[QUOTE=Spifffy;38424776][IMG]http://img24.imageshack.us/img24/3255/obamaafaf.png[/IMG]
Working on my organic modeling skills[/QUOTE]
Obama?
You might wanna work on your edge flow, here's a good one (from zbrushcentral):[t]http://www.zbrushcentral.com/attachment.php?attachmentid=110706[/t]
It won't animate well if it's messy.
[QUOTE=one free man;38414919]oh god what am I doing
[IMG]http://dl.dropbox.com/u/37546036/OfCourseItsACustardCreamYouUnculturedLobotomite.gif[/IMG][/QUOTE]
reskin for shotgun
make firing animation throwing hot coffee on people
[QUOTE=Spifffy;38424776][IMG]http://img24.imageshack.us/img24/3255/obamaafaf.png[/IMG]
Working on my organic modeling skills[/QUOTE]
Looks like you've got a bunch of n-gons going all around.
Actually in Object mode Blender will not render some Vertices or edges if the face is relatively flat.
[IMG]http://img545.imageshack.us/img545/3500/afafafafaaf.png[/IMG]
The verts are there they just aren't being rendered.
[b]shotgunwip2[/b] ([url=http://p3d.in/CzJrv]View in 3D[/url])
[url=http://p3d.in/CzJrv][img]http://p3d.in/model_data/snapshot/CzJrv[/img][/url]
Here's an updated version.
[QUOTE=kaine123;38427093]
Here's an updated version.[/QUOTE]
You have triangles along with quads in your model. Keep it to quads and make it a habit, because tris won't do you good when you want to UV map or turbosmooth.
-snip- wrong place
[QUOTE=Kirbyguy22;38428764]You have triangles along with quads in your model. Keep it to quads and make it a habit, because tris won't do you good when you want to UV map or turbosmooth.[/QUOTE]
I may be wrong, but I do believe p3d.in converts to triangles.
[QUOTE=A big fat ass;38431078]I may be wrong, but I do believe p3d.in converts to triangles.[/QUOTE]
There are quads on some parts of the barrel, receiver, and the grip.
[QUOTE=Kirbyguy22;38428764]You have triangles along with quads in your model. Keep it to quads and make it a habit, because tris won't do you good when you want to UV map or turbosmooth.[/QUOTE]
triangles subdivide just fine if you know what you're doing, and they have no problems with being unwrapped.
The SUV prop in Black Mesa is kinda "ehh" so I thought I'd take a stab at it. I'm pretty close to finishing. All that's left is a "dented" version and to tweak the normals a bit.
Sorry for the image size/text, these are previews from my DA account.
[URL=http://imageshack.us/photo/my-images/43/suv12.png/][IMG]http://imageshack.us/a/img43/4135/suv12.th.png[/IMG][/URL] [URL=http://imageshack.us/photo/my-images/838/suv1.png/][IMG]http://imageshack.us/a/img838/1286/suv1.th.png[/IMG][/URL]
Lol dial *91
[img]http://media.moddb.com/images/members/1/96/95390/bm_udk_props2.jpg[/img]
made some props
probably going to redo the benches but i am struck with the lazies
edit: sized down the benches
Very nice^
the door looks small though, compared to the bench and the vents.
[QUOTE=J.Barnes;38443451]The SUV prop in Black Mesa is kinda "ehh" so I thought I'd take a stab at it. I'm pretty close to finishing. All that's left is a "dented" version and to tweak the normals a bit.
Sorry for the image size/text, these are previews from my DA account.
[URL=http://imageshack.us/photo/my-images/43/suv12.png/][IMG]http://imageshack.us/a/img43/4135/suv12.th.png[/IMG][/URL] [URL=http://imageshack.us/photo/my-images/838/suv1.png/][IMG]http://imageshack.us/a/img838/1286/suv1.th.png[/IMG][/URL][/QUOTE]
I prefer the original
[img]http://puu.sh/1qale[/img]
MAAAAAAAAAAAAAX
[editline]Editline:[/editline]
God how does this even happen what the fuck.
[img]http://puu.sh/1qdBV[/img]
Attempting to model an oil drum, this is the first model I've even come close to completing, it's meant to be a high-poly to bake a normal map from but it probably lacks detail, I just don't really know how to add any more. Thumb'd because it's terrible.
[img_thumb]http://i.imgur.com/gv4YS.png[/img_thumb]
Have an actual update instead of a wah max corrupted my save-one.
[img]http://puu.sh/1qfgV[/img]
[QUOTE=fewes;38453087]Have an actual update instead of a wah max corrupted my save-one.
[img]http://puu.sh/1qfgV[/img][/QUOTE]
after hachi roku, now the devil z, nice work mate ;)
Came back for round 2 with the barrel, this time with subsurf. Smoothing seems to be a bit broken around the cap, I guess it's probably just too much going on in too small a space for it to handle or something. Still, part of the learning curve I guess. Now I have to work out how to bake a normal map and unwrap UVs and shit.
[IMG_THUMB]http://i.imgur.com/8Q1Cc.png[/IMG_THUMB]
@Fewes, have you tried exporting the mesh as an .obj then reimporting it? usually that helps "fix/clean" a model
[QUOTE=azgag;38455648]@Fewes, have you tried exporting the mesh as an .obj then reimporting it? usually that helps "fix/clean" a model[/QUOTE]
Yeah, now whenever I close Max I export everything to an .obj file just in case it's all messed up when I re-open it. Luckily it has worked so far.
Do you use Isoline Display? I've found that the number of corruptions decreased when I don't use Isoline Display.
That might be it actually, going to stop using it and see if my file stops getting corrupted.
Took a break to work on a CZ75 reskin:
Old:
[t]http://puu.sh/1qzXY[/t]
New:
[t]http://puu.sh/1qO5O[/t]
You guys are probably sick of me posting this shitty barrel, but it's my first proper model and I need some crit :v:
[img]http://i.imgur.com/9rmh9.png[/img]
Finally managed to find a way to UV map it without it being horribly distorted, and shoved together a diffuse texture. Now I need to work out why my normal maps are baking out perfectly flat, make a specular map, add a cap to the top, etc.
[QUOTE=NotExactly;38466078]You guys are probably sick of me posting this shitty barrel, but it's my first proper model and I need some crit :v:
[img]http://i.imgur.com/9rmh9.png[/img]
Finally managed to find a way to UV map it without it being horribly distorted, and shoved together a diffuse texture. Now I need to work out why my normal maps are baking out perfectly flat, make a specular map, add a cap to the top, etc.[/QUOTE]
I'm assuming you're already aware you need lights placed to bake a normal map.
[QUOTE=Biscuit-Boy;38466429]I'm assuming you're already aware you need lights placed to bake a normal map.[/QUOTE]
Not in Blender, as far as I know. I did [url="http://i.imgur.com/Z1zYp.png"]this[/url] just by pressing the 'bake normal map' button. I should point out that it's not broken, I just chucked a couple of models in to test.
[QUOTE=NotExactly;38466078]You guys are probably sick of me posting this shitty barrel, but it's my first proper model and I need some crit :v:
Finally managed to find a way to UV map it without it being horribly distorted, and shoved together a diffuse texture. Now I need to work out why my normal maps are baking out perfectly flat, make a specular map, add a cap to the top, etc.[/QUOTE]
don't forget some AO!
I've heard AO's pretty broken in Blender, but I'll try once I've got my normals to stop being dickholes.
[QUOTE=NotExactly;38466796]I've heard AO's pretty broken in Blender, but I'll try once I've got my normals to stop being dickholes.[/QUOTE]
You should check out xNormal, it's a really usefull [and free] tool used to bake maps (normal and AO included).
[url]http://www.xnormal.net/1.aspx[/url]
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