• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[QUOTE=inebriaticxp;37915275]Our second project is a super soaker So here's an alien shit blaster [img]http://i.cubeupload.com/B0sU7A.jpg[/img][/QUOTE] It looks like it's melting.
[QUOTE=Quinnjdq;37915827]It looks like it's melting.[/QUOTE] They're very viscous aliens
Just an amateur modeler dumping his shit here. [img]http://i.cubeupload.com/l1mskP.png[/img] Which is based off this little knife here; [thumb]http://wildcritters.ws/data/12d21bb766d52adc9e68b030615869cd.png[/thumb]
anyone interested in doing some modelling work for payment? I have no idea if the work i require is extensive or not but if you're interested then have a look at my thread. [url]http://facepunch.com/showthread.php?t=1216310[/url]
I'd use UDK any day over Source since visuals are gonna be the selling point.
[IMG]http://puu.sh/1bKcC[/IMG] Flight cap its a bit of a mess since i don't have a tablet plus i am only a beginner in modeling
[QUOTE=Beanz;37923699]anyone interested in doing some modelling work for payment? I have no idea if the work i require is extensive or not but if you're interested then have a look at my thread. [url]http://facepunch.com/showthread.php?t=1216310[/url][/QUOTE] Sent you a pm :)
SMG hp [img]https://dl.dropbox.com/u/1157653/a/smg.PNG[/img]
[img]http://i.imgur.com/uDPeB.jpg[/img] 598 triangles for the gun, 296 for the magazine. Seems to be perfect triangle-wise for a low poly world model.
[QUOTE=Anthracite;37936698][t]http://i.imgur.com/uDPeB.jpg[/t] 598 triangles for the gun, 296 for the magazine. Seems to be perfect triangle-wise for a low poly world model.[/QUOTE] it depends on a few things: -is it for a FPS game? -is it a fps-view or a world-view model? -what engine is this going into? also the mag is nearly half of the gun's tricount
[QUOTE=azgag;37937616]it depends on a few things: -is it for a FPS game? -is it a fps-view or a world-view model? -what engine is this going into? also the mag is nearly half of the gun's tricount[/QUOTE] i know for the mag, I just made the dummy illustrative bullet too high poly I assume. I've also said it would be good for a world model, why even that question ? It's not going anywhere, just did it to make something.
[img]https://dl.dropbox.com/u/1157653/a/smglow.png[/img] SMG lp
[QUOTE=Juniez;37940287][img]https://dl.dropbox.com/u/1157653/a/smglow.png[/img] SMG lp[/QUOTE] Every time I see it I think of Alyx's gun.
[IMG]http://i.cubeupload.com/fKYwIR.jpg[/IMG] Any CC?
[QUOTE=Juniez;37940287][img]https://dl.dropbox.com/u/1157653/a/smglow.png[/img] SMG lp[/QUOTE] I love the overall look of the gun, I just don't think the rails translated all that well. Would you consider converting to another attachment system or editing the texture?
[QUOTE=Lt_C;37942780]I love the overall look of the gun, I just don't think the rails translated all that well. Would you consider converting to another attachment system or editing the texture?[/QUOTE] i'll maybe just remove those grooves because they look kind of bad - it looked fine in battlefield 3 though so it's probably my fault [QUOTE=Red Katana;37942597]Every time I see it I think of Alyx's gun.[/QUOTE] dangit
[QUOTE=surfur;37942620][IMG]http://i.cubeupload.com/fKYwIR.jpg[/IMG] Any CC?[/QUOTE] Needs a bit of work man. Could we get a reference for what this is supposed to be? Right now the texture is very off. It looks like maybe your UV is not straightened out or something because some of the wood grain looks VERY wavey and stretched. The bevelling of the edges looks ok in some areas but not so good in others. Mainly the bottom areas corners look off, though this might be a normals issue. You need to take into account what areas on the model would attract grime and dirt, most areas is very clean for something that looks as though it is quite old or very roughly made. For instance the separators in the middle create a big gap with the back board where dirt and poop would form. Try to grunge areas up that would get dirty easy (cracks, areas touching, ect.) The damages you have given the wood look some what strange as they seem to not influence the texture at all. Again these cuts and cracks create dirt build up so keep that in mind. The nice triangle cut on the back board doesn't look right as well. To get those cuts they must have had contact with something big that would most definitely leave scratches and damage around the cut as well. Some of the scratches you did in the bottom look good but remember that scratches would form much more vivid lower to the ground and much less the high you go. The very bottom damage looks nice. I also like how you made the design work logically with the bolts on the side but they would also attract a lot of dirt and/or have damage to the wood from drilling and hammering them in. The model/texturing isn't bad, its mainly just touch ups and fine details that are missing right now. The whole thing looks very beat up and roughly made but half the time is spotless. Have a think about where this item would be and what might be spilled onto it and stains it might accumulate in that environment. Overall look at real world images to get ideas of how this item would look in real life. Try to mimic it as much as possible but don't go too over board. Its a solid start, but its not quite there yet!
[QUOTE=surfur;37942620][IMG]http://i.cubeupload.com/fKYwIR.jpg[/IMG] Any CC?[/QUOTE] The bottom is really odd. The wood on top is so bright and the bottom so dark, plus the corners are highlighted somehow which they shouldn't be. Or you just have too much wear on them. I like your top so why not do the bottom in the same way?
[QUOTE=surfur;37942620][IMG]http://i.cubeupload.com/fKYwIR.jpg[/IMG] Any CC?[/QUOTE] Same as what everyone else has said above, plus the grain of the wood is wrong on most pieces. Go and take a look at a plank of wood, the grain runs in only one direction. You seem to have perpendicular grains on many of the pieces, especially the five arm rests.
It's been awhile since I've posted these but finally got them ingame. DtMech modeled these, I took care of textures, and Nexus_Elite compiled them. They still need work but I think they're ok for now. [IMG]http://i.imgur.com/NuXyD.jpg[/IMG] [IMG]http://i.imgur.com/YYJN0.jpg[/IMG]
[QUOTE=treythepunkid;37943479]Needs a bit of work man. Could we get a reference for what this is supposed to be? Right now the texture is very off. It looks like maybe your UV is not straightened out or something because some of the wood grain looks VERY wavey and stretched. The bevelling of the edges looks ok in some areas but not so good in others. Mainly the bottom areas corners look off, though this might be a normals issue. You need to take into account what areas on the model would attract grime and dirt, most areas is very clean for something that looks as though it is quite old or very roughly made. For instance the separators in the middle create a big gap with the back board where dirt and poop would form. Try to grunge areas up that would get dirty easy (cracks, areas touching, ect.) The damages you have given the wood look some what strange as they seem to not influence the texture at all. Again these cuts and cracks create dirt build up so keep that in mind. The nice triangle cut on the back board doesn't look right as well. To get those cuts they must have had contact with something big that would most definitely leave scratches and damage around the cut as well. Some of the scratches you did in the bottom look good but remember that scratches would form much more vivid lower to the ground and much less the high you go. The very bottom damage looks nice. I also like how you made the design work logically with the bolts on the side but they would also attract a lot of dirt and/or have damage to the wood from drilling and hammering them in. The model/texturing isn't bad, its mainly just touch ups and fine details that are missing right now. The whole thing looks very beat up and roughly made but half the time is spotless. Have a think about where this item would be and what might be spilled onto it and stains it might accumulate in that environment. Overall look at real world images to get ideas of how this item would look in real life. Try to mimic it as much as possible but don't go too over board. Its a solid start, but its not quite there yet![/QUOTE] Thanks a bunch! I see what you mean by the cracks. I thought a little bit about build dirt build up but not that extent, i'll work on that some more. I also could never figure out how to really represent an entrance wound to those cuts but i'll see if i can find some chopped wood shots. The way i did the texture and why it looks clean in some places were for a few reasons. Its a subway bench, so i figured it was being constantly used with peoples asses rubbing on it all day would keep from sediment accumulating at the bottom portion and that's why the damages that are there right now were trying to represent wood that had been rubbed down. I also tried to give it a lacquer finishing. now that i think about it the bottom is kind of, odd, compared to the top. i think that is from the amount of references i used. i found a bunch of references and kind of put them together so i'll go back and try to make a more defined bottom piece. thanks for the help again! i'll get to work on it and make another post soon. oh and here are some of my references. [t]http://images.seroundtable.com/google-nyc-subway-bench-1345202269.jpg[/t] [t]http://www.michaelspornanimation.com/splog/wp-content/j/subway bench 2.jpg[/t] [t]http://www.thefunkyapple.com/wp-content/uploads/2012/02/subway_bench.jpg[/t] [t]http://farm2.static.flickr.com/1359/5100372431_8d2dcd6c7d_o.jpg[/t] EDIT: So what do i do in this circumstance? the grained wood has to have an end piece at this point, there can't be to separate grains going on but how to i make the end piece look believeable? [img]http://i.cubeupload.com/VkP5W6.jpg[/img]
Ignore the giant head, it's forced perspective. [img]https://dl.dropbox.com/u/21161113/rebel_2012.jpg[/img] Only posting it here because the everything I did I did from scratch. Completely redid the heightmaps, regenerated normals, redid the specmap, created an exponent map with rimlight mask. Applied knowledge learned about phong since the last time I did this and added subtle exponent masking and rimlighting. Diffuse wise, I created a nice color enabled version (not pictured) and retextured the arm pads because I found it easier to do that then try and separate out the lambda logo for masking. [img]https://dl.dropbox.com/u/21161113/rebel_extramaps.jpg[/img]
[t]http://media.moddb.com/images/members/1/96/95390/smgtex.1.jpg[/t] textured
[img]http://www.1337upload.net/files/az_door_b_07.JPG[/img] A door, the high poly is pretty much done, can't see half of the details on that screenshot tho. Edit: here's the low poly with Normal and AO maps baked [img]http://www.1337upload.net/files/az_door_b_08.JPG[/img]
skinning a shotgunn it is still a wip [IMG]https://dl.dropbox.com/u/1482927/remingtonsofar3.jpg[/IMG] (model and excellent normals by dr. derek)
fucking beautiful
3,160. [img]http://puu.sh/1d8Ed[/img]
Not sure where I should ask this, I'm new to this modeling stuff. How do I render a UV map with materials in 3DS Max? I can't find any tutorials on it for some reason. It has 7 some different materials applied.
[QUOTE=GameDev;37979679]Not sure where I should ask this, I'm new to this modeling stuff. How do I render a UV map with materials in 3DS Max? I can't find any tutorials on it for some reason. It has 7 some different materials applied.[/QUOTE] usually you UV unwrap everything, then you texture it in a 2D software like Photoshop or Gimp.
[QUOTE=GameDev;37979679]Not sure where I should ask this, I'm new to this modeling stuff. How do I render a UV map with materials in 3DS Max? I can't find any tutorials on it for some reason. It has 7 some different materials applied.[/QUOTE] press 0 for render to texture - complete map is all the lighting and stuff and diffuse map is just the flat map w/ no lighting if you want to render out the wireframes / uv map itself then it's edit uvw - tools - render uv template
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