]
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/TowerShield_01_back.png[/IMG]
I hope I am not bothering you guys with my frequent posts.[/QUOTE]
I'm sure you'll see the difference when you put it in a game or marmoset toolbag (a real-time renderer, very fancy). Not sure if blender even renders them in real time.
[editline]17th July 2012[/editline]
Cool knight, how long did it take?
About 4 days. And yeah I based it off the Elite Knight Armor in Dark Souls.
LT_C are you going to release that hatch? I could use it for empires.
It's for the next update of Obsidian Conflict. It'll be included in the next major mod update.
This Marmoset toolbag looks incredibly nice, but unfortunately isn't for free. Is it a trial version or simply limited functionality? And are there possibly free alternatives?
there is a trial version
[QUOTE=ShadowDeath;36814356]This Marmoset toolbag looks incredibly nice, but unfortunately isn't for free. Is it a trial version or simply limited functionality? And are there possibly free alternatives?[/QUOTE]
You could get UDK, and a turntable scene (those shouldn't be hard to find on websites like Polycount.com). You'll get more control material-wise compared to Marmoset
Quick question, is it just me or is StudioCompiler's LOD tab give an incorrect line for compiling?
For example the original "replacemodel" it gives is the wrong name (should be "ref1.smd", but it gives it as the relative mat dir name and causes a compile error, so I have to fix it manually.)
Nobody know what happened to the high quality combine soldier with enhanced models?
( I'll put a screenshot of them if I find them in the previous threads)
Because I don't remember if they have been released...
Edit:
Like these one from Romka(from 2009, so quite old)...
[quote][img]http://img2.imageshack.us/img2/8844/combinesoldiers.jpg[/img][/quote]
Romka's using them for a mod he's working on, i think.. Probably won't see them released before the mod is.
No idea how it's going, though. I haven't seen him around for a while.
Okay...
Also, early WIP:
[quote][IMG]http://i.imgur.com/2FPw0.png[/IMG]
[b]Edit:[/b]Small update
[IMG]http://i.imgur.com/Bw5he.png[/IMG]
As you can see, I'm going for lowpoly...[/quote]
It's [i]supposed[/i] to be a Mossberg 500...
[QUOTE=soullink;36843486]Nobody know what happened to the high quality combine soldier with enhanced models?
( I'll put a screenshot of them if I find them in the previous threads)
Because I don't remember if they have been released...
Edit:
Like these one from Romka(from 2009, so quite old)...[/QUOTE]
I remember these! damn they look good, its a shame we probably wont ever see them :/
It begin to look like something:
[quote][IMG]http://i.imgur.com/iGRaQ.jpg[/IMG][/quote]
Pump model and "wooden" texture is placeholder of course.
Edit:
I just want to say that it's my first attempt to anything serious, I often make small things like sord( Yes, they are so bad that I didn't put a W in there) Or physics/game test with blender...
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