• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[QUOTE=~ZOMG;37076818]Add more detail to the body.[/QUOTE] Thanks for the tip. I agree, the body really doesn't seem to match the real thing. I might also need to make the edges more round.
[QUOTE=$$>MUFFIN<$$;37076331]What year was that?[/QUOTE] 1988, Remembrance of the Daleks.
[QUOTE=ShoTGuNGuY49;37074672]I'm working on a classic series Dalek. Can anyone guess what kind it is? [IMG]http://puu.sh/Opho[/IMG][/QUOTE] The Dead Planet version of a Dalek I presume.
[QUOTE=laylay;37063584]That rocket looks awesome. Are you using it for anything?[/QUOTE] yes [url]http://www.facepunch.com/showthread.php?t=1134433[/url] edit [video=youtube;N1uXR10T8eU]http://www.youtube.com/watch?v=N1uXR10T8eU[/video] can anyone help me get this into source pls
[img]https://dl.dropbox.com/u/21161113/drill_dino3.jpg[/img]
These scratches are bad [img]http://img1.uploadscreenshot.com/images/orig/8/21612010842-orig.png[/img]
Who cares, that is entirely unnoticeable specially if it's a prop.
some wear on the edges would bring out the normals a bunch and look really nice i bet
[QUOTE=Quinnjdq;37084607]Who cares, that is entirely unnoticeable specially if it's a prop.[/QUOTE] The person creating it. It's that lazy attitude that's the difference between a good model and an amazing model.
So I grabbed Blender about an hour ago: [url]http://i.imgur.com/KJizS.png[/url] Am I doing this wrong?
Those are some pretty weird reference images, but really you should just be getting to grips with navigating the view ports, learning the shortcuts, etc. so there's not really much you can do wrong.
Is there anyway I can rotate the User Ortho window? I seem to be only able to zoom in/out and go left, right, up, down.
I would really learn how to model and texture before trying to do so for a mod.
[QUOTE=Quinnjdq;37088883]I would really learn how to model and texture before trying to do so for a mod.[/QUOTE] This is my practice, I'm not doing it for a mod.
[img]http://filesmelt.com/dl/Beretta.PNG[/img]
would anyone be interested in a contest where everyone is given the same High poly model and you have to make the low poly, bakes and texture it?
[img]https://dl.dropbox.com/u/21161113/drill_dino4a.jpg[/img] As per request, spent a couple hours adding scratches, and fixing the horrendous error dean pointed out.
I'm getting this error when i try to compile in guistudio, that i've not gotten before [img]https://dl.dropbox.com/u/1482927/guistudio.png[/img] what exactly does this mean and how can i fix it? i've compiled a few player models before and haven't had this happen. [editline]6th August 2012[/editline] like, it has bones. and it has a skin modifier and the vertexes are all linked to bones and have weights maybe i'm missing a few? how can i find which vertexes aren't assigned to bones?
[QUOTE=Rusty100;37092183]I'm getting this error when i try to compile in guistudio, that i've not gotten before [img]https://dl.dropbox.com/u/1482927/guistudio.png[/img] what exactly does this mean and how can i fix it? i've compiled a few player models before and haven't had this happen. [editline]6th August 2012[/editline] like, it has bones. and it has a skin modifier and the vertexes are all linked to bones and have weights maybe i'm missing a few? how can i find which vertexes aren't assigned to bones?[/QUOTE] I know I've had the same problem before too, but I don't remember what the actual issue was. If the problem is that some verts aren't assigned to any bones then you can check that through the weight tool. Not sure if that's the easiest way but pull up the weight tool and you should be able to see which verts have no weight.
Hey everyone, I know this isn't quite the right thread for questions, but I could not find any sort of question megathread, the way it exists in the mapping section, so I guess I might ask here once, since I don't intend to make a habit of posting lots of questions here, but this is something that I need some help with. So I currently have a high poly model, at least I consider it to be at around 26400 faces and obviously that's way too high to be effectively used in any kind of project. So how do I reduce the poly count while keeping the current shape my mesh has? Do I have to redo the mesh or is there a common method of simply reducing polygon counts?
[QUOTE=ShadowDeath;37094688]Hey everyone, I know this isn't quite the right thread for questions, but I could not find any sort of question megathread, the way it exists in the mapping section, so I guess I might ask here once, since I don't intend to make a habit of posting lots of questions here, but this is something that I need some help with. So I currently have a high poly model, at least I consider it to be at around 26400 faces and obviously that's way too high to be effectively used in any kind of project. So how do I reduce the poly count while keeping the current shape my mesh has? Do I have to redo the mesh or is there a common method of simply reducing polygon counts?[/QUOTE] have you checked normal maps? with those you can "bake" the details from a high poly model onto a low poly model.
it would help if you could show us the model ?
Neon CLUB sign for my up coming source tech demo film [IMG]https://dl.dropbox.com/u/10798900/Pictures/WIP/neon_glow_high.jpg[/IMG]
[QUOTE=cra0kalo;37099404]Neon CLUB sign for my up coming source tech demo film [t]https://dl.dropbox.com/u/10798900/Pictures/WIP/neon_glow_high.jpg[/t][/QUOTE] is it emitting light or you manually added light entities?
[QUOTE=azgag;37095036]have you checked normal maps? with those you can "bake" the details from a high poly model onto a low poly model.[/QUOTE] Hm normal maps are an idea. But wouldn't that give strange seams at edges? This is a character model, like the armored man I had worked on some time ago, so I am not quite sure how the normal map bake would work.
[QUOTE=azgag;37100620]is it emitting light or you manually added light entities?[/QUOTE] its emitting light! well it was I baked the illumination into the diffuse map and added AO
[QUOTE=cra0kalo;37103416]its emitting light! well it was I baked the illumination into the diffuse map and added AO[/QUOTE] oh ok I was gonna say, there's no way to make a $selfillum emit light on models. but baking it into the diffuse is pretty smart
[img]http://filesmelt.com/dl/Beretta2.PNG[/img]
[QUOTE=~ZOMG;37105405][t]http://filesmelt.com/dl/Beretta2.PNG[/t][/QUOTE] looking super dude! edit grunge and sharpen in the everything [img]https://dl.dropbox.com/u/1157653/conscript/MK3A2.png[/img] 512 texture space edit i also think it would be pretty cool to sneak facepunch logos into some stuff
That wouldn't be cool at all [editline]6th August 2012[/editline] very nice nads though [editline]6th August 2012[/editline] nade
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