• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[img]http://24.media.tumblr.com/c6979150ea494153e9f8dfc51daef5c0/tumblr_mf2eq8Q6841qk6eteo1_1280.png[/img] crosspost i was bored
[QUOTE=TH89;38821854]I made a flare gun for my modeling class. [img]http://i.imgur.com/BNLaU.jpg[/img][/QUOTE] This thing looks awesome. What's the polycount like?
I don't have it on me, but I'd guess around 1000? It's not super high.
[QUOTE=A big fat ass;38810780]I made a [B]Satan[/B] hat. The intent was velvet on the red area, which I have not set up the specularity with yet [img]http://i.imgur.com/et4Bp.png[/img] 850 tris Bake was pretty shitty but whatevs I'm a rebel I'm cool I don't care about that stuff, all I care about is the wind in my hair while I ride on my hog[/QUOTE] I didn't know before Satan is a joyful old man who delivers gifts for children. Anyway, what 3d modelling program should I use? I have 3ds Max 2010 and Blender but I have no idea how to use any of them.
Quick question: does anybody know how to make a wire quickly in 3ds max? I'm trying to make a tactic00l scope model and I need to make a wire, but I have no fucking clue how.
splines if you want a detailed wire you can make a mesh and apply a deformer so it follows the spline's path
[QUOTE=TH89;38844198]I don't have it on me, but I'd guess around 1000? It's not super high.[/QUOTE] That is amazing. Looking at it, I honestly thought it was gonna be around 6000, at the very least.
[QUOTE=TH89;38822438]More bigger pictures: [img]http://25.media.tumblr.com/9d68b8434b223d546cfeeb9dcd65eea9/tumblr_meyqzeMJZN1r85bmyo1_1280.jpg[/img] [img]http://25.media.tumblr.com/ae4c156ead339568377aa01479398e3b/tumblr_meyqzeMJZN1r85bmyo5_1280.jpg[/img] [img]http://24.media.tumblr.com/b58f9caec8cab56bd31f7ab012ab0a7e/tumblr_meyqzeMJZN1r85bmyo8_1280.jpg[/img][/QUOTE] i dont think i've said anything about this but i love it. one suggestion i would give is to use what i just call a "low ambient occlusion". since you explode the meshes when you bake normal maps, you get the ambient occlusion for each element, but not of the whole thing. if you bake out AO from the unexploded low poly mesh, it really helps make the pieces seem like they're put together rather than floating or intersecting. for things with moving parts, like a gun, you just hide the objects that animate or paint out the AO where dark areas shouldn't be, like when the hammer comes back and exposes what usually sits inside the gun. maybe what i'm telling you is old news but it doesn't look like you did it. also have you tried using an EMB cavity map (i like to call them spec poppers)? i dunno if you used it in this piece or not but i love what they do to textures. if you don't know what I mean then look for EMB on this page [url]http://www.donaldphan.com/tutorials/xnormal/xnormal_occ.html[/url] other than that you've done a really good job with the wear and scratches as well as selling your material.
hello there. i am currently making a longboard SFM movie, but there were no source_longboard model yet. so i made my own. [IMG]http://www.imgbox.de/users/public/images/occYWKIROC.png[/IMG] It's based on the TF2 artstyle and for the scout. Do you know how i can rig it properly, so that the desk in the middle is able to bend towards the ground, when somebody stands on it?
I'd suggest following [URL="http://www.polycount.com/forum/showthread.php?t=73559"]this tutorial[/URL] for making your texture a bit less monotonous and more looking like TF2.
Looks like you've got some stretching on the front of the board. If I was you, I'd compress the whole outer part, on the UV, on the vertical axis to save texture space.
im not really a texture artist, but thanks for the tutorial kaine! [IMG]http://www.imgbox.de/users/public/images/I1SN34Ujdo.png[/IMG] But i really want to know how to rig this nicely, any ideas how to set up the bones for this one?
[QUOTE=VOD;38851250][IMG]http://www.imgbox.de/users/public/images/I1SN34Ujdo.png[/IMG][/QUOTE] Looks like someone shaved their legs onto the top of your board You should really go and tell them off On an unrelated note, it's sometimes the small simple things that are more fun to make: [IMG]http://dl.dropbox.com/u/37546036/TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC.gif[/IMG]
The advice with the splines was really helpful, thank you. [IMG]http://imageshack.us/a/img51/4734/tacscope1.png[/IMG] [IMG]http://imageshack.us/a/img819/1404/tacscope2.png[/IMG] [url]http://p3d.in/xfTVN[/url] for 3D. Give me some crits please. Anything would be greatly appreciated. Also don't tell me the model is poorly optimized. I KNOW it's poorly optimized. It's at like 120k faces. Remind me not to put 2 iterations for turbosmoothing next time. EDIT: OH SHIT I BROKE THE IMAGE LINKS. GOD DAMMIT SQUINTY. EDIT: NVM SQUINTY DO GUUD FICKS.
[QUOTE=one free man;38855268]Looks like someone shaved their legs onto the top of your board You should really go and tell them off [/QUOTE] on many longboards you have a "sandlayer" on top to maximize grip. after a while it gets dirty and looks exactly like in my model, believe me, i have the same board ;)
Your edges are too hard. There'll be useless when you baked and impossible to see when you're slightly further away that you were in that image.
My Audi TT wip [IMG]http://i.imgur.com/SZVGj.png[/IMG] [IMG]http://i.imgur.com/U3X7C.png[/IMG]
[QUOTE=VOD;38855398]on many longboards you have a "sandlayer" on top to maximize grip. after a while it gets dirty and looks exactly like in my model, believe me, i have the same board ;)[/QUOTE] while that is true, the brush you've used looks really monotonous and repetitive. not to mention that's not really something that really fits with tf2's artstyle. perhaps you could rip a few of the many dirt overlays and decals valve uses in their maps and use those instead?
[QUOTE=one free man;38855268]Looks like someone shaved their legs onto the top of your board You should really go and tell them off On an unrelated note, it's sometimes the small simple things that are more fun to make: [IMG]http://dl.dropbox.com/u/37546036/TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC.gif[/IMG][/QUOTE] the balls need an ease out for when they reach the apex
[QUOTE=one free man;38855268]Looks like someone shaved their legs onto the top of your board You should really go and tell them off On an unrelated note, it's sometimes the small simple things that are more fun to make: [IMG]http://dl.dropbox.com/u/37546036/TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC_TAC.gif[/IMG][/QUOTE] I think you should have a version where the balls move freely in one animation, if possible.
[IMG]http://puu.sh/1CfeM[/IMG]
The wood looks like some kind of 80's furniture finish and it's hard to tell what material the black part is, but the head and model look really nice.
Here’s a little something I’ve been working on and off the last year or so. [IMG]http://i.imgur.com/VErEB.jpg[/IMG] I’m in the process of retopologizing and UVing it. I'm finally going to finish this friggen thing!
[QUOTE=~ZOMG;38878292]The wood looks like some kind of 80's furniture finish and it's hard to tell what material the black part is, but the head and model look really nice.[/QUOTE] The yellow is actually not wood and is supposed to be some yellow fiberglass material (that I put a dirt layer on) and the black is supposed to be some sort of plastic/ rubber.
[QUOTE=yumyumshisha;38878992]The yellow is actually not wood and is supposed to be some yellow fiberglass material (that I put a dirt layer on) and the black is supposed to be some sort of plastic/ rubber.[/QUOTE] The fiberglass should be less grainy, like this: [t]http://www2.fiskars.com/var/fiskars_amer/storage/images/frontpage2/gardening-and-yard-care/products/axes-and-striking-tools/x15-chopping-axe-23.5/3478-15-eng-US/X15-Chopping-Axe-23.5.jpg[/t] (Click it) The rubber looks pretty good but maybe you could add a pattern of some sort to it.
[IMG]http://i.xomf.com/jrlrd.jpg[/IMG]
[IMG]http://puu.sh/1CDcB[/IMG] putt putt
A man chooses...
[t]http://puu.sh/1CsaN[/t] modelling this for an arma 2 WW1 mod :-) [url]http://forums.bistudio.com/showthread.php?117126-WW1-Mod-ArmA-2-CO/page1[/url]
I think you should rework the poly distribution and try and get more detailed geometry, rather than pretty basic, smooth geometry.
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