[QUOTE=Rozzy85;37609784]The vertices on the beveled edges are too close together. Either increase the distance (something greater than 0.05 inches) or alternatively smooth all the faces with the same smoothing group (won't always work if they're really close).[/QUOTE]
wow ok, so it's source fucking up, not 3ds max.
I made that part xboxhuge on the LOD 0 and kept the same LOD 1.
It fixed it. But now some other parts fucked up.
[img]http://s10.postimage.org/kivkylizd/fuku.jpg[/img]
How the hell am I supposed to fix this now?
Quick scans for the day, an updated version of the sugar skull grenades if anyone still wants to make it for NotLU2 and a Greaser Biker Cap for Scout.
[t]http://fc04.deviantart.net/fs70/f/2012/253/4/b/2forone_by_terrormokes-d5eb57i.jpg[/t]
I wouldn't worry too much about it, you're zooming way into a LOD that won't ever be seen that close in-game.
[QUOTE=ned_ballad;37610104]I wouldn't worry too much about it, you're zooming way into a LOD that won't ever be seen that close in-game.[/QUOTE]
Man, that reminds me of how the ambassador at LOD2 has faces completely missing too
so people on low model detail get to see those huge missing faces on their viewmodel :v:
[img]http://i.imgur.com/3y3bs.png[/img]
There, no patch. :v: Now can I get a little feedback otherwise since I"m too lazy to remake the below images? Just pretend the patch isn't there on the ones below.
[QUOTE=Gamemaster1379;37609950]So Danger asked me to rig his poncho a while ago. I've never done a rigging quite like this before, but I think I'm starting to get there.
***The texture is just a colored AO bake
[img]http://i.imgur.com/OwCcE.png[/img]
[img]http://i.imgur.com/OwCcE.png[/img]
[img]http://i.imgur.com/Onbxv.png[/img]
The rigging is still very basic so far, but I am just going for basic shape. I still have other bones being retained for fine tuning and smoothing out the movements to be more natural. There's still a lot of clipping, but nothing I don't think I can handle. Worst case scenario, I may have to upscale the mesh a little bit.
Otherwise, thoughts?[/QUOTE]
[QUOTE=Gamemaster1379;37610143][IMG]http://i.imgur.com/3y3bs.png[/IMG]
There, no patch. :v: Now can I get a little feedback otherwise since I"m too lazy to remake the below images? Just pretend the patch isn't there on the ones below.[/QUOTE]
Make the edges of the cape hard edges, so you dont get that weird shading :)
like this:
[img]http://puu.sh/13HDM/31fb2fe68c797d6f90c78c5096a9f060[/img]
Or, if you want smooth edges, you need to add more edgeloops to control the smoothing, like this:
[img]http://puu.sh/13HFa/9500ef9945a7407532d9db564d39a320[/img]
[QUOTE=ned_ballad;37610104]I wouldn't worry too much about it, you're zooming way into a LOD that won't ever be seen that close in-game.[/QUOTE]
Yeah I guess it doesn't matter too much since it's not a weapon.
Can't see the holes in model viewer when I put automatic lods.
[QUOTE=Sparkwire;37610164]Make the edges of the cape hard edges, so you dont get that weird shading :)[/QUOTE]
A normal map baked from a hipoly could work too (especially for the patch)
Nah the patch can just be textured in.
[QUOTE=MaxOfS2D;37610177]A normal map baked from a hipoly could work too (especially for the patch)[/QUOTE]
true, though the perf cost wouldnt be worth it for such a small edge, unless you also sculpted folds into it as well to make it worth the cost.
[img]http://puu.sh/13HDz[/img]
I need to fix some things, redo the handles, and then find someone to texture all the items and flex the beard.
[QUOTE=Sparkwire;37610029]That reminds me, i need someone who can make facial flexes for the creepy smile nugget and i made. Any takers?
these:
[img]http://puu.sh/13Hos/3680d7fb04430fb08f2026ae06b1dccb[/img][/QUOTE]
I was wondering what happened to that.
Please, someone, flex it. Flex it good
[QUOTE=Void Skull;37610010][img]http://dl.dropbox.com/u/586461/Models/spy-death_stare-concept.png[/img]
oh man i just spooked myself[/QUOTE]
Oh god seeing that reminded me of this
[img]http://www.webwombat.com.au/entertainment/movies/images/cabinfever.JPG[/img]
[QUOTE=Segab;37610069]wow ok, so it's source fucking up, not 3ds max.
I made that part xboxhuge on the LOD 0 and kept the same LOD 1.
It fixed it. But now some other parts fucked up.
[img]http://s10.postimage.org/kivkylizd/fuku.jpg[/img]
How the hell am I supposed to fix this now?[/QUOTE]
If you used the smoothing method and there are still issues then you'll have no option but to increase the distance of the vertices in the beveled edges until it no longer does it. I don't know the exact limit but it's something in the range of 0.05 to 0.08 inches. For future reference try not to use fine beveled edges on anything you intend to create LoD meshes for.
[QUOTE=Sparkwire;37610164]Make the edges of the cape hard edges, so you dont get that weird shading :)
like this:
[img]http://puu.sh/13HDM/31fb2fe68c797d6f90c78c5096a9f060[/img]
Or, if you want smooth edges, you need to add more edgeloops to control the smoothing, like this:
[img]http://puu.sh/13HFa/9500ef9945a7407532d9db564d39a320[/img][/QUOTE]
I appreciate the help, but sorry to say that I really don't know what much of that means. :< I've only ever done rigging, I'm shit when it comes to textures and meshwork. Jal said he'd help out, though, so I guess he can be my saving grace for the day. [img]http://www.facepunch.com/fp/ratings/heart.png[/img]
Uh, I had an idea for an Engineer Gunslinger replacement, though it's pretty damn stupid.
What about a robot hand that looks like it was salvalged from a bot in MvM? Except, you know, edited and probably charred/chipped/battle-damaged.
Guys what should I call this?
[IMG]http://puu.sh/13HIY[/IMG]
[QUOTE=xGUTSx;37610218]Oh god seeing that reminded me of this
[img]http://www.webwombat.com.au/entertainment/movies/images/cabinfever.JPG[/img][/QUOTE]
why isnt there a "Puke" Rating
[QUOTE=Jalcober;37610348]Guys what should I call this?
[IMG]http://puu.sh/13HIY[/IMG][/QUOTE]
"Practical Solution"
"9 out of 10 Texan Engineers agree that this fine piece'a engineering's a guaranteed fix for all sorts'a practical problems"
I dunno, pulled that out of my ass.
Alternatively, you could name it 'Engie-gun'
[QUOTE=Jalcober;37610348]Guys what should I call this?
[IMG]http://puu.sh/13HIY[/IMG][/QUOTE]
The Rough Rider? Hell if I know.
snip
Remember this whole choose-your-own adventure thing I've been doing? There was a silhouette. It's back now. It's on the workshop. It's paintable. It jiggles. It's for Halloween.
It's...
[b]The Cortex Command[/b]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=95207402][img]http://cloud-2.steampowered.com/ugc/921240396460806122/20568A919D6D957C4EA35D9F58B3BC15D532BAB4/[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=95207402][img]http://cloud.steampowered.com/ugc/921240396460801708/559225F22827BC204A44B3F469BB6B63A3863E87/[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=95207402][img]http://cloud.steampowered.com/ugc/921240396460800332/C9146B6B3752D7CD01438757A2D5B275DE3361AA/[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=95207402][t]http://cloud-2.steampowered.com/ugc/921240396460799171/22F2E80BE0500FB0DD804A929169BF6D0911E86C/[/t][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=95207402][t]http://cloud.steampowered.com/ugc/921240396460803228/26E9212D4EE8985C16EE45171F75DEFBEFC76B60/[/t][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=95207402][t]http://cloud.steampowered.com/ugc/921240396460809571/E1D1784669187123787A3A07314EA7B242D68EB7/[/t][/url]
[i]"I am a brain, Saxton. The rest of me is a mere appendix."[/i]
All images lead to the workshop. Vote it up, please and thank you.
- Void and Sparkwire
bravo
Thumbnail dem images, son
[QUOTE=MaxOfS2D;37609936]space-age style rifle more or less
It's a model I made a few months ago, decided to do a TF2 version
This is the original:
[IMG]http://25.media.tumblr.com/tumblr_m5dpjzQ64G1r42s8uo1_1280.png[/IMG][/QUOTE]
I think this could be done right with some work.
-With the gate bit on the end of the gun, use fewer rings, maybe like 3 or 4. Also make them bigger.
-Make the big round blueish bit closer to the handle, like up against the trigger guard. Also remove the bit on the top of the back of the gun behind the round thingy, and the blue loops in front of the round thingy.
-make the coils on the end of the gun elongated/fewer loops around it.
-make the wires a tad bit thicker.
-make the bit where the grey part of the gun goes over the blue round thingy a little less busy. the ring, line, and 6 littler holes around the ring are a bit busy.
-simplify the round part between the blue coils and the bits in front of the blue round thingy. With the smaller pipe, split in the bigger pipe, and the littler little bit below the round part, it's visually busy.
-you might also want to make the handle all one color, or remove the little indent above the part where the handle meets the rest of the gun. Either that, or remove the seam between the handle and the gun. It's a bit too visually busy there.
tl;dr: it's really busy as it is, remove a lot of the smaller details and also remove features in areas where there's too much going on.
ok
@Cortex Command (looove the reference btw)
Is it just me, or does that Mask look amazing from a distance but kinda lackluster upclose(within the range that a pyro would kill you). I realize most hat do this but it just seems kinda extreme because of the quality of the item.
[QUOTE=Eeshton;37610548]@Cortex Command (looove the reference btw)
Is it just me, or does that Mask look amazing from a distance but kinda lackluster upclose(within the range that a pyro would kill you). I realize most hat do this but it just seems kinda extreme because of the quality of the item.[/QUOTE]
I actually thought the opposite, that texture looks absolutely gorgeous from up close, great phongmask
And it's like, every time you'll see this up close it'll be from having died by one of those friggin' pyros :U
[QUOTE=Jalcober;37610348]Guys what should I call this?
[IMG]http://puu.sh/13HIY[/IMG][/QUOTE]
The Hole Puncher
i made a paintover for SNIPA:
[img]http://puu.sh/13Iv6/f9779f1a4daa86b0ec6a0e6fbf6758f9[/img]
(paintover is on the right, left is original)
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