What I modeled the sword for. a samurai in the cold... that is ..wearing a skirt I guess, whatever Russians don't feel cold anyway.
I originally modeled this just to test retoping sculpts in 3dcoat.
[img]https://dl.dropbox.com/u/11830984/pictures/modeling/Mitten%20Samurai_final_render2.png[/img]
[QUOTE=kingkoax;38996673]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][/QUOTE]
That holo sight is the-same wrong way in that screen-shot.
All of those should go into model ports and hacks because they are bf3 models.
[QUOTE=Civil;39002824]That holo sight is the-same wrong way in that screen-shot.
All of those should go into model ports and hacks because they are bf3 models.[/QUOTE]
Read his post, he didn't make the models nor claim anything about it, although yes it would be better in the other thread. He just wanted comments about his lighting (and retextures if I get it right?).
[QUOTE=azgag;38991950]select the whole collision mesh then smooth the edges.[/QUOTE]
Yes, just people that use 3DSMAX sometimes don't understand when I tell them in maya we don't have smoothing groups just like they are in 3DSMAX but something that works a bit differently.
Recently sobered up, so I finished this.
[img]http://img33.imageshack.us/img33/3236/battonfin.jpg[/img]
[QUOTE=- Livewire -;39005949]Recently sobered up, so I finished this.[/QUOTE]
Must have been one hell of a Christmas :v:
I can't remember half of it, so I class it as a success!
Also got a wacom graphics tablet, so my wrist will never hurt again.
[QUOTE=Anthracite;38991058]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][/QUOTE]
Source engine automatically fucks with collision boxes like that.
[QUOTE=Civil;39002824]That holo sight is the-same wrong way in that screen-shot.
All of those should go into model ports and hacks because they are bf3 models.[/QUOTE]
ye i know that the RDS is backwards, i didn't have time to do another 2K render(30min render)
and like i said, i don't claim these as mine, they are BF3 models, they are just the first high quality textured models i was able to work with, so i used them for practice. I am new to this forum, so i probably posted in the wrong topic, i am sorry about.
So could anyone be so kind as to help me with this, whenever I decompile BMS weapon models the hand animations break, reload works properly but the origin is way off for the rest of the weapons... this is causing me alot of grief.
[IMG]http://i48.tinypic.com/2eci0ys.jpg[/IMG]
Made a little sign kiosk thing.
[IMG]http://imageshack.us/a/img12/9093/kioskimage.jpg[/IMG]
It's compiling ok and everything, but model viewer just spits out the 'Error Loading Model' message. Would anyone be able to help me out and look at my QC/Compile Log?
First post here in this particular series of threads. Finally have something I am extremly proud of, and I'm only halfway done with the exterior. 5000+ hours on this particular concept alone.
[IMG]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieRoseshipplan-1_zps781cb428.png[/IMG]
[QUOTE=angel natavi;39036503]First post here in this particular series of threads. Finally have something I am extremly proud of, and I'm only halfway done with the exterior. 5000+ hours on this particular concept alone.
[IMG]http://i19.photobucket.com/albums/b164/Soukonoung/ValkyrieRoseshipplan-1_zps781cb428.png[/IMG][/QUOTE]
It's a bit manic, you've got more then a few visual styles mashing up there. I'd suggest focusing on a single color scheme instead of trying to fit in every primary color. Also is it from any scifi universe in particular or something of your own? I see hints of BSG, firefly, star trek, star citizen, prometheus, and terminator/skynet influences.
Same goes for the patch, it's incredibly complicated looking and uses too many clashing primary colors.
Well, if its a bit manic it matches my personality. :D There is a particular color scheme here. Various shades of grey coupled with bright silver coloring with green trim here and there. The rest is just there for placeholder until I can find a better appealing color combination. The blue panels are solar panels.
As for being of a particular universe, yup. My own. I'm not being snarky here, its just I've made this ship from the ground up, placing her in various universes where she fit, until I finally just made one for her. Not much else to it really. Also, good eye for the Firefly and BSG references. Not really sure about the BSG, but definatly firefly. (I adore that series. Own the DVD of Serenity.) But where did you get Startrek? And I should hope not for Prometheus, I've been working on this ship since 2001. ^-^ Not that its a bad show, its just... mine came first. :D
Anyway, the patch is primarily taken from BSG's patch and the Spirit of Fire's ship patch from Halo Wars. So the patch colors, minus the green, is from the SOF, while the basic layout is from BSG.
Anyway, I'm not done yet with the textures. I still need to weather them to make it more realistic, which is going to be a pain...
11 years working on and off I hope, otherwise I'm going to think you've made each polygon by hand.
[b][/b] ([url=http://p3d.in/sUpVG]View in 3D[/url])
[url=http://p3d.in/sUpVG][img]http://p3d.in/model_data/snapshot/sUpVG[/img][/url]
I made a Roman Gladius!
I still have to skin it. Maybe afterwards I might port it to Skyrim or Fallout: New Vegas or something like that.
CC would be appreciated.
[QUOTE=- Livewire -;39040386]11 years working on and off I hope, otherwise I'm going to think you've made each polygon by hand.[/QUOTE]
what, you don't model in notepad++?
[QUOTE=- Livewire -;39040386]11 years working on and off I hope, otherwise I'm going to think you've made each polygon by hand.[/QUOTE]
If you are talking to me, yeah. 11 years working off and on give or take. But, I have made more or less each polygon by hand. (Extrude ftw. ^-^)
That's not good, it's important to be able to get stuff done fast.
I don't think this is the right thread, but I don't wanna make a new one.
Anyways I was looking for a golf club and a golf ball, as physics props. I wanted to make a minigolf map, so I was looking for some the would be accurately proportionate to the player.
[QUOTE=Stiffy360;39055305]I don't think this is the right thread, but I don't wanna make a new one.
Anyways I was looking for a golf club and a golf ball, as physics props. I wanted to make a minigolf map, so I was looking for some the would be accurately proportionate to the player.[/QUOTE]
Hell, I'm sleep deprived and bored enough to just make some for you :v:
PM me a picture of the club though, all I have in my head is a crazy golf putter
[QUOTE=- Livewire -;39053201]That's not good, it's important to be able to get stuff done fast.[/QUOTE]
Well... allow me to run it down for you. 5000 + hours on the 'concept'. IE, the same ship, different versions, different itterations. I've literally gone through three different programs, at LEAST 28 different seperate rebuilds of the same ship. The actual model itself took 2 days, counting breaks and such, to build, so its not really that much time.
EDIT: Sorry, FIVE programs. I'd forgotten the 2D programs.
[QUOTE=kaine123;39046377][b][/b] ([url=http://p3d.in/sUpVG]View in 3D[/url])
[url=http://p3d.in/sUpVG][img]http://p3d.in/model_data/snapshot/sUpVG[/img][/url]
I made a Roman Gladius!
I still have to skin it. Maybe afterwards I might port it to Skyrim or Fallout: New Vegas or something like that.
CC would be appreciated.[/QUOTE]
[URL="http://p3d.in/5HAsz"]I made a hipoly also. [/URL]
Hilariously unoptimised Glock 17 model at 18k tris incoming
[img]http://i.imgur.com/OWmEb.png[/img][img]http://i.imgur.com/gp1tZ.png[/img]
[img]http://i.imgur.com/iaJxV.png[/img]
[url]http://p3d.in/FSdus[/url]
[url]http://p3d.in/nXcVq[/url] exploded
Took around three days on and off, for my first gun ever and my third model I don't think it's too bad, only been modelling since November
I'll probably optimise this a bit before I texture (once I learn how) and bake it to a low poly 2-4k model (also once I learn how) since there's pinching around the middle of the slide and the handle just generally looks a bit weird; am I going to have any problems with normal mapping/AO etc with floating geometry? Is there any useless geometry on the model? If i'm animating this for a game should I UV map all the parts of the gun onto one material and the hands to another for use with other guns? Who else uses Hi to low poly workflows/Is there a better workflow I could adopt? Will I ever stop asking questions?
I'm probably going to look into 3ds Max as apparently it's much more modelling friendly
3DS Max is a... complex program to use, I will warn you. I use it for modeling and such because I'm decent at it, but you can take an image concept into the game, build geometry over the image and then raise the individual polygons to fit your idea of where the overall shapes are.
It looks more complex than it is. You won't use half of the things you see.
[QUOTE=A big fat ass;39059945]It looks more complex than it is. You won't use half of the things you see.[/QUOTE]
Sounds like Maya to me
Everything under one roof, yet it doesn't really do any of them perfectly. I guess i'll use Maya for rigging and animation purposes and 3ds Max for modelling/texturing
Right, Max has a LOT of tools, but even I only use four or five tools to do what I need to. The rest... I just don't really have much use for learning.
I made a Fairbairn-Sykes Fighting Knife to go with the Welrod MkIIa that I made not long ago.
[t]https://dl.dropbox.com/u/4888695/FSFightingKnife.jpg[/t]
Still gotta make the sheath though.
[editline]9:13[/editline]
[URL=https://dl.dropbox.com/u/4888695/WelrodMkIIaFinal2.jpg]The Welrod in question[/URL]
[QUOTE=angel natavi;39056569]Well... allow me to run it down for you. 5000 + hours on the 'concept'. IE, the same ship, different versions, different itterations. I've literally gone through three different programs, at LEAST 28 different seperate rebuilds of the same ship.[/QUOTE]
That's cool how you can hold motivation on a project for that long, but more than 5 thousand hours on the concept? Isn't that maybe a little too much considering that's roughly 6.8 months.
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