Just finished something up for the night, going to go texture it tomorow.
[t]http://i.cubeupload.com/gKuTYN.jpg[/t]
[t]http://i.cubeupload.com/vsmh40.jpg[/t]
[t]http://i.cubeupload.com/PfsQra.jpg[/t]
[QUOTE=Stiffy360;39441360]You can also use mudbox as well.
[video=youtube;p0o3bqoM0Qg]http://www.youtube.com/watch?v=p0o3bqoM0Qg[/video][/QUOTE]
Terragen and brice are other two fairly common tools for good heightmaps that come to mind.
Admittedly I haven't seen many combat knives IRL but to they usually have ends that square?
[QUOTE=NotExactly;39598227]Admittedly I haven't seen many combat knives IRL but to they usually have ends that square?[/QUOTE]
That's a lot like asking "Do guns usually have a stock?". It's a fairly unique knife, but you get them in all shapes and sizes.
[QUOTE=~ZOMG;39598376]That's a lot like asking "Do guns usually have a stock?". It's a fairly unique knife, but you get them in all shapes and sizes.[/QUOTE]
But it doesn't look like it'd be especially good at cutting - surely the reason most knives have curved blades is to stop the hard edge jamming on whatever you're trying to cut.
[QUOTE=NotExactly;39598538]But it doesn't look like it'd be especially good at cutting - surely the reason most knives have curved blades is to stop the hard edge jamming on whatever you're trying to cut.[/QUOTE]
As ~ZOMG said, they come in various shapes and forms. I didn't follow the reference 100%, and the blade do vary a little, but for example, google "Tanto Knife" too see the look I was going for.
I like it
No insult to the creator (It's a very nice model) but generally combat knives are regarded as a load of wank when it comes to general knifey-ness.
Any one in here who tried MARI or Mudbox for texturing and can share his experience?
I know it's mostly used for organic stuff, but I'm interested in texturing mechanical things.
I might also just use it for small things like scratches and dirt.
Focus point is to easier fight against seams, takes a lot of time to match things in Photoshop...
Anyone interested in joining a modteam for ArmA 2?
Any World war 1 era models from british french or german sides are needed, weapons are needed most and things like armored cars and planes. Tanks have more or less been covered
under 32,000 polys although ideally a vehicle should be around 6,000
[url]http://forums.bistudio.com/showthread.php?117126-WW1-Mod-ArmA-2-CO/page15[/url]
Theres the progress thread, read on from there as there isn't much before that page
Just asking incase someone has some WW1 models sitting around on their HDD
Should be able to release this later today.
[img]http://puu.sh/24aMJ[/img]
[QUOTE=Pac_187;39608268]Any one in here who tried MARI or Mudbox for texturing and can share his experience?
I know it's mostly used for organic stuff, but I'm interested in texturing mechanical things.
I might also just use it for small things like scratches and dirt.
Focus point is to easier fight against seams, takes a lot of time to match things in Photoshop...[/QUOTE]
I recently textured a boot in mudbox. I feel the interface is a little clunky when compared to max. I constantly had to keep switching between my stylus and mouse purely to move the model, and I had to enlarge, rotate, and separate the source mesh before I sent it to mudbox. I ended up doing most of the heavy lifting in photoshop, and had to do a lot of post-bake cleanup.
That being said, it's nice to draw a line and not panic about it matching on uv seams, and the baked wrinkles came out great. Does it replace photoshop? No, but I do try and use it when I feel it might work.
[img]https://dl.dropbox.com/u/21161113/random/das_boot.JPG[/img]
[img]https://dl.dropbox.com/u/21161113/random/dem_boots.jpg[/img]
What is there to texture? it's essentially just black.
you make it sound as if the only thing of substance in a good texture is the diffuse.
[QUOTE=A big fat ass;39626167]What is there to texture? it's essentially just black.[/QUOTE]
wear & tear and various other imperfections
Flacktarn, flactarn everywhere.
[img]http://files.gamebanana.com/bitpit/full_flecktarn.jpg[/img]
I really should just get this damn thing released instead of playing around.
I'm so bored.
[img]http://puu.sh/24kgS[/img]
[QUOTE=Kosai106;39626725]Flacktarn, flactarn everywhere.
[img]http://files.gamebanana.com/bitpit/full_flecktarn.jpg[/img]
I really should just get this damn thing released instead of playing around.
I'm so bored.
[img]http://puu.sh/24kgS[/img][/QUOTE]
So im trying to do something simliar to the rope on the handle, may i ask how you modeled that out?
He probably extruded along a spline.
[QUOTE=surfur;39627376]So im trying to do something simliar to the rope on the handle, may i ask how you modeled that out?[/QUOTE]
Sure.
[QUOTE=kaine123;39627648]He probably extruded along a spline.[/QUOTE]
Not exactly, but close.
I somewhat followed [url=http://www.francescolegrenzi.com/forum/viewtopic.php?f=11&t=191]this tutorial[/url]
Been working on a model and something odd has been happening. my flipped sides seem to be all out of wack. you'll notice that in the first picture that they are set correctly but rendered out it shows the opposite, and when placed into marmoset the lighting doesnt know what to do. in the second picture they are set to the opposite, and the render in 3ds max displays what the first picture should have displayed...and marmoset displays it as inverted
[t]http://i.cubeupload.com/MuHbVD.jpg[/t]
[t]http://i.cubeupload.com/r06A2G.jpg[/t]
And here's an example with extrusion doing the exact opposite with the normals
[t]http://i.cubeupload.com/u9Z6r3.jpg[/t]
[QUOTE=Kosai106;39629021]Sure.
Not exactly, but close.
I somewhat followed [url=http://www.francescolegrenzi.com/forum/viewtopic.php?f=11&t=191]this tutorial[/url][/QUOTE]
I am soooooooo saving that tutorial. Thanks for posting it! This will come in handy in the future.
[QUOTE=kaine123;39638617]I am soooooooo saving that tutorial. Thanks for posting it! This will come in handy in the future.[/QUOTE]
You're welcome.
As for anyone interested, the model was released about a day ago; [url=http://csgo.gamebanana.com/skins/124427]Tomahawk Brand Fixed Tanto Combat Knife[/url]
I'll release the model along with a .PSD for easy camo-changing/editing later today I think.
You should have jiggleboned the last strand of spaghetti hanging off the knife at the end there.
[editline]19th February 2013[/editline]
Oh, nevermind. I didn't read the big red words on the FPSBanana page that said you tried jigglebones but they didn't work right.
Finished my latest project. learned a lot of stuff this time around! tried out a new work flow by doing the low poly last. 3DS max was used to create the low poly along with the high poly mesh that i imported into Zbrush to create the really high poly. I still have a few touch ups i might do but for the most part it's done. I also learned about NURMS subdivision and that made the transition from 3DS max to zbrush SO much easier than my last way.
[t]http://i.cubeupload.com/DuPTCp.jpg[/t]
If you were to swing that axe it looks as though the spike at the bottom of the handle would get embedded into some part of your body.
Instead of making my own topic I thought I'd ask this here.
I've googled and googled but I can't find a proper answer. Where can I locate Dr. Breen's textures? I'd like to do a reskin of him for a video but I've given up looking for the textures. Perhaps I'm overlooking something.
Also, is there any model of Eli Vance with legs? :v:
[QUOTE=Sonicdude;39649631]Instead of making my own topic I thought I'd ask this here.
I've googled and googled but I can't find a proper answer. Where can I locate Dr. Breen's textures? I'd like to do a reskin of him for a video but I've given up looking for the textures. Perhaps I'm overlooking something.
Also, is there any model of Eli Vance with legs? :v:[/QUOTE]
Use GCFScape, and search through "source materials.gcf".
What did I break this time? Chrome is see through
[IMG]http://cloud-2.steampowered.com/ugc/576729977647442584/61522F82B5C1473A72960AF4B665A2457B815A46/[/IMG]
And there here where it is purple its supposed to be black like the other strip. They both have the same texture assigned
[IMG]http://cloud-2.steampowered.com/ugc/576729977647440828/419F484709131EDF69BAA9960B7C87FEC736A246/[/IMG]
[QUOTE=~ZOMG;39650084]Use GCFScape, and search through "source materials.gcf".[/QUOTE]
That worked great thanks!
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