• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[QUOTE=Tw34k;34700968]Decided to give modeling another shot after a few years.. Isn't she cute? I call her smokey. :v: [IMG]http://i924.photobucket.com/albums/ad84/tw34kpics/3ds/ashtray02.png[/IMG][/QUOTE] The poly distribution is pretty ridiculous. The larger cylindrical geometry has 10 sides and the tiny insets for the fags to rest also has 10 (although it's only a half cylinder). It should have 2, maybe 3, sides really, especially if it was going in game.
[IMG]http://puu.sh/h0ff[/IMG]
[QUOTE=~ZOMG;34707873]The poly distribution is pretty ridiculous. The larger cylindrical geometry has 10 sides and the tiny insets for the fags to rest also has 10 (although it's only a half cylinder). It should have 2, maybe 3, sides really, especially if it was going in game.[/QUOTE] Thanks for the comments, I didn't really expect anyone to take my carve lesson model serious but I am glad you shed some light for improvements. I really am as green as it gets with modeling so bear with my postings of practice pieces. And just to verify, you're saying I should make the carved grooves use less sides but everything else looks ok?
Normal map, needs more detail like to the cloth and leather for jacket. [img]http://dl.dropbox.com/u/11830984/pictures/despair/Sato_normal_render.png[/img]
[QUOTE=cra0kalo;34708108][IMG]http://puu.sh/h0ff[/IMG][/QUOTE] Are you going to do other characters from the series?
how do eyes work in the source engine is the eye a texture that moves or is it a object that moves ?
[QUOTE=shadowsX;34730578]how do eyes work in the source engine is the eye a texture that moves or is it a object that moves ?[/QUOTE] I'd guess it's the texture that moves, as I don't think the valve biped has an eye bone, though I could be wrong.
[QUOTE=plasmid;34722560]Normal map, needs more detail like to the cloth and leather for jacket. [img]http://dl.dropbox.com/u/11830984/pictures/despair/Sato_normal_render.png[/img][/QUOTE] He has [I]really[/I] wide hips.
[QUOTE=A big fat ass;34731285]He has [I]really[/I] wide hips.[/QUOTE] Its the pockets on the jacket that make them look wide... I guess I should size them down the under is more like. [img]http://media.indiedb.com/cache/images/games/1/17/16474/thumb_620x2000/Sato.png[/img]
6,703 polys. 2048 maps. Arms were provided by Sparkwire. [img]http://img521.imageshack.us/img521/255/zeussriflev.jpg[/img]
[QUOTE=- Livewire -;34740695]6,703 polys. 2048 maps. [img]http://img521.imageshack.us/img521/255/zeussriflev.jpg[/img][/QUOTE] good to see you listen to criticism! looks great. good job!
Well fuck, I don't really wanna post my shit now :v: [img]http://filesmelt.com/dl/AK-57.png[/img] [img]http://filesmelt.com/dl/AK57.jpg[/img] Bask in my atrocious topology.
I have to ask, how would you load that? Wouldn't it be a pain in the ass with the wooden magazine guard? Or is that whole thing supposed to be part of the magazine itself?
[QUOTE=itak365;34741636]I have to ask, how would you load that? Wouldn't it be a pain in the ass with the wooden magazine guard? Or is that whole thing supposed to be part of the magazine itself?[/QUOTE] who cares? it's cool concept art. livewire that looks really good, with that blue glow it reminds me of the plasma rifle from doom 3
[QUOTE=itak365;34741636]I have to ask, how would you load that? Wouldn't it be a pain in the ass with the wooden magazine guard? Or is that whole thing supposed to be part of the magazine itself?[/QUOTE] That's exactly what someone said in the Digital Art thread :v: I'm considering redesigning that bit because it's so ridiculous.
[QUOTE=- Livewire -;34693890]Meh, not happy with it yet. (Lights will eventually be blue on the cylinder) [img]http://i.imgur.com/9IXnm.jpg[/img][/QUOTE] That looks really nice. If you're still working on colors, maybe consider looking at the K-Volt from Crysis 2? I really liked the way that gun looked, personally: [img]http://images3.wikia.nocookie.net/__cb20110318210339/crysis/images/thumb/f/f4/K-Volt.jpg/830px-K-Volt.jpg[/img] The K-Volt looks more military than "sciencey" though. I'm not sure which direction you had in mind. I definitely [B]wouldn't[/B] recommend any kind of camo on your gun. Crysis 2's weapons are very unimagined to be quite honest. They're all based on real-world guns. I'm pretty sure the K-Volt in particular was based on the Kriss Super V SMG. You could also look at the Arc Projector from Mass Effect 2: [img]http://images3.wikia.nocookie.net/__cb20110414183161/masseffect/images/1/1f/Arc_projector_sm.jpg[/img] It's darker and very large, but I think it's got more of the "sciencey" look. Definitely a bit on the grungy side though (ME2 was "grungy" in general).
[QUOTE=- Livewire -;34740695]6,703 polys. 2048 maps. Arms were provided by Sparkwire. [img]http://img521.imageshack.us/img521/255/zeussriflev.jpg[/img][/QUOTE]Honestly, I don't really like the 4 big nobs for the sights, maybe make the Holographic sight ones smaller?
added some more detail and a diffuse [img_thumb]http://dl.dropbox.com/u/11830984/pictures/despair/1.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/11830984/pictures/despair/3.png[/img_thumb]
Still looks like captain McFatbutt
Not much of a [I]cat[/I] person myself, but had to honor the classics. [img]http://www.1337upload.net/files/0madcat_2.png[/img] 3389 polygons.
Something I started yesterday: [IMG]http://dl.dropbox.com/u/37546036/TACTICOOL.png[/IMG] decided to keep things simple and not do a high-low poly for this one, so I guess this is the "low" poly It'll probably have something like 3.5-4K polys once I've optimized it. Besides some smoothing errors, is there anything I should work on before I unwrap it?
[QUOTE=one free man;34760092]Something I started yesterday: [IMG]http://dl.dropbox.com/u/37546036/TACTICOOL.png[/IMG] decided to keep things simple and not do a high-low poly for this one, so I guess this is the "low" poly It'll probably have something like 3.5-4K polys once I've optimized it. Besides some smoothing errors, is there anything I should work on before I unwrap it?[/QUOTE] Deliberately stylised, I presume? If it is then it looks great, If you're going to use it for a viewmodel then I'd suggest adding some more edges to the curves at the back, seeing as that's what the player will see most of.
[QUOTE=gothiclampshade;34760198]Deliberately stylised, I presume? If it is then it looks great, If you're going to use it for a viewmodel then I'd suggest adding some more edges to the curves at the back, seeing as that's what the player will see most of.[/QUOTE] Hmm, I hadn't gone for any sort of stylization, really as long as it doesn't look out of place in CSS I'd be happy And I've put in a couple more edge loops at the back there, thanks
The SCAR is going well, nothing is final everything is a WIP ect... [img]http://img406.imageshack.us/img406/7996/adasdj.jpg[/img]
That's a lot of detail.
[QUOTE=one free man;34760358]Hmm, I hadn't gone for any sort of stylization, really as long as it doesn't look out of place in CSS I'd be happy And I've put in a couple more edge loops at the back there, thanks[/QUOTE] I don't think that would look right in CSS, like I said the dimensions look quite cartoonish. I suppose with a realistic texture it may work, but a couple of things would need adjusting- that acog sight should be a little wider, and the foregrip would look better if it was thinner.
If you're making CSS viewmodels, you have to take into consideration the shitty weird FOV.
[QUOTE=A big fat ass;34770932]If you're making CSS viewmodels, you have to take into consideration the shitty weird FOV.[/QUOTE] Never really thought about it like that. Would you recommend making a viewmodel with the FoV in mind, then a separately modeled one for the world model? I've always just modelled true to scale and then optimised as needed.
[QUOTE=Joazzz;34759758]Not much of a [I]cat[/I] person myself, but had to honor the classics. [img]http://www.1337upload.net/files/0madcat_2.png[/img] 3389 polygons.[/QUOTE] joazz... i love you
[QUOTE=Joazzz;34759758]Not much of a [I]cat[/I] person myself, but had to honor the classics. [img]http://www.1337upload.net/files/0madcat_2.png[/img] 3389 polygons.[/QUOTE] Future Cop? [editline]20th February 2012[/editline] Why doesn't anybody do Future Cop
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