• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
Tone down the wear and tear considerably and experiment with different base textures. You can't really tell what any material there is, other than the strap.
[B][RELEASE][/B] [U]Scrap Metal Sheets[/U] - [I]Two Levels of Detail[/I] [url]http://www.mediafire.com/?j7jolap90jc8lam[/url] [IMG]http://s6.postimage.org/8jq3q8uwv/scrap_metal_sheets.jpg[/IMG]
[QUOTE=I<3 LongBeach;38258656]yes you did and thank you for that very much! but i was just using this as an example so i can reskin some other models[/QUOTE] In gimp, I just get a brush, make the color grey, cover that area, and mess with the opacity a bit.
[QUOTE=Prototype556;38261086]In gimp, I just get a brush, make the color grey, cover that area, and mess with the opacity a bit.[/QUOTE] ok thanks! ill try that
[QUOTE=John117;38222809][URL=http://imgbox.com/acl1tBmg][IMG]http://t.imgbox.com/acl1tBmg.jpg[/IMG][/URL][/QUOTE] Maaaaaaan , is that vivi? Cause if it is, it's epic !
[IMG]http://s6.postimage.org/o396lhjsv/canister_sheet.jpg[/IMG]
UV looks a little unnecessarily stretched, might be better to correct the stretching and make the end caps slightly bigger instead to fill the space? [editline]1st November 2012[/editline] Your spec colour is backwards too I think, reflecting yellow makes it look like it's made of gold, try making it reflect the colour opposite of itself ([url]http://www.3dtotal.com/tutorial/texturing_and_lighting/brief_consideration_about_materials/brief_consideration_about_materials_01.php[/url]) Maybe make the metal slightly blue on the spec map too, very slightly though
[QUOTE=NeoDement;38272356]UV looks a little unnecessarily stretched, might be better to correct the stretching and make the end caps slightly bigger instead to fill the space? [editline]1st November 2012[/editline] Your spec colour is backwards too I think, reflecting yellow makes it look like it's made of gold, try making it reflect the colour opposite of itself ([url]http://www.3dtotal.com/tutorial/texturing_and_lighting/brief_consideration_about_materials/brief_consideration_about_materials_01.php[/url]) Maybe make the metal slightly blue on the spec map too, very slightly though[/QUOTE] Are we reading the same article here? "If you need to create a Conductor material it is simple. You just need to use the same color of the diffuse as the starting point for your specular map. So, if you are making something made of gold, your diffuse and specular will be of some shade of yellow, if it’s copper, some sort of brown/orange etc. This way the base color of the object (diffuse) and the highlights (specular) will be of similar hues. Of course you may change the intensity and even vary the hue a bit to achieve the specific look you are trying to get. But you will probably want to stay close to the original diffuse hue range "
Yeehaawww, done! [img]https://dl.dropbox.com/sh/j9r5v01jyuio85g/kY9nGJyNIP/g3_27_10_2012.jpg[/img]
[QUOTE=John117;38274676]Are we reading the same article here? "If you need to create a Conductor material it is simple. You just need to use the same color of the diffuse as the starting point for your specular map. So, if you are making something made of gold, your diffuse and specular will be of some shade of yellow, if it’s copper, some sort of brown/orange etc. This way the base color of the object (diffuse) and the highlights (specular) will be of similar hues. Of course you may change the intensity and even vary the hue a bit to achieve the specific look you are trying to get. But you will probably want to stay close to the original diffuse hue range "[/QUOTE] your yellow is paint, not metal. it should reflect the light's true color and not the color of the paint
Was rummaging through a folder for whatever reason and found a model I hadn't finished and then finished it and then posted it because why not and then made a really long run on sentence: [IMG]http://dl.dropbox.com/u/37546036/MEET_MR_STABHAPPY__HE_ENJOYS_WALKS_ON_THE_BEACH_AND_MURDER.png[/IMG]
That's very slick but I think it's a little thick. Suffice to say, it looks like it can slice a lot of mice
The tips you guys have given me have really helped me to improve. This is a pretty nice community, if you're willing to learn. [IMG]http://s6.postimage.org/921dnqdtr/lid_sheet.jpg[/IMG]
[QUOTE=DOG-GY;38255033]booleans are actually quite useful, but most people won't use them because they were taught not to as beginners (and rightfully so)[/QUOTE] Don't people not use it for similar reasons that they don't use the carve function in hammer?
[QUOTE=kaine123;38288795]Don't people not use it for similar reasons that they don't use the carve function in hammer?[/QUOTE] Yes, although due to the brush based nature of hammer, and the difficulty in effectively clearing it up, the results are generally far worse. They are basically the same features and the exact same rules apply: use the feature freely, just remember to set it up properly and clear up the end product.
[QUOTE=kaine123;38288795]Don't people not use it for similar reasons that they don't use the carve function in hammer?[/QUOTE] Yes and no. It's essentially a lot worse when it messes up a bsp due to the way BSPs get processed. A clean curve|boolean won't be as bad, but in hammer you can't really clean it up nicely like in a 3dpackage.
hammer is a half-assed modeling program.
anyone know how to import a .nif file into milkshape?
3DS Max has tools to import .NIFs. [url]http://skyrim.nexusmods.com/mods/5622[/url] Milkshape is a bit too outdated for that.
im not too familiar with 3ds max and i could never find a site to download it without filling in personal information
[QUOTE=Ermac20;38296854]im not too familiar with 3ds max and i could never find a site to download it without filling in personal information[/QUOTE] It's free if you're a student, but you still have to fill out what school you're in and the like. Though a program called Blender is an okay free alternative.
[QUOTE=Ermac20;38296854]im not too familiar with 3ds max and i could never find a site to download it without filling in personal information[/QUOTE] Then enter your personal information...
More progress. [img]http://img545.imageshack.us/img545/9601/ss20121103at071619.jpg[/img]
[img]http://media.moddb.com/images/members/1/96/95390/ar20_lp.jpg[/img] lp finished
Where's the ejection port?
oops [editline]3rd November 2012[/editline] i fixed it
[IMG]http://s6.postimage.org/a8aze3edb/vent_sheet.jpg[/IMG]
I'm on a roll heh. Also John I can't see loads of your pictures like the one above. [img]http://img826.imageshack.us/img826/8271/ss20121104at030348.jpg[/img]
[QUOTE=- Livewire -;38312965]I'm on a roll heh. Also John I can't see loads of your pictures like the one above. [img]http://img826.imageshack.us/img826/8271/ss20121104at030348.jpg[/img][/QUOTE] you have to do right click -> open in new tab to see the images
[QUOTE=- Livewire -;38303112]More progress. [img]http://img545.imageshack.us/img545/9601/ss20121103at071619.jpg[/img][/QUOTE] Do you have any plans to get this into source? at the very least as a prop? It would be awesome to have those for a European-themed city map or something.
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