Here's the mini-golf stuff made for Stiffy up there last night, since my internet had since curled up and died:
[IMG]http://dl.dropbox.com/u/37546036/IllegalGolfingApparatus.png[/IMG]
[QUOTE=- Livewire -;39065206]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.[/QUOTE]
Not particularly. Even spread out over such a long time, (Over a decade), that takes into count all the brainstorming sessions, all those times on the school bus in which I was just twiddling my thumbs. Half hour here, half hour there, a day here, etc. etc. It does all add up. I've been activly modeling since 2006, but from original concept to then, it was about... oh... 550 hours, give or take? I'm a writer and role player as well as modeler, so thats also taken into consideration. But, thats a tale for another time I think.
[QUOTE=one free man;39067743]Here's the mini-golf stuff made for Stiffy up there last night, since my internet had since curled up and died:
[IMG]http://dl.dropbox.com/u/37546036/IllegalGolfingApparatus.png[/IMG][/QUOTE]
For a minute there I thought that was the proper scale. It'd be like trying to putt a bowling ball!
Felt like modeling a generic longsword after playing some Demon's Souls lately. I've always felt like bladed weapons are a bit tricky to texture because you've got such a thin while at the same time very long surface, so it's hard to make it interesting.
Lately I've been interested in making models without baked normals as well so this was an attempt at that I guess. Smoothing groups are actually a lot of fun to play around with if you can spare the polygons.
[t]http://puu.sh/1INXB[/t]
You blew my Gladius out of the water. :v:
[QUOTE=fewes;39074638]
[t]http://puu.sh/1INXB[/t][/QUOTE]
Nice work, but the texture on the blade seem a little blurry, no?
[QUOTE=one free man;39067743]Here's the mini-golf stuff made for Stiffy up there last night, since my internet had since curled up and died:
[IMG]http://dl.dropbox.com/u/37546036/IllegalGolfingApparatus.png[/IMG][/QUOTE]
vladimir puttin'
fucking brilliant
[QUOTE=fewes;39074638]Felt like modeling a generic longsword after playing some Demon's Souls lately. I've always felt like bladed weapons are a bit tricky to texture because you've got such a thin while at the same time very long surface, so it's hard to make it interesting.
Lately I've been interested in making models without baked normals as well so this was an attempt at that I guess. Smoothing groups are actually a lot of fun to play around with if you can spare the polygons.
[t]http://puu.sh/1INXB[/t][/QUOTE]
its not currently reading as metal because of the wear. it looks more like stone
[QUOTE=LewyJudge12;39069617]For a minute there I thought that was the proper scale. It'd be like trying to putt a bowling ball![/QUOTE]
I think the golf balls are closer to the camera/scaled larger so you can see the detail on them.
Geez way to come with completely valid criticism.
[t]http://25.media.tumblr.com/0f0e05eca500294bb1b91c5042deadcb/tumblr_mg1kjpdvLT1rrzy8mo1_r1_1280.jpg[/t]
[QUOTE=fewes;39082472]Geez way to come with completely valid criticism.
[t]http://25.media.tumblr.com/0f0e05eca500294bb1b91c5042deadcb/tumblr_mg1kjpdvLT1rrzy8mo1_r1_1280.jpg[/t][/QUOTE]
Now that what I call a [i]sharp[/i] texture.
:v: ?
poop
[t]https://dl.dropbox.com/u/1157653/m57.png[/t]
forgot sub-d over the last month or whatever so this took the longest time everrr
for [url=http://www.facepunch.com/showthread.php?t=1136904]Nox Aeterna[/url]
Picture dump time. Note: If anyone wants to, and can get these models into Gmod, I will happily hand some of them over.
[url=http://i19.photobucket.com/albums/b164/Soukonoung/JavelinTextured.jpg]Justice League Javelin [/url]
[url=http://i19.photobucket.com/albums/b164/Soukonoung/Valyetrender.png]Valyet-Named Katana[/url]
[url=http://i19.photobucket.com/albums/b164/Soukonoung/Soaboardtop.png]SOA Board. (Surfing on air) [/url]
[url=http://i19.photobucket.com/albums/b164/Soukonoung/Dragonfly.jpg]Dragonfly personal hovercraft. [/url]
[url=http://i19.photobucket.com/albums/b164/Soukonoung/ArcReactorwallpaper.jpg]Arc reactor[/url]
I could have a go at getting at least some of those ingame. Got to ask though, are they at the right size for Source?
So I recently found time and motivation to model something. A bit rusty and there's certainly room for improvement. For example a texture... if only I knew how to make a good texture. And yeah, I know it's not the amount of detail work that's standard in this thread (seriously, you guys are so good at modelling that it ends up being intimidating), but you know, it's my start to getting better.
So I am looking for constructive criticism on how I can improve this model.
[IMG]http://i221.photobucket.com/albums/dd265/Shadowdeath_02/Models/SlimRifle_01.png[/IMG]
[QUOTE=Omolong;39092465]I could have a go at getting at least some of those ingame. Got to ask though, are they at the right size for Source?[/QUOTE]
Ummm... I guess? I don't exactly have a good enough scale to work with when I made them. So... really it was just whatever scale I wanted. Easy enough to rescale though. Really quite easy.
[IMG]http://puu.sh/1JFpu[/IMG]
AK model #124242938
[b][/b] ([url=http://p3d.in/OWEwz]View in 3D[/url])
[url=http://p3d.in/OWEwz][img]http://p3d.in/model_data/snapshot/OWEwz[/img][/url]
I added a bit to the model. Any suggestions on improvement would be appreciated.
[QUOTE=kaine123;39102368][b][/b] ([url=http://p3d.in/OWEwz]View in 3D[/url])
[url=http://p3d.in/OWEwz][img]http://p3d.in/model_data/snapshot/OWEwz[/img][/url]
I added a bit to the model. Any suggestions on improvement would be appreciated.[/QUOTE]
You've posted what about 7 models here, you need to start modelling off a reference image and producing things of a bigger scale, on my 3rd model I was making a remington 870 off a blueprint it should be easy for you
[QUOTE=skeligandrew;39103784]You've posted what about 7 models here, you need to start modelling off a reference image and producing things of a bigger scale, on my 3rd model I was making a remington 870 off a blueprint it should be easy for you[/QUOTE]
I'm working on a Frommer Stop 1912 atm but I've been hesitant to post progress shots because it seems like most of what people post in here is really only mostly finished content. I've been working on other stuff but the things that I've found more presentable have been the finished things.
realistic isn't the only modeling art style. anyone can model off a reference image. there is much more to modeling than modeling something off a real life object
[QUOTE=skeligandrew;39103784]You've posted what about 7 models here, you need to start modelling off a reference image and producing things of a bigger scale, on my 3rd model I was making a remington 870 off a blueprint it should be easy for you[/QUOTE]
his reference is a roman gladius
[QUOTE=kaine123;39106261]I'm working on a Frommer Stop 1912 atm but I've been hesitant to post progress shots because it seems like most of what people post in here is really only mostly finished content. I've been working on other stuff but the things that I've found more presentable have been the finished things.[/QUOTE]
post them! can't get cc otherwise (and cc is good)
[img]http://media.moddb.com/images/members/1/96/95390/tokarev_final.jpg[/img]
baked and did some base mats + colors on the m57
[QUOTE=Juniez;39114180]his reference is a roman gladius
post them! can't get cc otherwise (and cc is good)
[img]http://media.moddb.com/images/members/1/96/95390/tokarev_final.jpg[/img]
baked and did some base mats + colors on the m57[/QUOTE]
dood nice
[IMG]http://img40.imageshack.us/img40/6356/statuemontage.jpg[/IMG]
Statue asset
The poly count for both the base and statue combined is 4395, with these screenshots displayed as 2, 2K texture maps. Whilst both models look fine with just 1k maps for use within games I wanted to display these shots in 2k as this piece shall be submitted as part of a university project.
[IMG]http://puu.sh/1KXpI[/IMG]
oh no, this thread got on page 2
That magazine is way too red and saturated.
[QUOTE=Shirky;38556970]Its a smooth animation, but the whole idea of flicking the mag out doesnt look practical, and more dumb that anything else. Also, it isnt easy to cock the gun with only one finger on the side.[/QUOTE]
Yes it is. (well, at least here) We are trained to cock the gun with only one finger on the side. (IDF)
[QUOTE=yumyumshisha;39134875][IMG]http://puu.sh/1KXpI[/IMG]
oh no, this thread got on page 2[/QUOTE]
imo everything has too much contrast, and the metal is way too bright.
on the topic of terrorist guns - I dug something up from my hard drive! apparently it was just sitting here since 2011 so I slapped some colors on it today
[t]http://media.moddb.com/images/members/1/96/95390/ak74_render.jpg[/t]
[t]http://media.moddb.com/images/members/1/96/95390/ak74.1.jpg[/t]
[url=http://p3d.in/MUQgz]3D w/ those errors and stuff[/url]
anyone want it ? I'd have to rebake it though I think - smoothing's pretty weird
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