• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
Why is it so thick? Your rifle seemed to lie at the very top of it. A rifle case is much much thinner. Unless it's supposed to have several layers of that foam. Or maybe the person is just very over-protective of his rifles. Looks like a box you'd store tons of smaller ammo boxes in. Or bigger equipment like thermal optics on tripods or several rocket launchers. Altough, ignore most of this. Just my thoughts. It looks ready to use in-game. except maybe a few smaller texture details like informative texts and markings.
The foam is movable (and removable) actually. Made it so that it could be used with a lot of things. [img]http://puu.sh/11L0f[/img]
Like dildos. You can put a bunch of dildos in there.
Sorry the only dildo model I had wasn't very good. I'll try harder next time. [img]http://puu.sh/11Np9[/img]
lol. the first thing i thought when i saw that box is that there was a bunch of ammunition underneath. looks nice though.
Working on a map, I wanted this painting ingame. I'm quite happy with the normalmap for the oil painting, it catches the light much like an oil painted canvas would. [img]https://dl.dropbox.com/u/21161113/painting_final.jpg[/img]
[QUOTE=fewes;37529390]Sorry the only dildo model I had wasn't very good. I'll try harder next time. [img]http://puu.sh/11Np9[/img][/QUOTE] Looks like something related to Rammstein.
[QUOTE=Trek;37532002]Looks like something related to Rammstein.[/QUOTE] It's funny because it's true [img]http://www.hardformat.org/wp-content/uploads/2010/06/Rammstein-Liebe-Ist-Fur-Alle-Da.jpg[/img] All in all, I like the box but i'm not too sure on the scratches on the exterior, maybe keep them on the edges but tone them down on the flat parts?
I finally managed to export a model into source. Now I need to learn how to model. [img]https://dl.dropbox.com/u/21161113/scifi_box.jpg[/img]
Round 2: a table fitted for cramped quarters! The collision model works this time, too. [img]https://dl.dropbox.com/u/21161113/table_5.jpg[/img]
I don't look at this thread for a few days, and when I do, the first thing I see is a box full of dildos. I'm going back to watching Breaking Bad...
There's boxes of dildos in Breaking Bad too. That's how the finale ends of the first half of season 5.
[QUOTE=Lt_C;37542349]I finally managed to export a model into source. Now I need to learn how to model. [img]https://dl.dropbox.com/u/21161113/scifi_box.jpg[/img][/QUOTE] Experimental Unit 03 Decompression Dildos.
Here's some more models I've been churning out. [img]https://dl.dropbox.com/u/21161113/cs_coldwar0002.jpg[/img] [img]https://dl.dropbox.com/u/21161113/holo_keypad.jpg[/img] Yes, there is a theme to these.
Is it just me or is the holographic interface style completely taken out of Doom 3?
The font looks a little similar, but Doom 3's was all blue and looked a bit different than that.
[QUOTE=FlyingAlien;37580176]Is it just me or is the holographic interface style completely taken out of Doom 3?[/QUOTE] I haven't played doom 3 in a while, but I did try and get a futuristic-industrial look going. I'm using a combination of wingdings 3 and microgramma fonts, which are pretty common. I'm not really going off or any reference when I do these, I'm just trying to come up with stuff that looks nice, specific, logical, and generic enough to be used more then once in one room without obvious duplication. These are kind of content driven, so I'll go "I could use graphs on this one" or "I need the locked version to look different enough from the unlocked one to be obvious" The rest is just trying to fill the space in an attractive manner.
[img]http://puu.sh/132OL[/img] HP is so much fun :V
[IMG]http://i48.tinypic.com/29bhoib.png[/IMG] [IMG]http://i48.tinypic.com/xmpj79.png[/IMG] [IMG]http://i45.tinypic.com/dvoe13.png[/IMG] Alright, after watching a few hours worth of tutorials I managed to finally get this far to modeling a (hopefully) Colt 1911 for a mod I'm making. It's literally my very first model so I need some advice from the pros here to help me. Sorry if it looks like utter shit to you guys. *update* almost finished the trigger + trigger guard, might move on to finishing the back end. [IMG]http://i.imgur.com/dqsYt.png?1[/IMG] *update* Most of the barrel is now completed, need some feedback for improvement.
Made some old western clothing could use some improving though, I don't like the wrinkles on the arms so I might redo those. [img_thumb]https://dl.dropbox.com/u/11830984/pictures/modeling/Duster_complete.png[/img_thumb]
I think the wrinkles on the arms should be smaller and the diffuse could really use some work. It looks really low res because it's so under detailed.
That is a [I]massive[/I] button on the duster sleeve.
[QUOTE=A big fat ass;37606156]That is a [I]massive[/I] button on the duster sleeve.[/QUOTE] you would know if it fell off at least haha.
[QUOTE=plasmid;37605784]Made some old western clothing could use some improving though, I don't like the wrinkles on the arms so I might redo those. [img_thumb]https://dl.dropbox.com/u/11830984/pictures/modeling/Duster_complete.png[/img_thumb][/QUOTE] dude, use it to make a clint [img]http://24.media.tumblr.com/tumblr_lzo43qIpE51qihudro1_500.gif[/img]
[IMG]http://filesmelt.com/dl/shit33.jpg[/IMG] [IMG]http://filesmelt.com/dl/shit34.jpg[/IMG] 1911 I made over the weekend currently working on the uv and pondering making a high poly normal map. I am aware of the weird smoothing on the grooves on the slide.
Should make the highpoly first always, you can reverse the highpoly to get your lowpoly with some tweaking, but by making the lowpoly first you're making more work for yourself. Those grooves on the side will be fine to just have baked on too.
[QUOTE=- Livewire -;37613027]Should make the highpoly first always, you can reverse the highpoly to get your lowpoly with some tweaking, but by making the lowpoly first you're making more work for yourself. Those grooves on the side will be fine to just have baked on too.[/QUOTE] I hadn't planned on having a highpoly from the beginning, still not sure actually. I don't see why I couldn't just make the high poly from the low-poly, don't really see how it would make it a lot more work. But I've seen some of your work so I guess you know what you're talking about.
[QUOTE=Yzooo;37613141]I hadn't planned on having a highpoly from the beginning, still not sure actually. I don't see why I couldn't just make the high poly from the low-poly, don't really see how it would make it a lot more work. But I've seen some of your work so I guess you know what you're talking about.[/QUOTE] Generally it's easier to rework high poly topology into low poly as it's (supposedly) a lot cleaner. Making the low poly first can be nice for quickly getting an idea of where your model is going, but with complex models it's usually best to stick with the high poly at first and tailor the low poly to it afterwards.
[IMG]http://i.imgur.com/vlGDZ.jpg[/IMG] the shark will replace the helicopter in HL2.
[img]http://filesmelt.com/dl/uvmap.jpg[/img] Any damning looking errors on the uv map before I move onto texturing? Sorry for single perspective, its late and I didnt think to get the backside, will update tomorrow.
Sorry, you need to Log In to post a reply to this thread.