[QUOTE=PyrO_o;41681749]Don't want to sound like requester, but is it possible to do Mighty the Armadillo somehow? Since that we have him only "target" edition... :v:
I know that his last game was in 1993, but i saw tons of Sonic-based custom models.[/QUOTE]
I think there was a mod of him for Sonic Generations. Would there be anyway to rip that out?
[QUOTE=uppers23;41684307]I think there was a mod of him for Sonic Generations. Would there be anyway to rip that out?[/QUOTE]
Didn't knew about it, thanks. He looks pretty cool in 3D. Now we just need people that interested in porting him to Source.
[QUOTE=PyrO_o;41681749]Don't want to sound like requester, but is it possible to do Mighty the Armadillo somehow? Since that we have him only "target" edition... :v:
I know that his last game was in 1993, but i saw tons of Sonic-based custom models.[/QUOTE]
Leave him as the target, it's funny that way :v:.
[QUOTE=PyrO_o;41684916]Didn't knew about it, thanks. He looks pretty cool in 3D. Now we just need people that interested in porting him to Source.[/QUOTE]
If we manged to port him and find a model of Ray the Squirrel, we'd have a complete SegaSonic the Hedgehog trio.
Can You guys help me out? I can't tell if this is Good or not, Because you guys seem pro at this.[URL=http://s1135.photobucket.com/user/nattie2347/media/gm_bigcity0073.jpg.html][IMG]http://i1135.photobucket.com/albums/m639/nattie2347/gm_bigcity0073.jpg[/IMG][/URL]
Is there anything i can do to improve this? Posing? How do i make it High Def?
The posing seems pretty solid but you got like 8 miles of wasted space behind them.
[QUOTE=Minimole;41688814]The posing seems pretty solid but you got like 8 miles of wasted space behind them.[/QUOTE] Hehe it was just something quick to show what i lack. Do you have any idea to make it more... High Def?
[QUOTE=uppers23;41689080]Hehe it was just something quick to show what i lack. Do you have any idea to make it more... High Def?[/QUOTE]
Get a giant computer monitor, I think.
[QUOTE=uppers23;41688079]Is there anything i can do to improve this? Posing? How do i make it High Def?[/QUOTE]
►Poses need to have shape, it is not just about the legs touching the ground and hands posing. Make every bone count.
►Lights, learn them and use them. They make everything better, seriously. Just don't overdo it.
►Zoom in, and pull back your camera. Camera positioning creates illusions, gives character to a poster.
►Practice and ambition.
►Consider learning SFM.
[QUOTE=uppers23;41688079]-snip-[/QUOTE]
In addition to what others said, know your post-processing effects. Bloom, motion blur, 'toy town' and depth of field can help to make your picture look good rather than flat.
Also:
-Try messing with 'bone' rotations sometimes. Do NOT exaggerate the flexing though, or you'll end up with stretchy aberrations. I mostly use it in ear 'bones'.
-Make sure characters do not obstruct themselves. Sonic in that one picture of yours kinda covered his own smile with the thumb, but then again, it's just me pointing out.
-A handy tool, the [url=http://steamcommunity.com/sharedfiles/filedetails/?id=104575630]Ragdoll Mover[/url] can help you making more precise poses than with the PhysGun. It's a bit more complex, but once you get how it works, your scene quality will improve.
-As noted, consider SFM. I myself have no big ambitions for the moment in scene/posings. And it's a learning curve from GMod to SFM, so yeah. But it's worth a shot.
Since I haven't showed them before, here's some of my handiwork with the models of the Generations awesomepack:
[t]http://cloud-2.steampowered.com/ugc/1117175976615270467/418D590F3255D5C2145B11E3C84A0B633F59B8F4/[/t]
[t]http://cloud-2.steampowered.com/ugc/1117175976589777194/40E516D89B78D975070A494F1AC8964DA6122A1B/[/t]
[t]http://cloud-2.steampowered.com/ugc/1117175976567497944/82DB81DA605AF34CD17AD0B29FF92F745D744E8E/[/t]
[t]http://cloud-2.steampowered.com/ugc/1118298066226170573/7DBD7BF860BD4E5DFA576A7D25C640F67BD47805/[/t]
[t]http://cloud-3.steampowered.com/ugc/1119426502604834425/32CFD307BEC811B418A474ADEA10519921025D15/[/t]
[t]http://cloud-2.steampowered.com/ugc/1083393176025934777/DB9A9BF3C028504E63AB52B96D2C32CF08D36140/[/t]
[noparse][t] *image url here* [/t][/noparse], no more excuse for the large images.
I, for one, hates excessive aperture in DoF and fuck not-subtle lens flare in general, but whatever.
EDIT: Oh hey, new page. Nevermind.
[QUOTE=OrbiterSpore;41695227]In addition to what others said, know your post-processing effects. Bloom, motion blur, 'toy town' and depth of field can help to make your picture look good rather than flat.[/QUOTE]
I've always wondered what effects people used in their GMOD photos to improve their quality. I tried doing one myself with those effects you've mentioned and here's the result:
[IMG]http://fc03.deviantart.net/fs71/i/2013/215/e/9/the_modern_freedom_fighters_by_nictrain123-d6gha23.png[/IMG]
It's my very first attempt at effecting my photos like this, I'd appreciate criticism on my photo if needed and I might show more once I have more inspiration to do them. :)
[QUOTE=Schemerman612;41700422]I've always wondered what effects people used in their GMOD photos to improve their quality. I tried doing one myself with those effects you've mentioned and here's the result:
[IMG]http://fc03.deviantart.net/fs71/i/2013/215/e/9/the_modern_freedom_fighters_by_nictrain123-d6gha23.png[/IMG]
It's my very first attempt at effecting my photos like this, I'd appreciate criticism on my photo if needed and I might show more once I have more inspiration to do them. :)[/QUOTE]
Put this in GMod's launch options:
-fullscreen +r_flashlightdepthres 4096 +r_projectedtexture_filter 0.2 +Mat_depthbias_Shadowmap 0.00005 +mat_slopescaledepthbias_shadowmap 2 +mat_depthbias_shadowmap 0.00002
* +r_flashlightdepthres sets the amount of quality shadows pick up
* +r_projectedtexture_filter, +Mat_depthbias_Shadowmap, +mat_slopescaledepthbias_shadowmap, and +mat_depthbias_shadowmap set up how smooth and detailed shadows will look on the model.
Here's some example, don't mind the post processing on the first one:
[T]http://cloud.steampowered.com/ugc/882989425836343461/1011D0155422D87F6FC5C73BA7669BC30382F6AF/[/T]
[T]http://cloud-2.steampowered.com/ugc/882989425790335131/CC97C4033BDD58A07C4EB470B12DBBC469BFDE19/[/T]
[I]Yes, I know they're not Sonic related, but they give a good reference on lighting quality....[/I]
So here's an update on what I'd like to do for my Sonic packs. I'm aiming for a halloween release, adding the Werehog, front mouth versions for Sonic, Shadow, and Silver, some of the NPCs from Sonic Unleashed, and a texture rehaul. Hopefully also an SFM-specific version with all the mouths on at once, so you can move away the other ones and switch between them a lot easier.
Although I just remembered, before then I'll probably have some Sonic and All-Stars Racing Transformed stuff done, at least Ralph and a few cars.
[QUOTE=Noob4life;41695021]►Poses need to have shape, it is not just about the legs touching the ground and hands posing. Make every bone count.
►Lights, learn them and use them. They make everything better, seriously. Just don't overdo it.
►Zoom in, and pull back your camera. Camera positioning creates illusions, gives character to a poster.
►Practice and ambition.
►Consider learning SFM.[/QUOTE]
[QUOTE]In addition to what others said, know your post-processing effects. Bloom, motion blur, 'toy town' and depth of field can help to make your picture look good rather than flat.
Also:
-Try messing with 'bone' rotations sometimes. Do NOT exaggerate the flexing though, or you'll end up with stretchy aberrations. I mostly use it in ear 'bones'.
-Make sure characters do not obstruct themselves. Sonic in that one picture of yours kinda covered his own smile with the thumb, but then again, it's just me pointing out.
-A handy tool, the Ragdoll Mover can help you making more precise poses than with the PhysGun. It's a bit more complex, but once you get how it works, your scene quality will improve.
-As noted, consider SFM. I myself have no big ambitions for the moment in scene/posings. And it's a learning curve from GMod to SFM, so yeah. But it's worth a shot.
[QUOTE][/QUOTE]Put this in GMod's launch options:
-fullscreen +r_flashlightdepthres 4096 +r_projectedtexture_filter 0.2 +Mat_depthbias_Shadowmap 0.00005 +mat_slopescaledepthbias_shadowmap 2 +mat_depthbias_shadowmap 0.00002
* +r_flashlightdepthres sets the amount of quality shadows pick up
* +r_projectedtexture_filter, +Mat_depthbias_Shadowmap, +mat_slopescaledepthbias_shadowmap, and +mat_depthbias_shadowmap set up how smooth and detailed shadows will look on the model.
[/QUOTE]
I thank you guys a lot for helping me out! I'll put up another one some other time.
[QUOTE=ApocHedgie;41704536]So here's an update on what I'd like to do for my Sonic packs. I'm aiming for a halloween release, adding the Werehog, front mouth versions for Sonic, Shadow, and Silver, some of the NPCs from Sonic Unleashed, and a texture rehaul. Hopefully also an SFM-specific version with all the mouths on at once, so you can move away the other ones and switch between them a lot easier.
Although I just remembered, before then I'll probably have some Sonic and All-Stars Racing Transformed stuff done, at least Ralph and a few cars.[/QUOTE]
May the Force be with you, Apoc Hedgie.
[QUOTE=CSLeader;41703910]Put this in GMod's launch options:
-fullscreen +r_flashlightdepthres 4096 +r_projectedtexture_filter 0.2 +Mat_depthbias_Shadowmap 0.00005 +mat_slopescaledepthbias_shadowmap 2 +mat_depthbias_shadowmap 0.00002
* +r_flashlightdepthres sets the amount of quality shadows pick up
* +r_projectedtexture_filter, +Mat_depthbias_Shadowmap, +mat_slopescaledepthbias_shadowmap, and +mat_depthbias_shadowmap set up how smooth and detailed shadows will look on the model.
Here's some example, don't mind the post processing on the first one:
[T]http://cloud.steampowered.com/ugc/882989425836343461/1011D0155422D87F6FC5C73BA7669BC30382F6AF/[/T]
[T]http://cloud-2.steampowered.com/ugc/882989425790335131/CC97C4033BDD58A07C4EB470B12DBBC469BFDE19/[/T]
[I]Yes, I know they're not Sonic related, but they give a good reference on lighting quality....[/I][/QUOTE]
And I've taken your advice into consideration, and managed to make three random photos with the new settings.
[IMG]http://imageshack.us/a/img855/5737/gt69.png[/IMG]
[IMG]http://imageshack.us/a/img821/6495/1ix1.png[/IMG]
[IMG]http://imageshack.us/a/img690/6061/s2sn.png[/IMG]
Please tell me if these photos look better compared to the last one I did with the new effects.
[QUOTE=Schemerman612;41715966]May the Force be with you, Apoc Hedgie.
And I've taken your advice into consideration, and managed to make three random photos with the new settings.
[IMG]http://imageshack.us/a/img855/5737/gt69.png[/IMG]
[IMG]http://imageshack.us/a/img821/6495/1ix1.png[/IMG]
[IMG]http://imageshack.us/a/img690/6061/s2sn.png[/IMG]
Please tell me if these photos look better compared to the last one I did with the new effects.[/QUOTE]
It's hard to tell, but I see that the shadows shows more detail, like the goggles on Tails and the wrench and the shadows blend on the model more smooth and blurred. Also, use anti-aliasing before you start GMod or start loading the map.
If you have an NVidia GPU, set the advanced graphic settings to hl2.exe and let it override the game's options. Also, set water reflection to all and HDR to Full, for it gives a better shine on textures with an env_cubemap on HDR maps.
Also, use the native fullscreen size when doing pics.
[QUOTE=Rush_Freak;41648395]Just thought I'd share some stupidly high-res textures I've been doing for personal use with the Sonic models. I currently only have the ones for Tails and they're only half done, but I hope to eventually do ones for Sonic and Knuckles too.
My goal is to have textures that rival the materials used in the official character renders by Sega.
[IMG]http://cloud-2.steampowered.com/ugc/882989280423097293/07CC3F12A4155A74148EB6F350AC023FED145087/[/IMG]
I'd say it's turning out okay considering that with 2048^2 maps, I can have details like fur folicles and weaves on fabric now...[/QUOTE]
I'm a bit late at replying to this, I'll admit, but these look excellent so far! It'll be great to see your progress with these textures.
Wow this thread seems to be getting lost.:v:
Well I have some updates for Knuckles for his colorable problem, but well, the workshop ain't lettin' me update at all.
[QUOTE=ApocHedgie;41767986]Well I have some updates for Knuckles for his colorable problem, but well, the workshop ain't lettin' me update at all.[/QUOTE]
That doesn't sound good. would really like to see that minor update.
Workshop is also preventing my Green Flower zone update fix too.
so for now, unsubscribe and get it from here: [url]http://fav.me/d6gt1wt[/url]
I'll add this link to the front in a bit.
[QUOTE=ApocHedgie;41704536]some of the NPCs from Sonic Unleashed[/QUOTE]
[B]NEEEEEEEED.[/B]
*Foams at the mouth*
Also, I can help you with the material stuff you were asking about, if I can find some time soon-ish.
[video=youtube;4aqlRcGBUSg]http://www.youtube.com/watch?v=4aqlRcGBUSg[/video]
To Schemerman612:
Here's a good example of using GMod launch options and post-process:
[IMG]http://cloud-4.steampowered.com/ugc/882989426016560533/32B3A2DEF8940A82F826200103167B38B931D0D6/[/IMG]
It's not the best, but it's at least it gives some good eyecandy.
[QUOTE=CSLeader;41798820]
To Schemerman612:
Here's a good example of using GMod launch options and post-process:
[IMG]http://cloud-4.steampowered.com/ugc/882989426016560533/32B3A2DEF8940A82F826200103167B38B931D0D6/[/IMG]
It's not the best, but it's at least it gives some good eyecandy.[/QUOTE]
It's alright, thanks. :)
I have gotten quite used to using the shadowing and postprocessing effects in my GMOD pictures, and here are my latest ones that seems to me, work the best with the new effects:
[IMG]http://th09.deviantart.net/fs71/PRE/f/2013/224/a/7/gaming_generations_by_nictrain123-d6htbjr.png[/IMG]
[IMG]http://fc04.deviantart.net/fs71/i/2013/223/e/5/fox_at_sunset_by_nictrain123-d6hmsgs.png[/IMG]
[IMG]http://fc01.deviantart.net/fs70/i/2013/220/b/1/sonic_2__behold__death_egg_robot__by_nictrain123-d6h7phw.png[/IMG]
Look any better to you?
Added Flyable Tornado 3 to the first post under TiggoRech
I thought I'd share my first attempt at using these models.
[IMG]http://cloud-3.steampowered.com/ugc/1119430216709829618/C5198FB9FA82407E7B6AD1BF8AC423788436003D/[/IMG]
I know it looks kind of bad compared to the others, but again, this is my first try. Also, I tried using those launch options CSLeader posted, but they didn't seem to do anything.
A bit off-topic, but I wish I knew the maps you guys use in these pictures. I could use those now that I actually [I]have[/I] GMod.
[QUOTE=SonicWind;41924034]I thought I'd share my first attempt at using these models.
[IMG]http://cloud-3.steampowered.com/ugc/1119430216709829618/C5198FB9FA82407E7B6AD1BF8AC423788436003D/[/IMG]
I know it looks kind of bad compared to the others, but again, this is my first try. Also, I tried using those launch options CSLeader posted, but they didn't seem to do anything.
A bit off-topic, but I wish I knew the maps you guys use in these pictures. I could use those now that I actually [I]have[/I] GMod.[/QUOTE]
The launch options settings are hard to notice since it smoothens out the shadows and light-to-object rendering. If you mess around with the launch options, you'll see shadow artifacts, glitches in shadow rendering.
Also, give your poses more expression by using every bone on the model via Physgun and/or Ragdoll Mover.
[QUOTE=CSLeader;41924198]The launch options settings are hard to notice since it smoothens out the shadows and light-to-object rendering. If you mess around with the launch options, you'll see shadow artifacts, glitches in shadow rendering.
Also, give your poses more expression by using every bone on the model via Physgun and/or Ragdoll Mover.[/QUOTE]
I actually [I]do[/I] use Ragdoll Mover, but thanks for the advice.
Still, the lighting looks bland compared to the other pictures here.
I mean, the first picture on this page uses the same map, yet it looks [I]way[/I] better.
Any suggestions for fixing that?
[QUOTE=SonicWind;41924233]I actually [I]do[/I] use Ragdoll Mover, but thanks for the advice.
Still, the lighting looks bland compared to the other pictures here.
I mean, the first picture on this page uses the same map, yet it looks [I]way[/I] better.
Any suggestions for fixing that?[/QUOTE]
Just try messing around with the after effects in the post processing tab until you're satisfied with how the picture looks.
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