• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
i thought it would be cool :~(
Maybe on the bottom have some stuff about where it was made and the Facepunch logo imprinted in the metal?
Polycount style?
I sometimes hide the FP logo on my stuff, it all really depends. Personally I see nothing wrong with it as Polycount users stick Greentooth on stuff.
I always date my textures. I try and incorporate the names of the authors on it when I can, usually as unreadable text.
[img]https://dl.dropbox.com/u/1157653/conscript/binocs.png[/img] it's like i'm really a grunge factory!
One of these days i'll figure out how to use Xoliul shader to actually render, and not just screencap the perspective viewport. Today is not that day. [img]http://puu.sh/PmUo[/img]
[QUOTE=Reason134;37117157]One of these days i'll figure out how to use Xoliul shader to actually render, and not just screencap the perspective viewport. Today is not that day. [img]http://puu.sh/PmUo[/img][/QUOTE]I'm pretty sure that's the point of xoliul. it's meant to be only a viewport shader. camera looks really nice too.
First model ever created, just started last week. Made in Maya. I know theres too much glow but it's almost 4:30 in the morning and I'm not re-rendering right now. [IMG]http://desmond.imageshack.us/Himg155/scaled.php?server=155&filename=planeee.jpg&res=landing[/IMG] [IMG]http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=planeee2.jpg&res=landing[/IMG] [IMG]http://desmond.imageshack.us/Himg850/scaled.php?server=850&filename=planeee3.jpg&res=landing[/IMG]
[QUOTE=alexguydude;37118382]First model ever created, just started last week. Made in Maya. I know theres too much glow but it's almost 4:30 in the morning and I'm not re-rendering right now. [IMG]http://desmond.imageshack.us/Himg155/scaled.php?server=155&filename=planeee.jpg&res=landing[/IMG] [/QUOTE] First model ever? Incredible piece of work! Looks great!
[QUOTE=alexguydude;37118382]First model ever created, just started last week. Made in Maya. I know theres too much glow but it's almost 4:30 in the morning and I'm not re-rendering right now. [t]http://desmond.imageshack.us/Himg155/scaled.php?server=155&filename=planeee.jpg&res=landing[/t] [t]http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=planeee2.jpg&res=landing[/t] [t]http://desmond.imageshack.us/Himg850/scaled.php?server=850&filename=planeee3.jpg&res=landing[/t][/QUOTE] Digital Tutor is nice but if you want to model for games you might wanna make simpler objects once you know Maya well enough and feel like you can start a project without following a tut. Feel free to send me a message if you have questions about Maya. And Good job for your first model man
[QUOTE=cra0kalo;37099404]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] Put a light near the sign that illuminates the surroundings a bit. It looks really pasted right now. [editline]7th August 2012[/editline] [QUOTE=alexguydude;37118382]First model ever created, just started last week. Made in Maya. I know theres too much glow but it's almost 4:30 in the morning and I'm not re-rendering right now. [IMG]http://desmond.imageshack.us/Himg155/scaled.php?server=155&filename=planeee.jpg&res=landing[/IMG] [IMG]http://desmond.imageshack.us/Himg825/scaled.php?server=825&filename=planeee2.jpg&res=landing[/IMG] [IMG]http://desmond.imageshack.us/Himg850/scaled.php?server=850&filename=planeee3.jpg&res=landing[/IMG][/QUOTE] It's a great start, reminds me of Spore. Keep it up.
[QUOTE=azgag;37122162]Digital Tutor is nice but if you want to model for games you might wanna make simpler objects once you know Maya well enough and feel like you can start a project without following a tut. Feel free to send me a message if you have questions about Maya. And Good job for your first model man[/QUOTE] Yeah digital tutor is really nice, but I'm going to school to Full Sail next year to be a compositor. Yeah I'm going to try to make some simpler things now, I just wanted to get a hang of some of the tools and how everything works. I tried not to make the same thing as the guy made in the video and be original but there are a few things in the design like the teeth and thruster openings that he used to learn the tools.
Even though this may sound like an unintelligent question, I'll ask anyway. How would I go about making a dark grey colored texture white without losing the shading or making the texture look like a cloud?
[QUOTE=MikuMikuCookie;37127571]Even though this may sound like an unintelligent question, I'll ask anyway. How would I go about making a dark grey colored texture white without losing the shading or making the texture look like a cloud?[/QUOTE] Are you talking about something like [url=https://dl.dropbox.com/u/21161113/OC/gm_riversideb20035.jpg]this[/url]? If so, it's just a question of making the right shade of dark grey. You can switch overlay styles to hard light as well. For AO bakes, that makes grey shadows black and more defined. You might also want to make more of your details bright, rather then dark.
[QUOTE=Reason134;37117157]One of these days i'll figure out how to use Xoliul shader to actually render, and not just screencap the perspective viewport.[/QUOTE] Xoliul doesn't render, you're supposed to screencap the viewport.
Don't know where else to post this, didn't find a questions megathread after Garry restructured the subforums, but I'm having some bad problems with CannonFodder's StudioCompiler. Whenever I click the Configure button to setup the directory for the game I want to compile for (In this case ep2), it just instantly crashes with no error or warning other than "stopped responding" I'm using version 0.4a which is apparently fixed to work with orangebox models, except it doesn't even let me setup my game or SDK directories which in turn makes me unable to compile anything. Is there an alternative to this if there is no fix? I would much prefer a easy to use GUI that does everything for you like Studiocompiler, instead of having to make my own .qc files and use Valve's StudioMDL
I had the same issue, then I moved to GUI StudioMDL. So let's say I second your question.
Still quite WIP texture. [IMG]http://i47.tinypic.com/1zflggg.jpg[/IMG]
Hmm, I'm guessing that's Defuse's model? If it isn't never mind, here's Defuse's Taurus. Super wip. [IMG]http://puu.sh/PXIH[/IMG] And here's some other shit: [IMG]http://i.cubeupload.com/PZjnJP.jpg[/IMG] [IMG]http://files.gamebanana.com/img/ss/wips/4feaece9addb6.jpg[/IMG]
those are some super sexy textures
[QUOTE=Blur.;37145521]Hmm, I'm guessing that's Defuse's model? If it isn't never mind, here's Defuse's Taurus. Super wip. "sexypics"[/QUOTE] You are correct! also that shotgun, did you follow Millenias tutorial to make it? or did you texture his model???
First post in this subforum, woo. Couldn't find any megathread on modelling so here we go. I did some modelling around 3 or 4 years ago but put it on the shelf and pretty much didn't touch modelling since then. I'd love to start out again now that I have some more time and generally a bit more knowledge. Is there a thread that describes how to start out and such? Read [url=https://developer.valvesoftware.com/wiki/Category:Modeling]Valve's sort of basic modelling stuff[/url] but was told by friends that I should use Maya instead of the Softimage Mod Tool (is that right?) Anyhow, are there any threads that would help new people do some modelling? I would love to be able to model some nice vehicles. [editline]edit[/editline] Would also like to know what modelling programs you people use. Maya only seems to come with a 30 day trial, so I think I might be taking Softimage Mod Tool.
[QUOTE=Jackpody;37154613]First post in this subforum, woo. Couldn't find any megathread on modelling so here we go. I did some modelling around 3 or 4 years ago but put it on the shelf and pretty much didn't touch modelling since then. I'd love to start out again now that I have some more time and generally a bit more knowledge. Is there a thread that describes how to start out and such? Read [URL="https://developer.valvesoftware.com/wiki/Category:Modeling"]Valve's sort of basic modelling stuff[/URL] but was told by friends that I should use Maya instead of the Softimage Mod Tool (is that right?) Anyhow, are there any threads that would help new people do some modelling? I would love to be able to model some nice vehicles. [editline]edit[/editline] Would also like to know what modelling programs you people use. Maya only seems to come with a 30 day trial, so I think I might be taking Softimage Mod Tool.[/QUOTE] I started out with Blender, I find it very easy to use compared to the other modelling programs Thanks to this guy's tutorials: [URL]http://www.youtube.com/blenderchoczy[/URL] I learned all (most) shortcuts I'll ever need in Blender [editline]9th August 2012[/editline] I haven't figured out how to texture my models properly though, all I can do is unwrap the models into UV Maps, and bake some sexy Ambient occlusion textures ontop of the UV map. Like I export the UV map as a .png image which I edit in Photoshop and make a proper texture out of it, then I replace the UV map image in Blender with the edited one, but it never goes with the model into a game after I compile it for the Source engine, even if I have .vmt's, .vtf's and the right $cdmaterials path in my .qc
[QUOTE=VaSTinY;37156045]I started out with Blender, I find it very easy to use compared to the other modelling programs Thanks to this guy's tutorials: [URL]http://www.youtube.com/blenderchoczy[/URL] I learned all (most) shortcuts I'll ever need in Blender [/QUOTE] Woah, that's great. Also reminded me of that Blender was the program that my friend was pretty fond of. :v: Lots of questions here, but is it possible to export stuff you've done in Blender as an .smd? Would be pretty convenient.
I'm having a pretty weird problem, thing Is, I'm making some animations for this really old model of mine, to do something remotely interesting with it. [IMG]http://dl.dropbox.com/u/37546036/YeahThatsANerfGun.PNG[/IMG] The animations in the Model Viewer look fine, the cylinder rotates, and it all looks very lively. But, when I bring it into a game (Tested in both HL2 and CSS), the animations looks really numb, and it barely moves. The cylinder also doesn't rotate. I'm sure it isn't a FoV issue, since that probably wouldn't stop a part of it from animating. Anyone know why this might be?
I think you need to scale it down quite a bit. It looks massive.
[img]http://derek.broox.com/photo/nerf-n-strike-maverick-mods/full/6745/nerf-maverick-revolver.jpg[/img] mavericks are pretty massive
That's still smaller than the model he posted.
[QUOTE=Jackpody;37156621]Woah, that's great. Also reminded me of that Blender was the program that my friend was pretty fond of. :v: Lots of questions here, but is it possible to export stuff you've done in Blender as an .smd? Would be pretty convenient.[/QUOTE] It is, using some tools, google around to find them on Blender's plugin site [IMG]http://i45.tinypic.com/juxnoz.png[/IMG] Print screened this straight out of Blender, no idea how to actually apply textures that show up with the Image Render
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