• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
The speed at which you throw out these models is incredible. Keep it up, bro.
[QUOTE=John117;38515513][IMG]http://i.imgbox.com/acfW3WYu.jpg[/IMG][/QUOTE] That render reeks of DooM 3.
[img]http://i.imgur.com/z1yeH.jpg[/img] How do I smooth this out properly? Also, is there anything majorly wrong with it
It would help if we knew what program you were using.
[QUOTE=~ZOMG;38519573]It would help if we knew what program you were using.[/QUOTE] 3DS max 2013
[QUOTE=skeligandrew;38518972][img]http://i.imgur.com/z1yeH.jpg[/img] How do I smooth this out properly? Also, is there anything majorly wrong with it[/QUOTE] Well, being a previously aviation obsessed cunt, all of the wings are of incorrect shape. The shape of a wing is an "airfoil" like this: [img]http://www.boeing.com/companyoffices/aboutus/wonder_of_flight/images/airfoil_500.jpg[/img] In 3DS Max, you can smooth it in editable mesh by selecting faces and going down to smoothing groups. I don't know how to do it in editable poly, or you can use more advanced methods that I don't know because I'm a fucking scrub.
John117 you're making your models too low poly, they look way different from the high poly versions in a bad way, throw some more polygons at them for example the flat parts of the drawers earlier look awful, and it's really obvious those parts of the pipe that are meant to be slightly recessed aren't (+ the top of those parts look way too spikey/low poly)
John, I think you need to slow down a tad and spend more time on texturing, right now it seems you're going for quantity rather than quality.
High poly to low poly flaregun Highpoly [thumb] http://filesmelt.com/dl/flaregunrender.png[/thumb] Lowpoly with baked ao and normals [thumb]http://filesmelt.com/dl/flaregunmultivres.png[/thumb] Textured [thumb]http://filesmelt.com/dl/flaregun.png[/thumb]
Does anyone here have the time to make some simple L4D1 tree replicas? In order for my Suburbia map to be released for NMRIH I need some new trees, but out modelers are currently busy with many other things.
One gun texture a day keeps the doctor away. [img]http://puu.sh/1s3py[/img] Model/bake by Drew Watts.
[QUOTE=- Livewire -;38521587]John, I think you need to slow down a tad and spend more time on texturing, right now it seems you're going for quantity rather than quality.[/QUOTE] You're right. I've been spending so much time on modeling that I've gotten lax on texturing. The funny thing is that some time ago I used to be good at texturing but bad at modeling. [IMG]http://i.imgbox.com/abvacp7n.jpg[/IMG]
[img]http://media.moddb.com/images/members/1/96/95390/hoverbike.1.jpg[/img]
[IMG]http://i.imgbox.com/aduB8Jqi.jpg[/IMG]
[QUOTE=fewes;38531986]One gun texture a day keeps the doctor away. [img]http://puu.sh/1s3py[/img] Model/bake by Drew Watts.[/QUOTE] uhnf that looks so nice
[QUOTE=fewes;38531986]One gun texture a day keeps the doctor away. [img]http://puu.sh/1s3py[/img] Model/bake by Drew Watts.[/QUOTE] For the love of god fews do a hard surface texture tutorial please!!!
[QUOTE=Zero Hour;38537977]For the love of god fews do a hard surface texture tutorial please!!![/QUOTE] Maybe this will help you. [media]http://www.youtube.com/watch?v=m8oC1HsjOgk&feature=relmfu[/media]
That tut probably showcases a better method than what I do. Honestly many of my textures are just me fucking around until it looks good. Could do a spec map breakdown though I guess if anyone's interested in that.
[thumb]http://i.imgur.com/LTzms.jpg[/thumb] early stage of a city i'm doing
[QUOTE=fewes;38538404]That tut probably showcases a better method than what I do. Honestly many of my textures are just me fucking around until it looks good. Could do a spec map breakdown though I guess if anyone's interested in that.[/QUOTE] Am interested.
I'd be happy just seeing the flats for the revolver if you would be so kind.
[img]http://files.gamebanana.com/img/ss/wips/50acde6e8fc68.jpg[/img] [img]http://files.gamebanana.com/img/ss/wips/50acde71e0368.jpg[/img]
[QUOTE=More Ragtime;38539968][thumb]http://i.imgur.com/LTzms.jpg[/thumb] early stage of a city i'm doing[/QUOTE] Heh, nice job man. kinda reminds me a little bit of ghost town from gta 3 :P
[img]http://puu.sh/1sN85[/img] f-104 starfighter i've been working on
hey, I'm making a scene based on this concept: [t]http://www.1337upload.net/files/0image_1326565095.jpg[/t] Got the blockout done and started making the high polies: [t]http://www.1337upload.net/files/razorbcorridor01.JPG[/t][t]http://www.1337upload.net/files/razorbcorridor02.JPG[/t]
Thanks for the advice, NeoDement and Livewire. I try my best to improve with each piece. [IMG]http://i.imgbox.com/acryS8fy.jpg[/IMG]
Are you baking any AO at all John? I'm amazed at the speed you're putting out these models but I can't help but think the textures really need some more depth to them.
doesn't look like there's any AO on those crates
Baked the door and began work on the textures. Simple texture, AO and cavity for now. (And normals of course.) I still have to unwrap and bake the door knob + model some hinges. [IMG]http://files.gamebanana.com/img/ss/wips/50ade7335fbbf.jpg[/IMG]
I got offered a professional job today, however, I'm finishing my degree first. Still though, lovely boost for morale.
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