You mean in a way more like this?
[img]http://i.imgur.com/WAjfX.jpg[/img]
I guess you can ignore the weirdness on the back sights since I'm gonna have to redo them differently anyway.
I'd still love to have the harder edges but it won't show on a low poly model unless im using a ridiculous high resolution normal map - which is what I guess you're hinting at?
I don't have any good reference images to do this, I got the idea from seeing some prop at this place I went to while up here near Osoyoos. Anyway I got the brake handle done and I started on the other various things.
[img]https://dl.dropbox.com/u/16349584/sourcetrainpic3.png[/img]
What gauges would be present? I know there would be one for boiler temperature, but what else? Oh and that hatch opens up so you can put coal or wood in.
Edit: Ignore the tan model in the image, I imported some models as reference.
Edit2: I am going to try unwrapping the 'engine' part, this is going to be "fun".
[QUOTE=FlyingAlien;36968789]You mean in a way more like this?
I guess you can ignore the weirdness on the back sights since I'm gonna have to redo them differently anyway.
I'd still love to have the harder edges but it won't show on a low poly model unless im using a ridiculous high resolution normal map - which is what I guess you're hinting at?[/QUOTE]
yep, if your edges are too hard then it will either be aliased and unpleasant to look at or even worse - it might not show at all! which kind of defeats the purpose of a normal map
[QUOTE=Juniez;36970699]yep, if your edges are too hard then it will either be aliased and unpleasant to look at or even worse - it might not show at all! which kind of defeats the purpose of a normal map[/QUOTE]
I've actually just put this to the test using downsized versions of the original 2048x2048 normal map applied to the low poly model - it still actually looks fine down to a normal map size of 512x512 which is great for a first-person viewmodel inside of a game engine. I gave the main parts of the gun which would be closer to a first person perspective a bigger area in the uvw unwrap which makes it even slightly better.
Quick question, can I compile models to use in CS:GO using the studiomdl that came with the 2009 SDK? (Note that I don't have access to the CS:GO beta and therefore not to the SDK either, I just want to get started on a project for the game on beforehand)
Texture tiling between models X_x
[t]http://www.leet.cc/12asd.jpg[/t]
You could make a clearly visible welding border or something, that would certainly make tiling them easier.
[QUOTE=diwako;36978641]Texture tiling between models X_x
[t]http://www.leet.cc/12asd.jpg[/t][/QUOTE]
if you plan on using textures from CGTextures, you shouldn't just slap them on. you should try to layer a few of them and play with blending modes and opacity.
[QUOTE=azgag;36979670]if you plan on using textures from CGTextures, you shouldn't just slap them on. you should try to layer a few of them and play with blending modes and opacity.[/QUOTE]
Ugh, I am not really just slapping them on there. The front is not done at all.
[QUOTE=diwako;36981801]Ugh, I am not really just slapping them on there. The front is not done at all.[/QUOTE]
it looks like you just overlayed this [url]http://www.cgtextures.com/texview.php?id=57525&PHPSESSID=h1q2u9i8fj3epqvf6skaa5n584[/url], for some people it might not be obvious, but for some others it looks obvious (mostly modders.)
you should really watch this video: [url]http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/[/url] (It's worth the 23minutes)
I'm not saying your texture looks bad, it just looks "basic" and it would be easy to push it to the next level.
I can send you the .psd file for this model [t]http://www.1337upload.net/files/az_turbine_side2view.JPG[/t] if you wanna try to reverse-engineer it.
[QUOTE=FlyingAlien;36974680]I've actually just put this to the test using downsized versions of the original 2048x2048 normal map applied to the low poly model - it still actually looks fine down to a normal map size of 512x512 which is great for a first-person viewmodel inside of a game engine. I gave the main parts of the gun which would be closer to a first person perspective a bigger area in the uvw unwrap which makes it even slightly better.[/QUOTE]
[t]http://dl.dropbox.com/u/1725586/crits/edgewidthmodel.jpg[/t]
this is also why
Made some spurce tree models with 4 different skins:
Normal:
[IMG]http://leet.cc/1Normal.jpg[/IMG]
Dry:
[IMG]http://leet.cc/DRY.jpg[/IMG]
Dead:
[IMG]http://leet.cc/Dead.jpg[/IMG]
Larch:
[IMG]http://leet.cc/Larch.jpg[/IMG]
And random pic.
[IMG]http://leet.cc/2012-07-29_00005.jpg[/IMG]
If your branches are made up of one mesh/texture (and not pieced together) you can darken them near the base to make the tree not look as flat as in the fourth image.
You could also add some realism by varying the branches' size/direction a bit more.
more gun skin pimping
b4
[t]https://dl.dropbox.com/u/1482927/tmpbefore.jpg[/t]
aftr
[img]https://dl.dropbox.com/u/1482927/tmpafter.jpg[/img]
Looks good to me, it needs a trigger though.
yeah mr modeller FORGOT THE DAMN TRIGGER WHAT THE FUCK
[editline]31st July 2012[/editline]
its a melee weapon now u hit people with it
Maybe it has mind control??
This looks sloppy jalopy
[img]http://img1.uploadscreenshot.com/images/orig/7/21105543739-orig.png[/img]
[editline]30th July 2012[/editline]
cool if you google pictures of 'tmp' there's a lot of hot womanly bums
[QUOTE=A big fat ass;37005747]
cool if you google pictures of 'tmp' there's a lot of hot womanly bums[/QUOTE]
Tried it. Found this:
[img]http://upload.wikimedia.org/wikipedia/commons/c/c1/1249638130_tmp_Kamas2.gif[/img]
what
[QUOTE=A big fat ass;37005747]This looks sloppy jalopy
[IMG]http://img1.uploadscreenshot.com/images/orig/7/21105543739-orig.png[/IMG]
[editline]30th July 2012[/editline]
cool if you google pictures of 'tmp' there's a lot of hot womanly bums[/QUOTE]
what about it is sloppy? i did all that on purpose, they protrude out so i figured they've have a bit more wear on them
I don't think it looks real nice how the edge is so hard and the grip ridges or whatever end immediately at the edge there. I guess it don't matter too good if it's only going to be used for one of them eye-view type cameras.
[QUOTE=A big fat ass;37005747]This looks sloppy jalopy
[img]http://img1.uploadscreenshot.com/images/orig/7/21105543739-orig.png[/img]
[editline]30th July 2012[/editline]
cool if you google pictures of 'tmp' there's a lot of hot womanly bums[/QUOTE]
no one will check from that close if it goes in game, it looks good enough tbh.
[QUOTE=A big fat ass;37013168]I don't think it looks real nice how the edge is so hard and the grip ridges or whatever end immediately at the edge there. I guess it don't matter too good if it's only going to be used for one of them eye-view type cameras.[/QUOTE]
oh do you mean a modelling thing?
again i stress that i am not a modeller, only a texture artist. i do not make these models
[editline]31st July 2012[/editline]
[QUOTE=azgag;37013268]no one will check from that close if it goes in game, it looks good enough tbh.[/QUOTE]
the view model will prob never be visible at that angle so yeah
also beretta
[t]https://dl.dropbox.com/u/1482927/berettabefore.jpg[/t]
[img]https://dl.dropbox.com/u/1482927/berettaafter.jpg[/img]
Why are you all so good at modelling
and rendering
[IMG]https://dl.dropbox.com/u/888382/icantmodelforshit.jpg[/IMG]
[QUOTE=Rusty100;37015628]also beretta
[t]https://dl.dropbox.com/u/1482927/berettabefore.jpg[/t]
[img]https://dl.dropbox.com/u/1482927/berettaafter.jpg[/img][/QUOTE]
think that's too much detail on the diffuse, make it a bit weaker and make a strong spec map instead?
It's mostly the blade I don't like
Impressive firearms you people keep churning out, I wonder how to actually model that. Well, I got a musket, but that's not a modern weapon and I am quite worried that any modern weapons will be too difficult to do for me. So here I am with more simple swords and even a halberd, woo!
From left to right we have a short sword, long sword, great sword and the halberd. They're untextured, because I really have no bloody idea how to make a convincing steel texture. If anyone could lend me a hand with that, it'd be greatly appreciated.
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Other/AssortedWeaponsRender.png[/IMG]
I've not yet tried out the UDK or that Marmoset Toolbag (?) you guys suggested. I fear learning to use the UDK might take me quite a while and I really want to practice modelling a bit more than texturing.
[QUOTE=ShadowDeath;37021177]Impressive firearms you people keep churning out, I wonder how to actually model that. Well, I got a musket, but that's not a modern weapon and I am quite worried that any modern weapons will be too difficult to do for me. So here I am with more simple swords and even a halberd, woo![/QUOTE]
You could always try something like a shotgun. stuff like the mossberg 500 are pretty simple in design.
Hey my friend is struggeling with this texture and i figured you guys might be able to help with feedback on this texture. thanks for the feedback!
[img]http://carlrp.com/showimages/printer_show_texture.png[/img]
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