UV mapping a model can be a really painful and long process - if you have the time this video thoroughly goes through UV mapping of a shotgun. It might be long but he gives a lot of explanations and tips so I think it's worth checking out. [URL]http://www.youtube.com/watch?feature=player_detailpage&v=y_1ql8yH2Ow[/URL] (this is for 3ds max, I hope you use that)
Trying to get the hassassin model from Black Mesa into a decent state
The entire thing is pretty iffy, I tried to make the lower torso not look weird, it was probably made in Mudbox and exported or something similar because the geometry was half-mirrored with extra vertecies thrown in at random
[img]http://i.imgur.com/rz0Kw.png[/img]
[img]http://i.imgur.com/7gTzZ.png[/img]
Now to rig this thing
[QUOTE=plasmid;38965798]I enjoy doing organics more but heres a toothpick.
[img]https://dl.dropbox.com/u/11830984/pictures/modeling/katana.PNG[/img][/QUOTE]
It don't look too sharp.
[QUOTE=A big fat ass;38974651]It don't look too sharp.[/QUOTE]
if the smooth off it is, but I get easily fascinated by the smooth button...
add in supporting loops
[t]http://media.moddb.com/images/members/1/96/95390/usp.jpg[/t]
havent modeled in foreverrrrr
diffuse only no lighting etc
[QUOTE=skeligandrew;38970875]Damn, I am really struggling with UVW unmapping.
Every tutorial I follow just UVW unwraps a simple box which obviously is not the same as unwrapping a 6000 poly vehicle!
I am getting to the point in which my modelling skills are good but the only technique I know how to UVW unwrap is by doing a normal unwrap "box" which is crap, if anyone can point me in the right direction I would be so grateful.
[/QUOTE]
look into pelt unwraping; it's most useful for organic shapes but it's awesome when it works.
[IMG]http://puu.sh/1Fr1X[/IMG]
toz-194 shotgun with name changed to avoid copyright shit
Pepperoni Arms? Sounds like something the Teenage Mutant Ninja Turtles would use.
[IMG]http://fc09.deviantart.net/fs71/i/2012/361/e/d/garlic_bread_baseball_bat_by_mangumpi-d5pdpjf.png[/IMG]
a baseball bat for your viewing pleasure
FUCK PHOTOSHOP FUCKING CRASH CITY
your companies need to use better paint, they can't seem to find some that doesn't inexplicably wear off.
[QUOTE=Nuclear Arbitor;38976519]look into pelt unwraping; it's most useful for organic shapes but it's awesome when it works.[/QUOTE]
Seconding this. Learn the knack of Pelt mapping, it's about twice to four as fast as "normal" UV mapping if you're really good at it.
[QUOTE=Lt_C;38984881]your companies need to use better paint, they can't seem to find some that doesn't inexplicably wear off.[/QUOTE]
They obviously specialize in Italian food, not paint...
Well for the bat I kinda fucked up and all of my layers merged together and I didn't feel like re-making the texture, so yeah it's not as done as I hoped it to be
[QUOTE=Juniez;38985596][t]http://media.moddb.com/images/members/1/96/95390/template.1.jpg[/t][/QUOTE]
Even though it's low-detail, you could make the bolt part on the rear more bolt-like.
[img_thumb]http://www.gunpundit.com/2008/LAR_grizzly_big_boar.jpg[/img_thumb]
The cutout for the bolt's movement could probably just be textured on.
will do! I didn't know the beta sniper rifle was based off a real life gun but well
the more i know i suppose
I'm porting a model to source using maya, and I made this collision model. the SMD is fine, but once exported it turns into one big flat cylinder only. Tried $concave and that doesn't fix.
Any idea of what's going on?
[img]http://i.imgur.com/vVoKx.png[/img][img]http://i.imgur.com/boLWY.png[/img]
Split the physics mesh into convex parts and give them their own smoothing groups
[QUOTE=Tobba;38991090]Split the physics mesh into convex parts and give them their own smoothing groups[/QUOTE]
smoothing groups doesn't exist on maya
edit: I made a three parts model earlier and it didn't work. I just did it again and now it works yet I did nothing of different. Mysterious stuff...
[QUOTE=Anthracite;38991131]smoothing groups doesn't exist on maya
edit: I made a three parts model earlier and it didn't work. I just did it again and now it works yet I did nothing of different. Mysterious stuff...[/QUOTE]
select the whole collision mesh then smooth the edges.
Someone said that 'source doesn't like polygons inside of polygons'. Is this true? What kind of impact does it have vs the extra polygons from using boolean or something to go around the object?
Ex:
[img_thumb]http://gyazo.com/c851a5bb35fab6aeefbfd9326c4a8f73.png?1356638646[/img_thumb]
Yes, source doesn't react well with polygons in polygons
Is there a way to use $translucent and $blendtintbybasealpha in the same texture? I want to have a transparent texture that cannot be colored in-game, to do that, blendtint needs a full black mask, but that also means there wont be any transparency because both parameters use the base texture alpha mask.
[QUOTE=Anthracite;38991131]smoothing groups doesn't exist on maya
edit: I made a three parts model earlier and it didn't work. I just did it again and now it works yet I did nothing of different. Mysterious stuff...[/QUOTE]
Select all the edges, go to Normals > Soften Edge.
I haven't gotten into modeling, just have been messing around a lot with lighting, and textures to make models look real nice...these are from BF3. i need to start getting into modeling. I don't like the SV98 so much. what do you guys think? I haven't been doing this for very long.
[img]http://s13.postimage.org/offmmsg53/M416_3_NONE.jpg[/img]
[img]http://s1.postimage.org/x2dxv1czz/MP412_REX.jpg[/img]
[img]http://s9.postimage.org/gy6goxtj3/SV98_final.jpg[/img]
[img]http://s7.postimage.org/uvi460qzf/MTAR.jpg[/img]
[IMG]https://dl.dropbox.com/u/47363951/hammer.png[/IMG]
[IMG]https://dl.dropbox.com/u/47363951/hammer2.png[/IMG]
Friend asked me to model some props for his new server, it's a pretty much simple hammer, has less than 300 polys, i'm new on modelling, even thought i know how to mess up with it.
Does anyone know of a good website to use for finding good reference photos of guns and other objects that would be useful for modelling?
also something I found was that if I'm modelling a gun it's useful to look up disassembly videos in order to better understand the types of shapes that make it up.
[QUOTE=kaine123;39000724]Does anyone know of a good website to use for finding good reference photos of guns and other objects that would be useful for modelling?
also something I found was that if I'm modelling a gun it's useful to look up disassembly videos in order to better understand the types of shapes that make it up.[/QUOTE]
you could try [url]http://deicidenbf.thanez.net/[/url], from what I've seen there's some fantastic references in there.
Sorry, you need to Log In to post a reply to this thread.