• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
Working on a van also, early stages though. The headlights annoy me when I look at them so I'm remaking them. -pics gone, ill post another when I have an update.
calling this done [img]https://dl.dropbox.com/u/1482927/remfinished.png[/img]
im surprised at how well it turned out. it took me 4 trys to get the normals to bake somewhat properly.
[URL=http://imageshack.us/photo/my-images/826/creaturesculpt1.jpg/][IMG]http://imageshack.us/a/img826/8353/creaturesculpt1.jpg[/IMG][/URL]
The head somewhat reminds me of the unused Kingpin design from HL1.
[QUOTE=Rusty100;37994706]calling this done [img]https://dl.dropbox.com/u/1482927/remfinished.png[/img][/QUOTE] That's pretty sexy, looks like the shotgun from Max Payne 3.
[QUOTE=John117;38007804][URL=http://imageshack.us/photo/my-images/826/creaturesculpt1.jpg/][IMG]http://imageshack.us/a/img826/8353/creaturesculpt1.jpg[/IMG][/URL][/QUOTE] alien version of marge simpson
[img]http://puu.sh/1ega6[/img]
[QUOTE=John117;38007804][URL=http://imageshack.us/photo/my-images/826/creaturesculpt1.jpg/][IMG]http://imageshack.us/a/img826/8353/creaturesculpt1.jpg[/IMG][/URL][/QUOTE] BROTHER? [thumb]http://cloud-2.steampowered.com/ugc/649874715414971855/7C5D192EF82903956B86FA6EB1840A4273BBCF30/[/thumb] [thumb]http://cloud.steampowered.com/ugc/649874715414967431/9401A4D7689EE5AA4BC0CC8B31F29C1B28F4E53C/[/thumb] IT'S NOT OVER! NOT YET!
[t]http://media.moddb.com/images/members/1/96/95390/screenshot2.2.jpg[/t] changed body texture & got some attachments in there
[URL=http://imgbox.com/adpRa9KU][IMG]http://t.imgbox.com/adpRa9KU.jpg[/IMG][/URL]
[img]http://i.cubeupload.com/YpxFU8.jpg[/img] So a few questions. I don't know if you guys model this way, but, while trying to keep my edge loops going i keep amassing alot of useless faces. what do i do in this circumstance?
1. Think in real-world terms- if any object is a separate object in the real world, make it a separate piece of geometry. That door should be separate, so you don't have to deal with the edge loops of the surrounding object. 2. Manually cut and eliminate edges instead of just connecting. Use your eye and eliminate edges in smart ways. 3. On flat surfaces you don't have to finish the loops. Ngons are fine on flat surfaces. 4. Smooth preview the model and if it looks fine just leave it. You don't need quads if there's no noticeable distortion. 5. Not everything has to be connected. Float geometry wherever possible. On my model here look at all the ngons that are present. They don't distort the smoothed model so I just leave them unless I need that area again. [URL=http://imgbox.com/absKBXVG][IMG]http://t.imgbox.com/absKBXVG.jpg[/IMG][/URL]
[QUOTE=John117;38035087]1. Think in real-world terms- if any object is a separate object in the real world, make it a separate piece of geometry. That door should be separate, so you don't have to deal with the edge loops of the surrounding object. 2. Manually cut and eliminate edges instead of just connecting. Use your eye and eliminate edges in smart ways. 3. On flat surfaces you don't have to finish the loops. Ngons are fine on flat surfaces. 4. Smooth preview the model and if it looks fine just leave it. You don't need quads if there's no noticeable distortion. 5. Not everything has to be connected. Float geometry wherever possible. On my model here look at all the ngons that are present. They don't distort the smoothed model so I just leave them unless I need that area again. [URL=http://imgbox.com/absKBXVG][IMG]http://t.imgbox.com/absKBXVG.jpg[/IMG][/URL][/QUOTE] Thank you! your future crate thing looks pretty awesome. I'll see what i can do and get back to ya!
[QUOTE=surfur;38034020][t]http://i.cubeupload.com/YpxFU8.jpg[/t] So a few questions. I don't know if you guys model this way, but, while trying to keep my edge loops going i keep amassing alot of useless faces. what do i do in this circumstance?[/QUOTE] If you are making a high poly model, do what John117 said. now if you are making a low poly model, you can remove those useless faces by merging vertices, it's ok to have triangles (your mesh will get triangulated anyway when exporting it in a game engine).
I hope you guys don't like good topology, because this baby certainly doesn't. [img]http://i48.tinypic.com/zmjnrp.png[/img]
That baked fairly well. [img]http://uppix.net/f/0/b/539ac179f81a575e1fbdb87ed1430.jpg[/img] [url]http://p3d.in/cEtAV[/url] [editline]15th October 2012[/editline] AUTOMERGE OMG
that turned out great! the cracks look more like scratches though - unless that's what they are?
Early Build: [URL=http://imgbox.com/acjz8UoF][IMG]http://t.imgbox.com/acjz8UoF.jpg[/IMG][/URL]
World War 2 tank operator: [URL=http://imgbox.com/adxLgZzn][IMG]http://t.imgbox.com/adxLgZzn.jpg[/IMG][/URL]
That looks great, but I hope you're going to add some smaller folds and creases as well. The ones on his arms are pretty large.
[img]http://i.imgur.com/xNkSe.jpg[/img] still learning, trying to take on bigger things. ref: [img]http://i.imgur.com/7saOm.jpg[/img]
looks very flat with very stretched and unfitting metal and wood textures
[QUOTE=Rusty100;38050845]looks very flat with very stretched and unfitting metal and wood textures[/QUOTE] Yes textures never go right for me, there is always one part where it is stretched or something
hai [img]http://www.1337upload.net/files/az_door_b_10.JPG[/img] still working on the Diffuse and there's no specular yet.
ive never posted in this thread [img]http://filesmelt.com/dl/udkrender.png[/img]
The smoothing on the bottom looks all kinds of fucked up, but the concept is interesting.
[QUOTE=DOG-GY;38055359]ive never posted in this thread [t]http://filesmelt.com/dl/udkrender.png[/t][/QUOTE] Did you triangulate your mesh before baking the normal map?
if you're talking about the skull on the bottom, i modeled it to look faceted. [img]http://filesmelt.com/dl/udkrender21.png[/img]
Futuristic swashbucklin' made stylish?
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