Wow, you guys are pro. I just started today
(messy shotgun)
[IMG]http://i.imgur.com/msXZE.png[/IMG]
[img]https://dl.dropbox.com/u/16349584/tf2gauge.png[/img]
Redoing all textures or updating them, as well as merging objects. Still going to work on the texture of this but I do believe if I am following the wall worm tutorial correctly, it is fully rigged and ready for export.
Alright I think im done with these, now I have to make a claw machine and air hockey table, plus whatever else I may need.
[IMG]http://i46.tinypic.com/347tzqw.jpg[/IMG]
[QUOTE=Stiffy360;37459836]Wow, you guys are pro. I just started today
(messy shotgun)
[IMG]http://i.imgur.com/msXZE.png[/IMG][/QUOTE]
That's pretty good for a beginner, if you want some tips on optimizing it and stuff you can show a wireframe from an angle and I'd be happy to give some. :)
[QUOTE=PLing;37465215]That's pretty good for a beginner, if you want some tips on optimizing it and stuff you can show a wireframe from an angle and I'd be happy to give some. :)[/QUOTE]
It's horribly messy. So I ditched it and started working on a much cleaner M24. It looks better, but is a lot less messy.
Just some gas mask texture I made, gonna work it out on the model and post it as soon as it's ready.
[img]http://i.imgur.com/msdo1.gif[/img]
[img_thumb]http://i.imgur.com/MHaqP.jpg[/img_thumb]
and alpha
[img_thumb]http://i.imgur.com/tcRxz.png[/img_thumb]
I always think photo textures look kind of shitty but you pulled that off really well.
I'm curious to see how it looks on the model i presume you're making it for.
[QUOTE=FloaterTWO;37486286]I always think photo textures look kind of shitty but you pulled that off really well.
I'm curious to see how it looks on the model i presume you're making it for.[/QUOTE]
All textures (no exceptions) in S.T.A.L.K.E.R. are photo textures (meh, stalker graphics..) yet they look somewhat alright.
[editline]1st September 2012[/editline]
Started working on the Gas Mask.
[img_thumb]http://i.imgur.com/qZ7pd.png[/img_thumb]
Photo texturing is better for older games. It allows low-polygonal models to have a level of detail that can't usually be achieved from just painting it on. Excuse me for tooting my own horn (please see avatar and title), but the first 2 Max Payne games made great use of photo textures. Max Payne 1 was probably the best looking game of its time because all of the faces, clothes, most of the walls and such were pictures taken from actors. Same with Max Payne 2.
[t]http://1.bp.blogspot.com/-Ks3El_GdwrQ/TmrSC93VssI/AAAAAAAAFUY/dAzazG6FoAs/s1600/Max_Payne_2001_Xbox.jpg[/t]
Photo textured stuff looks great in GoldSrc.
[QUOTE=A big fat ass;37487360]Photo texturing is better for older games. It allows low-polygonal models to have a level of detail that can't usually be achieved from just painting it on. Excuse me for tooting my own horn (please see avatar and title), but the first 2 Max Payne games made great use of photo textures. Max Payne 1 was probably the best looking game of its time because all of the faces, clothes, most of the walls and such were pictures taken from actors. Same with Max Payne 2.
[t]http://1.bp.blogspot.com/-Ks3El_GdwrQ/TmrSC93VssI/AAAAAAAAFUY/dAzazG6FoAs/s1600/Max_Payne_2001_Xbox.jpg[/t]
Photo textured stuff looks great in GoldSrc.[/QUOTE]
did you make some of the models for max payne???
yes I made them all
[editline]1st September 2012[/editline]
I am making a space man as part of some tutorials so I can model gooder. The tutorials are smelly and are more for animation/movie design than for games, but I am learning useful tippy tips for workflow and efficiency in the process that may be of use to me when I am making models for Max Payne 4
[IMG]http://i.imgur.com/a70J2.png[/IMG]
I know this is kinda shameless to do, but is it ok if I post a "job" (it's more if a hobby thing really) ad for a modeler in this sub-section?
[QUOTE=Zay333;37493718]I know this is kinda shameless to do, but is it ok if I post a "job" (it's more if a hobby thing really) ad for a modeler in this sub-section?[/QUOTE]
Looking for a modeler? Probably. Advertising yourself? Good luck with that.
I don't see anything wrong with "for hire" post if you give references to your past work.
Might have better luck with Polycount (although if it's people from the Source modding community you want to get to here should work fine. Not sure how many people go here except for porters and people posting in the WIP threads though).
I made a post advertising myself and I've been swamped with work ever since, so I think it's worth doing only if you have some good stuff to show.
Working on... A box!
[t]http://puu.sh/111TN[/t]
[QUOTE=fewes;37495222]Might have better luck with Polycount (although if it's people from the Source modding community you want to get to here should work fine. Not sure how many people go here except for porters and people posting in the WIP threads though).[/QUOTE]
Well, I was thinking of posting here since it's for a Source mod. And I get what you mean about this forum being filled with porters, but since I've came across quite some very talented people in this thread, I thought I should try my luck here.
[QUOTE=PLing;37494955]I don't see anything wrong with "for hire" post if you give references to your past work.[/QUOTE]
I think my current work would be more appropriate ([url=http://www.moddb.com/mods/nox-aeterna]Nox Aeterna[/url])
Well if you're looking for people as opposed to looking for work I'd say this is the place. Do note that threads seem to come and go rather quickly though.
[img]http://i.imgur.com/CwhSB.jpg[/img]
[img]http://i.imgur.com/1PQlc.jpg[/img]
[img]http://i.imgur.com/nDcoz.jpg[/img]
I can't believe how time consuming texturing can be compared to the modelling itself, I guess it kinda paid out though.
They're nice, but very grainy.
Could someone tell me how do I find a texture for the model "lab_flourescentlight002b"? I'm trying to make a new texture for it but I can't find it anywhere in the gcfs.
Second model ever. it's a broken mauser with a broomstick handle.
[t]http://puu.sh/11bNS[/t]
[t]http://puu.sh/11bNY[/t]
[t]http://puu.sh/11bO1[/t]
[t]http://puu.sh/11bO4[/t]
I forgot to put smoothing groups on the model :c
[QUOTE=FlyingAlien;37498543][img]http://i.imgur.com/CwhSB.jpg[/img]
[img]http://i.imgur.com/1PQlc.jpg[/img]
[img]http://i.imgur.com/nDcoz.jpg[/img]
I can't believe how time consuming texturing can be compared to the modelling itself, I guess it kinda paid out though.[/QUOTE]
For me modeling the high poly takes much more than texturing. Also, needs more specular. The trick to great metal is less stuff on the diffuse and more on the specular. Make the specular greyscale but add some greens and purples on it to make it look oily. There's good tuts out there on using specular maps on metal.
[editline]2nd September 2012[/editline]
For example, my cabinet's spec map: [url]http://www.leet.cc/cabinet_spec.png[/url]
The grey parts are bare metal.
anyone think they might be able to help me with an interior for a car
[img]http://gyazo.com/f45449441331dc496c563707b076c25a.png?1346616605[/img]
in source
[img]http://gyazo.com/a3ef2906331a4dce9dc3593d065c1c53.png?1346617153[/img]
in max
TF2 Flux Capacitor. Done. Time to get this into sauce.
[img]https://dl.dropbox.com/u/16349584/fluxcapacitortf2unit.png[/img]
The texture isn't very TF2-ish. There's nothing much apart from colours there anyway, add some wear to the edges by using a lighter grey brush.
Bake turned out alright, but I can't say I'm too happy with the texture...
[img]http://puu.sh/11IFU[/img]
I like the box texture, but not the bit on the inside. It looks too scratchy and metallic.
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