• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
It's a paid request so I can't release it sorry, but yeah it's going into source.
[QUOTE=- Livewire -;38313673]It's a paid request so I can't release it sorry, but yeah it's going into source.[/QUOTE] Alright, cool man. Keep up the great work. It looks like whoever commissioned it will be getting their money's worth.
Highpoly is finished. [img]http://img6.imageshack.us/img6/3387/van1y.jpg[/img] [img]http://img717.imageshack.us/img717/5661/van2d.jpg[/img]
[QUOTE=Juniez;38304796][img]http://media.moddb.com/images/members/1/96/95390/ar20_lp.jpg[/img] lp finished[/QUOTE] What type of weapon is this?
[IMG]http://s6.postimage.org/vw5g5120v/missile_turret_render.jpg[/IMG]
I made a [url=http://www.bkprecision.com/products/signal-generators/4011A-5-mhz-function-generator.html]function generator[/url] to go with my oscilloscope. [img]https://dl.dropbox.com/u/21161113/func_gen_ingame.jpg[/img] Another less then 500 poly model on a 512 texture. I was just a little smarter with my UV space and variable pixel density this time, thus the readable text. I guess I'll be doing a whole electrical engineering lab set sooner or later.
[QUOTE=- Livewire -;38318664]Highpoly is finished. [img]http://img6.imageshack.us/img6/3387/van1y.jpg[/img] [img]http://img717.imageshack.us/img717/5661/van2d.jpg[/img][/QUOTE] On that last image you spelled vauxhall wrong. Its spelled "Vauxhall" :smile:
Intentional, I'm being paid to make this so I don't use existing names. The real one is a Vauxhall Combo, mines a Vouxhall Comby heh.
I think he's not allowed to use the original names and logos, because of law issues. Edit: damn, just got ninja'd.
[img]http://filesmelt.com/dl/pow.PNG[/img]
[IMG]http://s6.postimage.org/460lfcwan/screen_sheet.jpg[/IMG]
[thumb]http://i.imgur.com/j9w0B.png[/thumb] now time for the texturing
[IMG]http://oi46.tinypic.com/ot2lht.jpg[/IMG] Recently finished a custom fighter jet based off of some existing jets. [IMG]http://fc06.deviantart.net/fs71/i/2012/297/e/5/esc_307x_praetorian_by_spartan_279-d5iuzt1.jpg[/IMG] Finished render of a custom Halo frigate inspired ship after (3rd?) revision/remodel I believe. :/ Just some of the stuff I did recently. I can sort of texture but I REALLY would love some good help. That and UVs, I have only basic knowledge of them and suck at them. I c an post some samples later if you want but they're generally pretty bad.
Today, a [url=http://www.bkprecision.com/products/power-supplies/1785B-0-18vdc-0-5a-programmable-dc-supply-w-rs232-interface.html]power supply[/url]. Again, under 500 tris and 512x512 textures, just smarter texture allocation allowed for more space for the front plate. [t]https://dl.dropbox.com/u/21161113/dm_datacore0002.jpg[/t]
[QUOTE=Red Katana;38321689]What type of weapon is this?[/QUOTE] an assault rifle i suppose
[IMG]http://s6.postimage.org/ld7alcv3z/soldier_wip.jpg[/IMG]
[QUOTE=John117;38352967][IMG]http://s6.postimage.org/ld7alcv3z/soldier_wip.jpg[/IMG][/QUOTE] a mash up between a tf2 scout and duke nukem ?
[QUOTE=mat500;38354027]a mash up between a tf2 scout and duke nukem ?[/QUOTE] Not quite. [IMG]http://s6.postimage.org/ir0yvwinz/johnson_wip.jpg[/IMG]
[QUOTE=John117;38354285]Not quite. [IMG]http://s6.postimage.org/ir0yvwinz/johnson_wip.jpg[/IMG][/QUOTE] is it the sgt. apone from alien ?
Holy fuck, is that Sgt Johnson?
[QUOTE=Spartan-279;38355312]Holy fuck, is that Sgt Johnson?[/QUOTE] Not every black guy in the military is Sgt. Johnson.
I'm not really a modeller, more of a coder, but I needed a bunch of tree models that didnt suck so I generated a bunch in tree[d], compiled them for source, then had fun with some material proxies [vid]https://dl.dropbox.com/u/4838268/gm_flatgrass%202012-11-7%2022-05-59.webm[/vid] Only issue is that they get bottlenecked in the fragment pipeline if it covers too much on the screen, its really an insane amount of billboards though, but it doesnt look equally good at all if I decrease the count any further, I need to figure out a way to make them not eat so much FPS
That model looks like a violent assault on transparency render pass. Not completely sure how you culd improve it with that type of tree though, I guess you could model out more detail and use transparency only when needed.
[QUOTE=Prototype556;38356547]Not every black guy in the military is Sgt. Johnson.[/QUOTE] No shit but there's a pretty decent resemblance.
[QUOTE=Lt_C;38361027]That model looks like a violent assault on transparency render pass. Not completely sure how you culd improve it with that type of tree though, I guess you could model out more detail and use transparency only when needed.[/QUOTE] Its only using 1 bit alpha though with $alphatest I think I need to decrease the amount of billboards somehow without making it look bad
[QUOTE=John117;38354285]Not quite. [IMG]http://s6.postimage.org/ir0yvwinz/johnson_wip.jpg[/IMG][/QUOTE] With the gear it reminds me of Sgt Johnson from the Contact Harvest book cover.
[QUOTE=Tobba;38360902]I'm not really a modeller, more of a coder, but I needed a bunch of tree models that didnt suck so I generated a bunch in tree[d], compiled them for source, then had fun with some material proxies [vid]https://dl.dropbox.com/u/4838268/gm_flatgrass%202012-11-7%2022-05-59.webm[/vid] Only issue is that they get bottlenecked in the fragment pipeline if it covers too much on the screen, its really an insane amount of billboards though, but it doesnt look equally good at all if I decrease the count any further, I need to figure out a way to make them not eat so much FPS[/QUOTE] How do you make it preserve the animations and bones? Is there a tutorial or workflow for it? All my trees have always been static.
[QUOTE=mdeceiver79;38361449]How do you make it preserve the animations and bones? Is there a tutorial or workflow for it? All my trees have always been static.[/QUOTE] I'm not, its a simple material proxy You'd be seeing a lot of cooler shit if I could do that, although Inaki made something that maps the tree to two bones so I can bend it in heavy storms for my gamnemode [editline]7th November 2012[/editline] I'm considering adding a Lua based material proxy to generate an irregular sawtooth wave, but I think I can do that with some fuckery and a lot of proxies, Lua proxies are slow
[QUOTE=Tobba;38361556]I'm not, its a simple material proxy You'd be seeing a lot of cooler shit if I could do that, although Inaki made something that maps the tree to two bones so I can bend it in heavy storms for my gamnemode [editline]7th November 2012[/editline] I'm considering adding a Lua based material proxy to generate an irregular sawtooth wave, but I think I can do that with some fuckery and a lot of proxies, Lua proxies are slow[/QUOTE] Would you mind posting the vmt? That would be awesome to use.
[QUOTE=mdeceiver79;38361621]Would you mind posting the vmt? That would be awesome to use.[/QUOTE] [code]"VertexlitGeneric" { "$basetexture" "models/stranded/foliage/trees/branches_001" "$alphatest" 1 "$nocull" 1 "$scale" "[1 1]" "$center" "[-0.55 1]" "$angle" 0.0 "$translate" "[0.0 0.0]" "$sineoffset" 0.0 "Proxies" { "EntityRandom" { "scale" "12" "resultVar" "$sineoffset" } "Sine" { "sineperiod" 5 "sinemin" -2 "sinemax" 2 "timeoffset" "$sineoffset" "resultVar" "$angle" } "TextureTransform" { "translateVar" "$translate" "rotateVar" "$angle" "scaleVar" "$scale" "centerVar" "$center" "resultVar" "$basetexturetransform" } } }[/code] [editline]8th November 2012[/editline] I'm thinking of overlaying a higher frequency sine wave with a lower amplitude to get it to look more natural [editline]8th November 2012[/editline] That or switch to a sawtooth instead of a sine
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