• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
[B]Puzzle solved.[/B] [IMG]http://orig02.deviantart.net/b026/f/2016/356/a/4/ltftw_by_blueflytrap998-dashq52.jpg[/IMG]
and oh boy is it a beaut
It definitely was worth the weight.
[t]http://puu.sh/sZg5J/ba856556a2.jpeg[/t] [t]http://puu.sh/sZhbz/95f46c8a95.jpeg[/t] Some bots from Blacklight: Retribution.
WW2 US Paratroopers with m42 and m43 uniforms. [IMG]https://pp.vk.me/c637931/v637931484/20851/SLkz4nfn6nk.jpg[/IMG] [IMG]https://pp.vk.me/c637931/v637931484/2085a/8vw9eBU7LWc.jpg[/IMG] [IMG]https://pp.vk.me/c637931/v637931484/20863/WzxyKeV6_4g.jpg[/IMG] Special thanks SkullManPL for WW2 Dempsey head
[t]http://puu.sh/sZEkp/17c38e5f6b.jpg[/t] I couldn't find a mesh from the game that had bones, but I ported it anyway. [del]Anyone feel like rigging?[/del]
[QUOTE=Icy Fire;51577428]I couldn't find a mesh from the game that had bones, but I ported it anyway.[/QUOTE] Because they deleted Siege mode from game. Here it is: [url]http://www.mediafire.com/file/wd2dz7j570occza/ScorpionTankRigged.7z[/url]
I have an alternate texture for the Scorpion if you want it.
[QUOTE=Gazyi;51577576]Because they deleted Siege mode from game. Here it is: [url]http://www.mediafire.com/file/wd2dz7j570occza/ScorpionTankRigged.7z[/url][/QUOTE] Wait, they removed Siege from Blacklight? That's a shame. Was easily my favorite gamemode, back when I played.
[QUOTE=ComradIvan;51577255]WW2 US Paratroopers with m42 and m43 uniforms. [IMG]https://pp.vk.me/c637931/v637931484/20851/SLkz4nfn6nk.jpg[/IMG] [IMG]https://pp.vk.me/c637931/v637931484/2085a/8vw9eBU7LWc.jpg[/IMG] [IMG]https://pp.vk.me/c637931/v637931484/20863/WzxyKeV6_4g.jpg[/IMG] Special thanks SkullManPL for WW2 Dempsey head[/QUOTE] Dude this just looks amazing...
[QUOTE=Gmod4ever;51578560]Wait, they removed Siege from Blacklight? That's a shame. Was easily my favorite gamemode, back when I played.[/QUOTE] They removed/reworked alot of stuff when Zombie Studios died and the game was taken over by Hardsuit Labs.
[QUOTE=Gazyi;51577576]Because they deleted Siege mode from game. Here it is: [url]http://www.mediafire.com/file/wd2dz7j570occza/ScorpionTankRigged.7z[/url][/QUOTE] Really appreciate it. That's kinda lame, I only played it once or twice. [QUOTE=Falkok15;51578261]I have an alternate texture for the Scorpion if you want it.[/QUOTE] Sure, pm me. I'll add it as a skingroup.
Do you still have the animation psa's?
[t]http://puu.sh/t0i2g/4e9742de13.jpeg[/t] [t]http://puu.sh/t0iOU/5fd2b988e9.jpeg[/t] Aaaand now it's posable, thank you Gazyi.
Looking great.
[t]http://i65.tinypic.com/2n9cpbd.png[/t] Progress on rebuilding the Black Ops 2 FNP-45.
UAZ-3151 (Call of Duty: Modern Warfare Remastered) [IMG]http://i.imgur.com/YPZnJcm.jpg[/IMG] [IMG]http://i.imgur.com/hRPch8Z.gif[/IMG] [IMG]http://i.imgur.com/bfDo40f.gif[/IMG]
I think I managed to pull off ok-ish subsurface scattering. Looks way better with the skin texture actually applied but then it's so subtle I couldn't show it off. [IMG]http://orig10.deviantart.net/b64a/f/2016/361/6/c/msss_by_blueflytrap998-dat4ms8.jpg[/IMG]
Here's 80's soviets and FCW Russian Army [IMG]https://pp.vk.me/c638016/v638016783/17a93/qAyjzJ8ZHvo.jpg[/IMG] [IMG]https://pp.vk.me/c638016/v638016484/178c1/CTYEM1ou5CU.jpg[/IMG]
Damn Ivan, you've really outdone yourself, these look awesome.
[t]https://my.mixtape.moe/uonhhv.png[/t] I don't have a whole lot of foliage that I like, so I'm working on some stuff from various Skyrim mods.
I will never say no to more foliage. God only knows we could use more.
[T]https://puu.sh/t6iEs/b7caf66a4c.png[/T] Wrafrmea
Hey guys! I'm trying to find a help for a model I have a long time ago, is Maisie Williams, (Arya - Game of Thrones) and I well, I just do the models, the parts of textures, well, is a big problem for me. if anyone can help me, or have a friend, tell me please. here a image with projected texture: [IMG]http://image.prntscr.com/image/9127ae83d0da43c0851f5aa05825046a.png[/IMG] [B]Edit:[/B] Nevermind, I make a experiment. [IMG]http://image.prntscr.com/image/a5a31ca432644ba68de7f132b127e440.png[/IMG]
I'm no modeler, but wouldn't you want to make her hair as a mesh with a separate texture instead of making it part of her head model?
Improved on the fake sub surface scattering. Looks way less shit now. Without mock sss. With mock sss. Isolated mock sss. [T]http://orig13.deviantart.net/8a08/f/2016/366/f/c/s2_by_blueflytrap998-datpmu1.jpg[/T][T]http://orig10.deviantart.net/e8c7/f/2016/366/6/6/s4_by_blueflytrap998-datpmui.jpg[/T][T]http://orig01.deviantart.net/22a3/f/2016/366/4/c/s3_by_blueflytrap998-datpmu9.jpg[/T]
[QUOTE=huntingrifle;51606675]I'm no modeler, but wouldn't you want to make her hair as a mesh with a separate texture instead of making it part of her head model?[/QUOTE] It looks like a UV issue instead of just a hair texture
[QUOTE=BlueFlytrap;51606750]subsurface mockup[/QUOTE] so, how did you do it? if not with that fancy mesh stuff, it might be useful for other faces
[QUOTE='Ninja Nub[NOR];51606856']so, how did you do it? if not with that fancy mesh stuff, it might be useful for other faces[/QUOTE] I have bad news for you then. It's uses the colored specular method so flexes are out. [QUOTE=BlueFlytrap;51606729]Well the ones on the doomguy one are deceptively simple; but only because I was running real tight on memory. There is a second face overtop masking the sss areas and tinted just above a near invisible blood red. I couldn't afford a second normalmap to invert the surface so instead I just flipped all the vertex normals without turning the faces. Obviously since the vertexnormals are just inverted it really doesn't light all too well. Doesn't light from the sides but rather the back and is largely dependent on lights without shadows. I set it extremely dim but it is still clearly visible in bright lights because despite my best efforts it's drawing on top of the visor. The lack of ambient occlusion on subsurface bits also doesn't help either. [IMG]http://orig04.deviantart.net/69ec/f/2016/366/5/2/s1_by_blueflytrap998-datpms2.jpg[/IMG] It's passable but just barely. I'm not all too happy with it but there really isn't anything I can do to fix it at the moment. The imp also has sss but I had room for additional normalmaps this time. And as with getting anything in source to sort of work that means abusing some bug no one really knows about. The bug in question is with phong highlights. For future reference I haven't been able to recreate this bug in garrysmod. So how this one works is on -Z normalmaps phong highlights become rings around the edge of a model. Much like just flipping the vertex normals it only lights from the back; but never center. Here's a double sided orb to show it. [IMG]http://orig00.deviantart.net/3ad6/f/2016/366/c/a/aaa_by_blueflytrap998-datpisd.jpg[/IMG] Why I'm specifically uses stuff that messes with the edge of the model is largely because of unreal 4 sss. I could not find any documentation on how id software set up theirs so I'm going with what I do know. Unreal 4 sss works as an alteration of depth of field and is much stronger on grazing angles rather than surface perpendicular to your view. So I'm trying to copy that. Sss also disables ambientocclusion wherever it draws to abide by the laws of physics. *previously shown images* Like the previous it still depends on the lights themselves and whether they permeate the model; although slightly less so as highlights do bleed around edges with this method. Plus it's not fighting with a visor so that helps.[/QUOTE]
damn. i wasn't sure that sss looked good. i had to try. hard to work with the noise outside. i made it tho. my firework. still fake tho. :wink: edit: transparency. only alphatested ofc, or the shadow f*cks up. [t]http://i.imgur.com/w9vd98n.jpg[/t] the shadow blocking works pretty good. seems stable. i just painted a lil to much lit thru on the nose. [t]http://i.imgur.com/bnqtAAt.jpg[/t] happy new year. everybody. :)
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