[QUOTE=- Livewire -;39309062][img]http://img268.imageshack.us/img268/8589/ss20130121at115523.jpg[/img][/QUOTE]
it looks great but when showing a small prop like that you should remove (or make it way more subtle) the DOF as it blurs a good part of it.
Okay, an update from me. First, the white style model with no textures. Next is the textured item to give an idea of the overall parts and color scheme. Yes, it is supposed to be slightly akin to a race craft, hense the decals and such all over it.
[IMG]http://i19.photobucket.com/albums/b164/Soukonoung/Dragonflywhite.png[/IMG]
[IMG]http://i19.photobucket.com/albums/b164/Soukonoung/Dragonflygreen.png[/IMG]
I'm trying to design wings that fold along the flanks of the nose of this little beasty and can unfold to provide the typical quad winged design that goes with the name. "Dragonfly" Now, its supposed to be short enough, the wings I mean, to not poke out beyond the nose much, but they can extend behind the grips and hand cowling panels to help protect the pilot.
For reference, the pilot is supposed to sit on it like its the Bat-pod, the bike from the newest batman trilogy.
hey guys, thought it'd would be okay to ask a quick question here
I want to make a weapon for tf2, a simple knife. what's the ideal tri count I should be aiming for, and would it be necessary to create a high-poly first? or should i just go for the game-poly amount?
Well for a typical knife scenerio, you can always make it really low polly. Make a single plane as the blade and just put a knife blade image as the texture. I can personally make a fairly high detail knife for around 100 polies. That includes handguard, blade, handle and pommel.
[QUOTE=- Livewire -;39309062][img]http://img268.imageshack.us/img268/8589/ss20130121at115523.jpg[/img][/QUOTE]
Feel free to disregard my advice since I'm so new to modelling, but that screw looks a little flat to me. Feels like the cross inside it could just do with a little more depth.
[QUOTE=NotExactly;39313766]Feel free to disregard my advice since I'm so new to modelling, but that screw looks a little flat to me. Feels like the cross inside it could just do with a little more depth.[/QUOTE]
It's baked on to the normal map, I'll mess around with it and see if I can get a stronger result, thanks.
I made this knife. it might go into tf2, i dunno. AO needs cleaning up, 323 tri's so it's probably un-optimized as fucc.
[b][/b] ([url=http://p3d.in/cz73E/shadeless]View in 3D[/url])
[url=http://p3d.in/cz73E/shadeless][img]http://p3d.in/model_data/snapshot/cz73E[/img][/url]]
no offense buddy but the render is pretty bad, you gotta work on that.
As for the model? It looks fine to me but what do I know?
It would probably look more like a knife if you textured it something besides solid black. Also, the blade should have some teeth towards the bottom so it's more distinguishable as a knife.
It's probably too small to notice in any practical situation, but it looks kind of odd when the screw head is bent like that instead of protruding from the surface like it would in real life. Other than that though the texture is really nice.
[QUOTE=Prototype556;39316268]It would probably look more like a knife if you textured it something besides solid black. Also, the blade should have some teeth towards the bottom so it's more distinguishable as a knife.[/QUOTE]
[QUOTE=Spartan-279;39315460]no offense buddy but the render is pretty bad, you gotta work on that.
As for the model? It looks fine to me but what do I know?[/QUOTE]
uh guys, you know if you click the image you get a render with the textured model (atm it's just AO) right? and you can view all around it, I apologize for that black image but I have no control over that. also no can do for the serrated edge, I'm working off a reference.
EDIT: tf2 textures: [url]http://p3d.in/cz73E/shadeless[/url]
Just gotta make a phong mask and I'll be ready to test in tf2.
For a metal material such as that of the blade of a knife you'll want to rely on reflections a lot, so you probably want to make that blade wayyyyyy darker than what it is right now. Also the texture could use more variation in value overall.
(Also you do have control over the thumbnail, use URL tags around an IMG one.)
[editline]22nd January 2013[/editline]
Restoring the topology of a model of a certain character and prepping it for sculpting. Think Dean would like this one if he's still around.
[img]http://puu.sh/1Rgxi[/img]
I am not around, sorry.
If I had to guess, I would say it looks like Heather Mason's jacket from Silent Hill 3.
O right you're Dean.
What happened to your Henry Townshend account?
Also yes that's Heather.
[editline]23rd January 2013[/editline]
Also it says you're Dean right there in your title what am I stupid
[img]http://files.gamebanana.com/bitpit/m1911.jpg[/img]
Clearly the slide grooves are not done yet.
Neither is anything else.
So i've been fucking around with animation work recently. i've managed to make a walk and run cycle fine and such, but im having a hard time wrapping my head around a walking upstairs animation. only way i can manage to actually animate one out is to create stairs in 3ds max and then animate the character with two steps going up, but how do i manage to loop that when his body is actually moving in 3D space instead of staying still.
I imagine since you'll be moving the root bone to control the character's position you can just reset the keys for that bone when you're done and boom stairs animation.
[editline]23rd January 2013[/editline]
That or animate the stairs moving downwards if you [b]really[/b] want the character to stay still while animating, although I can imagine it'd be hard to get the pace right this way.
[QUOTE=Wolfiekayla;39339478][url]http://p3d.in/bPoqJ[/url]
I want.[/QUOTE]
it looks like your specular map is a flat grey, and your normal map is too strong.
Looking at the diffuse, there should be scratches in your specular map.
[QUOTE=Wolfiekayla;39339478][url]http://p3d.in/bPoqJ[/url]
I want.[/QUOTE]
im sorry but is this even your model? i hate to ask things like this but it's so jarring to see fairly decent modeling and an ok diffuse (albeit with texel density varying on nearing galactic proportions) and then terribad spec and normals. it just doesn't look like a mistake someone who can do work of that quality would make.
unless you stumbled into making the geo and diffuse look ok in which case: look back on the choices you made when you designed all of that and think about what you did well, what you could have done better etc. look at the real world more and think about things as being made of very different materials with vastly different properties and how they act in reality.
*staring at comment*
I never even made the model, I just found that link, and I was wondering if there's some place to download it.
o____o
[QUOTE=Wolfiekayla;39340860]*staring at comment*
I never even made the model, I just found that link, and I was wondering if there's some place to download it.
o____o[/QUOTE]
But that model is so bad, why would you possibly want it?
Just look at those normals for fucks sake. LOOK AT THEM!!
this thread is for posting your own work
it's also terrible.
making a sapper for the spy.
[t]http://img198.imageshack.us/img198/7130/render2s.png[/t]
I turned 21 today. :yarr:
You can join the military when you're 18, but you can drink when you're above 21.
That's damn logical, like the american system of measures.
Good thing I'm an average brit and have been drinking since about 15 then.
[IMG]http://i.xomf.com/yslfg.jpg[/IMG]
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