[QUOTE=A big fat ass;39485115]
Oh, and does anybody have any good .hdr cubemaps I may use? I want to fiddle with rendering in mental ray.[/QUOTE]
I have a whole library of various 360 HDRi textures, but they are in .jpg and .png format. I can send em your way, if you want.
Textured a Welrod pistol thing Nirrti made. Decided to go with a very CS:GO approach, forgoing any baked lighting (save for AO) and relying completely on ingame shaders.
[img]https://dl.dropbox.com/u/21161113/welrod.jpg[/img]
and in-SFM
[t]https://dl.dropbox.com/u/21161113/SFM/welrod_render.jpg[/t]
[QUOTE=Lt_C;39498903]Textured a Welrod pistol thing Nirrti made. Decided to go with a very CS:GO approach, forgoing any baked lighting (save for AO) and relying completely on ingame shaders.
[img]https://dl.dropbox.com/u/21161113/welrod.jpg[/img]
and in-SFM
[t]https://dl.dropbox.com/u/21161113/SFM/welrod_render.jpg[/t][/QUOTE]
can't see your pics
Edit: nvm, my internet was blocking dropbox for some reason
[QUOTE=Lt_C;39498903]Textured a Welrod pistol thing Nirrti made. Decided to go with a very CS:GO approach, forgoing any baked lighting (save for AO) and relying completely on ingame shaders.[/QUOTE]
isn't that common practice for most every ingame asset in any engine??? i mean it's much less typical to do things like rendering point lights to textures but AO is pretty much a given
as for the texturing, it's really dark so the forms are completely lost. the model seems really blobby to me but that might be due to the darkness killing the lighting. there's a concept of things being "unlightable" when you've got too much dark value in your textures, and this is a good example of that. also, the metal bits don't look metal because their spec is so low. the scratching also doesn't look like scratching, rather that someone took a 1 px brush and went ballistic in PS.
E:
I posted this while viewing on my school's monitors, which are darker than my own. I've viewed it on 3 differently calibrated monitors and no matter what it is way too dark.
[IMG]http://i49.tinypic.com/j7gufa.png[/IMG]
[IMG]http://www.deactivated-guns.co.uk/images/uploads/1garand40/1GARAND40-041591_6.jpg[/IMG]
I need help with this, is there a modifier or an easy way to give it some shape? Its as flat as a pancake at the moment.
Well I'm assuming you're using Blender, You really should specify.
No modifier but you can turn on proportional editing by pressing O in edit mode, then select a line of vertices that run down the length of the gun, moving these vertexes out will affect other around them, use the scroll wheel on your mouse to control the falloff.
(you could use Subdivide but i see some extra faces on the edges of the gun which will ruin the rounding/smoothing effect)
But in the future:
Developing that shape should be done right from the very beginning as you extrude edges, not after creating the shape on only one axis, use the numpad: 1, 3 and 7 to switch views quickly.
Thanks for the quick reply, I'll give it a go, and yes I'm using blender, sorry I forgot to mention
would've been better to start with a cylinder
[IMG]http://i47.tinypic.com/2h4gglk.png[/IMG]
I got it roughly into shape at the expense of it looking absolutely disgusting on the top, I'll start this again thanks for the help.
[IMG]http://i.xomf.com/pqnnk.png[/IMG]
That's a weird looking can. Nice model though.
it annoys me that the height of the baked beans is higher than the lid. also I don't know if there's really much of an improvement you can make to the already existing design for cans. still pretty nice though.
[QUOTE=MrBunneh;39511422]it annoys me that the height of the baked beans is higher than the lid. also I don't know if there's really much of an improvement you can make to the already existing design for cans. still pretty nice though.[/QUOTE]
Super condensed, expands when opened.
[QUOTE=Ereunity;39511716]Super condensed, expands when opened.[/QUOTE]
that's pretty spacey to me
I like the beans texture.
Some low-poly work I'm doing for a client.
It could be optimized further but w/e.
Edit:// If anyone is interested, then it's for [URL=http://www.overkill2.com/]Overkill 2[/URL].
[IMG]http://puu.sh/1UY6V[/IMG]
your geometry is really inconsistent in how you're distributing it, especially with your cylinders
considering that the game is going to be an app, you can definitely go way lower poly than that. you [U]should[/U] go lower poly than that. especially on the cylinders, clip feed, and handle. also, all the tiny box details can be textured in.
My first presentable 3d model
[thumb]http://i.imgur.com/wWDwMsP.png[/thumb]
Now to texture all my other unfinished models... yay
I've been told that the limit is 6k triangles, and I should stay close to that to get the most out of the model.
Edit:// Not to mention the tight deadline and the very bad payment.
And if you think this is bad, you should see some of the work another artist did. Boy, that was terrible.
[IMG]http://i46.tinypic.com/2b5z6f.png[/IMG]
Scrapped the Garand for now as lets be honest here, it was shite. Got the rough shape of an MP40 down I'll look into how to add the fine details later.
[IMG]http://i.imgur.com/O6EBYKG.png[/IMG] rough textures but i think the models good
[QUOTE=More Ragtime;39522825][IMG]http://i.imgur.com/O6EBYKG.png[/IMG] rough textures but i think the models good[/QUOTE]
c-c-can I see a w-wireframe please
[QUOTE=More Ragtime;39522825][IMG]http://i.imgur.com/O6EBYKG.png[/IMG] rough textures but i think the models good[/QUOTE]
Did you, by any chance, only have one reference image? And did that reference image span around 100 pixels horizontally?
[QUOTE=More Ragtime;39522825][IMG]http://i.imgur.com/O6EBYKG.png[/IMG] rough textures but i think the models good[/QUOTE]
Very good on you for learning how to make stuff, but I can suggest you look at more reference images from different angles, they help hugely.
I recommend DeicideNBF's library of stuff, there's loads of pictures of every gun you could think of.
Sadly the actual site died, but the FTP server still exists with a good amount of the stuff: [url]http://deicidenbf.thanez.net/[/url]
As you can imagine, there's plenty of AKs.
And second, try and create the texture yourself, not using an image;
The day you can look at a surface and figure out how to make something look like it from scratch, is the day you can make anything in the world.
Even without getting into stuff like specular maps, it'll make your model look vastly better.
[IMG]http://filesmelt.com/dl/obliviongate.JPG[/IMG]
So I was working on the UV's for my model and I think I accidentally created an Oblivion gate.
[IMG]http://i19.photobucket.com/albums/b164/Soukonoung/RoyalJuraishipplan_zps6824f148.png[/IMG]
An all around reference of my personal Jurai ship from the Tenchi Muyo universe, with the Ryuoh as a size reference.