• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
So far it just looks like a bunch of primitives stacked together with the main piece made out of booleans, which is something you're not supposed to use like, ever if you plan to put it in any game.
[QUOTE=skeligandrew;37748862][img]http://puu.sh/17eCX[/img] first model how do i fix the squiggly wigglys[/QUOTE] Just apply the un-squiggly wiggly modifier in Max.
Stopped working on the turret for now to make a taser for someone. [img]http://img152.imageshack.us/img152/9207/ss20120922at013449.jpg[/img]
[QUOTE=- Livewire -;37754328]Stopped working on the turret for now to make a taser for someone. [img]http://img152.imageshack.us/img152/9207/ss20120922at013449.jpg[/img][/QUOTE] there's a little bit of pinching in some places(on that curve opposite to the trigger; and on the top curve of the back of the grip) but it shouldn't show up on the normal map, depending on the resolution you plan on using. Looks great otherwise!
Set phaser to stun!
[QUOTE=- Livewire -;37754328]Stopped working on the turret for now to make a taser for someone. [img]http://img152.imageshack.us/img152/9207/ss20120922at013449.jpg[/img][/QUOTE] How exactly did you make the grip detail? Is there some secret modifier yet unkown to me simplyfying the process of making repeating small patterns or something?
[QUOTE=FlyingAlien;37758430]How exactly did you make the grip detail? Is there some secret modifier yet unkown to me simplyfying the process of making repeating small patterns or something?[/QUOTE] I make one of those small holes then copy it across depending how thick I need it, same for height, I then gave it a border and cleaned up the edges, all floating geo.
rerendered a bunch of stuff and updated portfolio [url]http://www.juniez.co.cc/[/url] yay also gives some people antivirus warnings no idea why
[img]http://i.imgur.com/qQczo.png[/img] How the hell do I uvw unwrap, anyone want to do it for me lol
[QUOTE=skeligandrew;37766136][img]http://i.imgur.com/qQczo.png[/img] How the hell do I uvw unwrap, anyone want to do it for me lol[/QUOTE] Honestly bro I would spend more time modeling before you try to put something in the game. It takes a very long time to get good at modeling so a first time model won't pass well.
[QUOTE=skeligandrew;37766136][img]http://i.imgur.com/qQczo.png[/img] How the hell do I uvw unwrap, anyone want to do it for me lol[/QUOTE] If you're willing to save it in a .OBJ format, I can probably help with unwrapping it in Blender.
He should try it himself, I think he was joking.
[QUOTE=skeligandrew;37766136][img]http://i.imgur.com/qQczo.png[/img] How the hell do I uvw unwrap, anyone want to do it for me lol[/QUOTE] you should have probably started with a simple cube or something simple, just to get the basic workflow (modeling, UVing, etc...).
Also, put your viewport to a normal perspective view, not orthographic (which makes angles look incorrectly).
[QUOTE=Red Katana;37769162]Also, put your viewport to a normal perspective view, not orthographic (which makes angles look incorrectly).[/QUOTE] Orthographic projection or view or whatever... is good for technical objects. You can spot any misalignments easier. TRUST MEH'!
[QUOTE=Romka;37770184]Orthographic projection or view or whatever... is good for technical objects. You can spot any misalignments easier. TRUST MEH'![/QUOTE] From the front, top and side views maybe. All it does for me otherwise is make distances impossible to determine. [editline]23rd September 2012[/editline] [QUOTE=skeligandrew;37766136][img]http://i.imgur.com/qQczo.png[/img] How the hell do I uvw unwrap, anyone want to do it for me lol[/QUOTE] [URL="http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/uv-unwrapping-a-hard-surface-object-in-3ds-max/"]Here's a nifty tutorial.[/URL] Don't give up! Even though your model looks somewhat complicated for a first try there's no better way to learn other than to just go at it.
[QUOTE=Quinnjdq;37766277]Honestly bro I would spend more time modeling before you try to put something in the game. It takes a very long time to get good at modeling so a first time model won't pass well.[/QUOTE] The sooner you get the workflow figured out the better I think. You have all the time in the world to learn to model, but why not learn to model AND put it in the game at the same time? You improve in both at the same time.
What's everyone using for gun references these days? That really awesome website where it had tons and tons of weapons with attachments has gone.
[QUOTE=- Livewire -;37771790]What's everyone using for gun references these days? That really awesome website where it had tons and tons of weapons with attachments has gone.[/QUOTE] [url]http://pimpmygun.doctornoob.com/[/url]
[QUOTE=- Livewire -;37771790]What's everyone using for gun references these days? That really awesome website where it had tons and tons of weapons with attachments has gone.[/QUOTE] [url]http://wiki.polycount.com/CategoryReferenceProp[/url] And all the content from the website you're referring to: [url]http://deicidenbf.thanez.net/[/url]
[img]http://i.imgur.com/jEDTf.jpg[/img] Any tips on texturing?
Your proportions are very off. Shitty picture but it's to scale: [img_Thumb]http://i387.photobucket.com/albums/oo318/silent_wolf66/HorribleM202A1PS.jpg[/img_Thumb] It's too fat and short, the grip and scope are tiny.
[QUOTE=FloaterTWO;37772873]Your proportions are very off. Shitty picture but it's to scale: [img_Thumb]http://i387.photobucket.com/albums/oo318/silent_wolf66/HorribleM202A1PS.jpg[/img_Thumb] It's too fat and short, the grip and scope are tiny.[/QUOTE] I don't think that picture is to scale, it's a home made replica IIRC, there isn't much info on the m202 to go by except that it is 883mm fully extended, mine is about that in units??
[img] http://www.armyrecognition.com/Amerique_du_nord/Etats_Unis/Armes/M202A2_multi-short_portable_flame_Weapon/M202A2_multi-short_portable_flame_Weapon.jpg[/img] He's right. Your model is a little too short in length and stubby. The grip should be a tad bit bigger and the same goes for the scope.
[QUOTE=skeligandrew;37773061]I don't think that picture is to scale, it's a home made replica IIRC, there isn't much info on the m202 to go by except that it is 883mm fully extended, mine is about that in units??[/QUOTE] 1 3dsmax unit doesn't nessecarily equal 1mm, and even if that is right the width/height/everything isn't. You can pretty plainly see yours is way out of proportion just by looking at any picture of the M202, replica or not.
[QUOTE=skeligandrew;37772825][t]http://i.imgur.com/jEDTf.jpg[/t] Any tips on texturing?[/QUOTE] here's are 2 good ones for metal textures: [url]http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/[/url] and [url]http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html[/url] this article is a little bit more technical: [url]http://www.manufato.com/?p=902[/url]
[QUOTE=- Livewire -;37771790]What's everyone using for gun references these days? That really awesome website where it had tons and tons of weapons with attachments has gone.[/QUOTE] [url]http://www.imfdb.org/wiki/Main_Page[/url] The pages of the various weapontypes almost all have sidepictures for reference modelling or looking for unique sillhouettes // or just this [url]http://www.imfdb.org/wiki/Category:Gun_Image[/url] .
Testbake turned out kind of shit but absolutely horrible Max performance and Photoshop crashes has frustrated me to the point where I'd rather go to bed than improve it right now. [img]http://puu.sh/182rI[/img]
That's pretty. You're pretty.
Woke up, drank a pot of coffee, cursed Max '12, configured '09 to my liking, re-uvd, re-baked, cleaned. [img]http://puu.sh/18b8T[/img] Finally moving onto the texture stage.
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