I really don't know why people stand Blender. Going from 3DS Max into Blender and the UI and how everything works just seems so shitty and inefficient. Then again, it's all about personal taste and what you're brought up learning.
[QUOTE=A big fat ass;37157383]I really don't know why people stand Blender. Going from 3DS Max into Blender and the UI and how everything works just seems so shitty and inefficient. Then again, it's all about personal taste and what you're brought up learning.[/QUOTE]
Definitely going to give Blender a try though :v: . What modelling program would you recommend? I've pretty much got to choose between 3DSMax, Blender, Maya and Softimage Mod Tool. Heard that Softimage Mod Tool would be a good starter and then moving onto programs such as Maya or 3DSMax.
[QUOTE=one free man;37156872]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?[/QUOTE]
oh, you have to add the word "snap" to your sequences in your qc file, like so:
$sequence ak47_fire1 "ak47_fire1" ACT_VM_PRIMARYATTACK 1 rotate -90 snap fps 30.00
if you add that to all your firing sequences, you should be set!
[QUOTE=MrBunneh;37158109]oh, you have to add the word "snap" to your sequences in your qc file, like so:
$sequence ak47_fire1 "ak47_fire1" ACT_VM_PRIMARYATTACK 1 rotate -90 snap fps 30.00
if you add that to all your firing sequences, you should be set![/QUOTE]
Oh brilliant, thanks very much
[img]https://dl.dropbox.com/u/27535259/Rev_Final_Mesh.png[/img]
Finished this a few weeks back, probably going to try and texture it this weekend, anything I should fix before I start texturing it?
The rear sights look a bit small compared to the front sight, is that a real gun or imaginary one?
real gun, its an uberti russian top break
[thumb]http://www.kidkaos.us/Uberti_top_break_russian_45LC.jpg[/thumb]
How to make it more interesting to look at?
[img_thumb]http://www.1337upload.net/files/hangar_008.png[/img_thumb]
My first ever High Poly model to be used for baking some normal maps. Despite the errors im quite proud of it. Based on the KS-23 Shotgun.
[IMG]http://i47.tinypic.com/8yb2xg.jpg[/IMG]
[QUOTE=PLing;37168896]How to make it more interesting to look at?
[img_thumb]http://www.1337upload.net/files/hangar_008.png[/img_thumb][/QUOTE]
Perhaps not such bland lighting, and more details along the walls.
[QUOTE=PLing;37168896]How to make it more interesting to look at?
[img_thumb]http://www.1337upload.net/files/hangar_008.png[/img_thumb][/QUOTE]
just saw it on Polycount, it's hard to say without textures, if it's an aircraft carrier, maybe some sort of plane/ship that could be the focus of the scene and make it more interesting to look at. awesome start tho!
[QUOTE=PLing;37168896]How to make it more interesting to look at?
[img_thumb]http://www.1337upload.net/files/hangar_008.png[/img_thumb][/QUOTE]
Most certainly light up the the platform in the middle of the screen - give the lighting sources a tint of orange and add closed doors (even though I'm not sure that'd fit into that area). On these closed doors or only to open doors you can add blue lights to pull the players interest in that otherwise rather orange tinted environment.
Some highpoly stuff, pipes and valves are fun.
[img]http://img689.imageshack.us/img689/536/ss20120810at085350.jpg[/img]
Can I see a wireframe of that t-pipe? I've tried to do t-pipes before but they always look strange.
[QUOTE=FlyingAlien;37171335]Most certainly light up the the platform in the middle of the screen - give the lighting sources a tint of orange and add closed doors (even though I'm not sure that'd fit into that area). On these closed doors or only to open doors you can add blue lights to pull the players interest in that otherwise rather orange tinted environment.[/QUOTE]
Yeah doors are coming, just hadn't had time to model them yet. I'll consider the blue lights.
[QUOTE=A big fat ass;37176443]Can I see a wireframe of that t-pipe? I've tried to do t-pipes before but they always look strange.[/QUOTE]
[img]http://img16.imageshack.us/img16/7956/ss20120811at022249.png[/img]
[img]http://img155.imageshack.us/img155/9689/ss20120811at022235.jpg[/img]
Adding my sexy eyes to brian
previous look
[url]http://puu.sh/QHP9[/url]
after
[IMG]http://puu.sh/QHuZ[/IMG]
blue eyes
[IMG]http://puu.sh/QIfM[/IMG]
The previous picture makes me feel like he's trying to seduce me.
[QUOTE=cra0kalo;37181295]Adding my sexy eyes to brian
[/QUOTE]
I actually prefer the look of the previous eyes, the new ones almost make it look like he has cataracts or something
My player models for some reason, do not work properly on world view. In first person everything works fine. But when somebody else views the model or when seen with camera, they can see that the model can only face one way in the map, can't crouch, can't jump, and holds items, weapons, phys etc. with the crotch. How do you fix that?
[img]http://img849.imageshack.us/img849/3405/gmflatgrass0003.jpg[/img]
[img]http://img99.imageshack.us/img99/9344/gmflatgrass0001f.jpg[/img]
It is Likely that You're playermodel does not have any animations.
just a few handrails and a vent model for some awesome game
[t]http://www.leet.cc/15971835840183665270_screenshots_2012-08-11_00003.jpg[/t]
here's a better view of the vent
[t]http://www.1337upload.net/files/az_circular_vent_04.JPG[/t]
edit: sorry for no AA, the deferred lighting system doesn't have AA, and we don't have FXAA yet.
Could someone tell me how to make scratched edges on gun diffuse? I tried to find some tutorial, but I just don't know what words I should type in the browser.
I'll be grateful if someone will tell me.
[QUOTE=azgag;37190351]just a few handrails and a vent model for some awesome game
[t]http://www.leet.cc/15971835840183665270_screenshots_2012-08-11_00003.jpg[/t]
here's a better view of the vent
[t]http://www.1337upload.net/files/az_circular_vent_04.JPG[/t]
edit: sorry for no AA, the deferred lighting system doesn't have AA, and we don't have FXAA yet.[/QUOTE]
Holy shit. Source Forts 2!
redid my ak texture because it translated horribly into the actual game at a lower resolution
[t]https://dl.dropbox.com/u/1482927/2012-08-12_00001.jpg[/t]
after
[t]https://dl.dropbox.com/u/1482927/2012-08-13_00001.jpg[/t]
thoughts?
(also renders:
[t]https://dl.dropbox.com/u/1482927/akbefore.jpg[/t]
[t]https://dl.dropbox.com/u/1482927/akafter.jpg[/t]
)
Why is it so horrendously low poly?
i dont know i didnt make the model
[editline]13th August 2012[/editline]
credit to model goes to dr. derek
It's not so much that it's horrendously lowpoly, I think it's just the back is ruining the overall look of the model, considering how visible that will be to the player someone didn't think it through very well.
Wanted to get back in to blender and learn how to animate models into a gif so I made this logo of a community I'm part of.
[IMG]http://localhostr.com/files/XUX2kUf/HRLLSAA.gif[/IMG]
Small side note: God damn [URL="http://localhostr.com/files/YiTr8cr/HRLLS.gif"]photoshop is NOT happy rendering a gif[/URL] with 36 layers with transparency at 2048 * 2048. I had to get my friend with a beast PC to render it and that still took ages. Seeing it that large makes me regret doing it with a 512*512 jpeg texture.
1 hour shotgun doodle
[img]http://media.moddb.com/images/members/1/96/95390/ak74_wire.PNG[/img]
modeled off [url]http://facepunch.com/showthread.php?t=1160459&p=37013125&viewfull=1#post37013125[/url]
First ever model.
took about 5 hours including uv maps:
[img]http://puu.sh/URgM[/img]
[img]http://puu.sh/URgI[/img]
[img]http://puu.sh/URgG[/img]
will be going into team fortress upon completion. loosely based off the winchester model 1866, hence the 8 sided barrel.
EDIT: dafuq up with that lever. it doesn't look like that normally...
Sorry, you need to Log In to post a reply to this thread.