Right out of the oven, unedited normals and AO, 2048x2048 map:
[img_thumb]https://dl.dropbox.com/sh/j9r5v01jyuio85g/d2YkcQU6l0/g3_16_11_2012.jpg[/img_thumb]
[img_thumb]https://dl.dropbox.com/sh/j9r5v01jyuio85g/cIrnEBP9KK/g3_wire_16_11_2012.jpg[/img_thumb]
I've been working on a civilian version of the tablet Nirrti and I did a few years ago.
[img]https://dl.dropbox.com/u/21161113/tablet_civ_ingame.jpg[/img]
[t]https://dl.dropbox.com/u/21161113/rp_vuoristo0002.jpg[/t]
[t]https://dl.dropbox.com/u/21161113/rp_vuoristo0000.jpg[/t]
What's a good number of tris for a low poly model in Source? My barrel's currently at 1472 but it probably has far more sides than it needs, I was just messing around.
It's really almost impossible to definitively answer a question like that. The minimum is as many as you need the maximum is as little as you can manage.
... But I would say that's a bit overkill. You'd need the top and the sides and that's it. Let your normal map do the lifting.
I was worried just doing a standard cylinder would fuck with the silhouette too much since the side ridges are fairly pronounced, though I have just smoothed them out a bit. I'll see what I can cobble together, thanks for your help.
shotgun model retexture
[img]http://media.moddb.com/images/members/1/96/95390/ks23_tex_resize.jpg[/img]
Reskinned someone else's MP5 model.
[img]http://puu.sh/1r0pR[/img]
Probably going to add some more wear to it.
[QUOTE=fewes;38481794]Reskinned someone else's MP5 model.
[img]http://puu.sh/1r0pR[/img]
Probably going to add some more wear to it.[/QUOTE]
You're really good at this fewes. You should make a tutorial about how you do your texturing, it would be nice along with john's tutorial and a good base for newcomers.
Where is John's tutorial, I don't see it in the pages before.
[QUOTE=nomad1;38483284]Where is John's tutorial, I don't see it in the pages before.[/QUOTE]
most of his pics don't show up for me and a few other people, that might be why
Been working on architecture and making it modular!
[img]http://i.cubeupload.com/trjOXR.jpg[/img]
[img]http://i.cubeupload.com/2redvJ.jpg[/img]
[QUOTE=Juniez;38480808]shotgun model retexture
[img]http://media.moddb.com/images/members/1/96/95390/ks23_tex_resize.jpg[/img][/QUOTE]
port that thing to Source
i need it
for reasons
Made sum skins for Ninja's Spec Ops ragdolls.
[thumb]https://dl.dropbox.com/u/16051712/Projects/GMod%20Models/gm_flatbuild_pb0000.jpg[/thumb]
[thumb]https://dl.dropbox.com/u/16051712/Projects/GMod%20Models/gm_flatbuild_pb0002.jpg[/thumb]
Multicam, MARPAT, AOR1, Woodland and 6 Color Desert. I need to get rid of these white lines, why do they even appear? And some stuff still needs to be fixed, like the mag pouches etc.
And yeah, I know that AOR should be rotated, I jst wanted it to look like BF3 marine :v:
[IMG]http://img402.imageshack.us/img402/995/icannotmodel.png[/IMG]
[IMG]http://img802.imageshack.us/img802/894/icannotmodelagain.png[/IMG]
I'm trying to learn more advanced modelling. I haven't seriously tried to model before, so if anyone could give me some tips for adding detail, it would be GREATLY appreciated.
Also the ship is based heavily off the BC-304 Daedalus-class battlecruisers from Stargate.
[QUOTE]if anyone could give me some tips for adding detail, it would be GREATLY appreciated.[/QUOTE]
Best way would be through Subsurf or Mesh smoothing (depending on your software)
the Mesh will be divided and smoothed down, looks like crap but by adding loop cuts you'll be able to control your edges.
[IMG]http://wiki.blender.org/uploads/c/cf/CubeWithEdgeLoops.png[/IMG]
You can see how the edge with the most loop cuts becomes sharp.
Duplicate your model and begin doing the same to one of them
you'll end up with a more believable mesh rather than those really sharp edges. Then you can bake it onto a normal map of your unedited mesh
Also by doing this you wont have to resort to smooth groups to make edges look sharp and certain areas to look smooth.
As for adding further detail, you'd need to be a bit more specific about what areas but overall it just comes with practice.
I decided to retexture the generic pistol from AVP3. I haven't done a gun in a while and wanted to make a nice nickel finish texture. I think it turned out okay. Original on the left and new on on the right. I also used the CSGO vmt settings for the desert eagle as a base, although I had to modify them a bit.
[img]https://dl.dropbox.com/u/21161113/avp_pistol_all.jpg[/img]
The last one is by request. I showed fury_161 the [url=https://dl.dropbox.com/u/21161113/avp_pistol_new.JPG]block color and horribad AO bake[/url] I started with and he said I should keep it.
Still looks a little dull, but you could say it was used and hardly ever cleaned.
Also the "wood" grain looks pretty pristine for that level of grit.
The outside edge wear looks pretty boss though.
Following a tutorial for a high-poly fire hydrant to eventually be turned into a game asset, I'm used to mapping where everything is done very exactly (on grid, multiples of 2, etc.), so the fact that modelling is a bit more freestyle is still slightly uncomfortable to me. Though I've followed the tutorial pretty exactly, it doesn't look quite right to me - the 'weld lines' between the inset parts and their bases look a bit weird. Think I'll probably remake it with slightly adjusted proportions when I know what I'm doing more. Obviously very WIP, by the way.
[img_thumb]http://i.imgur.com/IpYh0.png[/img_thumb]
metal robot dildo?
[QUOTE=Lt_C;38492434]I decided to retexture the generic pistol from AVP3. I haven't done a gun in a while and wanted to make a nice nickel finish texture. I think it turned out okay. Original on the left and new on on the right. I also used the CSGO vmt settings for the desert eagle as a base, although I had to modify them a bit.
[img]https://dl.dropbox.com/u/21161113/avp_pistol_all.jpg[/img]
The last one is by request. I showed fury_161 the [url=https://dl.dropbox.com/u/21161113/avp_pistol_new.JPG]block color and horribad AO bake[/url] I started with and he said I should keep it.[/QUOTE]
Bottom right could be used as a nerf gun.
[QUOTE=NotExactly;38475437]I was worried just doing a standard cylinder would fuck with the silhouette too much since the side ridges are fairly pronounced, though I have just smoothed them out a bit. I'll see what I can cobble together, thanks for your help.[/QUOTE]
you need less sides on that barrel, not the ridges removed. i think the hl2 one has 8 sides but it looks bad.
[QUOTE=Nuclear Arbitor;38497719]you need less sides on that barrel, not the ridges removed. i think the hl2 one has 8 sides but it looks bad.[/QUOTE]
[img]http://firsthour.net/screenshots/half-life-2/half-life-2-exploding%20barrel-flammable.jpg[/img]
Looks like quite a bit more than 8 to me
[QUOTE=Trek;38486439]Made sum skins for Ninja's Spec Ops ragdolls.
[thumb]https://dl.dropbox.com/u/16051712/Projects/GMod%20Models/gm_flatbuild_pb0000.jpg[/thumb]
[thumb]https://dl.dropbox.com/u/16051712/Projects/GMod%20Models/gm_flatbuild_pb0002.jpg[/thumb]
Multicam, MARPAT, AOR1, Woodland and 6 Color Desert. I need to get rid of these white lines, why do they even appear? And some stuff still needs to be fixed, like the mag pouches etc.
And yeah, I know that AOR should be rotated, I jst wanted it to look like BF3 marine :v:[/QUOTE]
Someone should fix its physics too.
Aw fuck, Blender's bugged out on me and now I can't join these side parts to the main body. Guess I'm going to have to start again. At least it should be quicker now I know what I'm doing.
[img]http://i.imgur.com/M2QDf.png[/img]
My mistake, what I meant is that you should connect the middle to the sides because it doesn't save enough for it to be worth floating, I've had a long day.
Also if you do it that way you're gunna waste a ton of texture space from the parts of the sides which can't be seen.
So I found Swift Loop
[IMG]http://dl.dropbox.com/u/37546036/ItaliansCantBeta.png[/IMG]
Going for a, early prototype version of the ol' spas 12, if the Italians got really into making automatic shotguns and them stored them in an abandoned secret underground base in an unlocked lab, where it is never used or tested until a protagonist picks it up and it works perfectly first time in live-fire combat situations.
Not finished, but I'm dreading needing to bake this thing, I suck at normal baking.
A lot of your edges, such as the ones on the pump and front sight are too hard, and the edges around where the grip meets the body are too soft.
Also, the shape and edges around the rectangular holes in the front, upper bit are distorted and badly controlled.
[IMG]http://i.imgbox.com/acfW3WYu.jpg[/IMG]
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