[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=877054903"]The Rising Son[/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=877054903"][IMG]http://images.akamai.steamusercontent.com/ugc/88222597126550228/FBCEA74BBE8BCEC0E9ABC30E03905FCB00728FE8/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=877054903"][IMG]http://images.akamai.steamusercontent.com/ugc/88222597126557656/A5E6B01BA292E0D2753EE1E98593E1E762DBEDB0/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=877054903"]Vote for it now![/URL]
looks great! nice DreamWorks face on the poster :p
[QUOTE=Dusty-Pixels;51913853]-snippo-
[IMG]https://puu.sh/uutNn/5143957d35.png[/IMG]
An old weapon design of mine, which was meant to be for my [URL="https://puu.sh/tXWzJ/25cdd10596.png"]Monk Medic set[/URL]
Not too sure about it now, but I do love the work I did on the handle, so maybe I could reuse it.[/QUOTE]
Before I read the description on this I honestly thought that was a scope at first.
[IMG]http://i.imgur.com/sxvlYRw.jpg[/IMG]
WIP concept for a manmelter reskin based upon a vintage hair dryer. I actualy found a lot of interesting stuff... even a magnum revolver hair dryer (MURICA!!!)
I am open for criticism...
(also claimable-ish... well I would like to finish the drawing first)
So I just finished up preliminary modeling on the [URL="https://facepunch.com/showthread.php?t=1520026&p=51910237&viewfull=1#post51910237"]Vein Drain[/URL], any concerns on it before I clean up the mesh?
[t]https://i.gyazo.com/de1bcabcc4cc052629605d173d27729b.png[/t]
[t]https://i.gyazo.com/9cfb5cfb036d363870f6989225fc61ac.gif[/t]
I know the smoothing on the scalpel guard needs fixing, haven't applied the boolean on it yet.
[QUOTE=SageJFox;51918202]So I just finished up preliminary modeling on the [URL="https://facepunch.com/showthread.php?t=1520026&p=51910237&viewfull=1#post51910237"]Vein Drain[/URL], any concerns on it before I clean up the mesh?
[t]https://i.gyazo.com/de1bcabcc4cc052629605d173d27729b.png[/t]
[t]https://i.gyazo.com/9cfb5cfb036d363870f6989225fc61ac.gif[/t]
I know the smoothing on the scalpel guard needs fixing, haven't applied the boolean on it yet.[/QUOTE]
Looks fucking awesome, great job dude
I made a taunt concept!
[t]http://puu.sh/uvG7l/3d4a0699df.png[/t]
the word "taunt" has really lost its meaning
[QUOTE=austin0331;51918678]the word "taunt" has really lost its meaning[/QUOTE]
Dont worry soon you will see rylly good all class taunt ^^
I've been working on the Of-Fence for a short time now, what do you guys think?
[IMG]http://i.imgur.com/ng0IzMY.png[/IMG]
Note: Unfortunately, I don't think I'll get very far in regards to making the blade look like corrugated tin, but I'll see what I can do once all of the basic details are finished.
[QUOTE='[Square];51913868']Here are some weps.
[IMG]https://puu.sh/uucie/4b08925988.jpg[/IMG][/QUOTE]
is there actually any real rocket launchers with a barrel shroud or is it just a bit of detail you put? Doesn't seem like it would be very useful to me.
or maybe soldier put it on there himself because it looks nice
[QUOTE=chandlerj333;51919374]is there actually any real rocket launchers with a barrel shroud or is it just a bit of detail you put? Doesn't seem like it would be very useful to me.
or maybe soldier put it on there himself because it looks nice[/QUOTE]
Not as far as i'm aware, its purely there because I thought it looked cool.
[QUOTE=SageJFox;51918202]So I just finished up preliminary modeling on the [URL="https://facepunch.com/showthread.php?t=1520026&p=51910237&viewfull=1#post51910237"]Vein Drain[/URL], any concerns on it before I clean up the mesh?
[t]https://i.gyazo.com/de1bcabcc4cc052629605d173d27729b.png[/t]
[t]https://i.gyazo.com/9cfb5cfb036d363870f6989225fc61ac.gif[/t]
I know the smoothing on the scalpel guard needs fixing, haven't applied the boolean on it yet.[/QUOTE]
-snip-
Nevermind I see where the boolean goes now.
[editline]6th March 2017[/editline]
[QUOTE=CMS2000;51919242]I've been working on the Of-Fence for a short time now, what do you guys think?
[IMG]http://i.imgur.com/ng0IzMY.png[/IMG]
Note: Unfortunately, I don't think I'll get very far in regards to making the blade look like corrugated tin, but I'll see what I can do once all of the basic details are finished.[/QUOTE]
Weapons can be alot higher poly then what you have now, most guns in TF2 are around 3,000 to 6,000 triangles, so you might want to up the poly count on it. Also, add some edge splits to the high angled edges.
[QUOTE=Pixenal;51920041]
Weapons can be alot higher poly then what you have now, most guns in TF2 are around 3,000 to 6,000 triangles, so you might want to up the poly count on it. Also, add some edge splits to the high angled edges.[/QUOTE]
[IMG]http://imgur.com/GLGjrng.png[/IMG]
Is this any better? I've been working on it since that last screenshot.
[QUOTE=CMS2000;51920081][IMG]http://imgur.com/GLGjrng.png[/IMG]
Is this any better? I've been working on it since that last screenshot.[/QUOTE]
It's coming along quite nicely!
Just my opinion, but it'd be nice if you could make some of those nicks angular, rather than rounded.
Typical knife blade damage tends to be more jagged, like so:
[IMG]http://www.cliffstamp.com/knives/images/cheap_blade_notched.jpg[/IMG]
Also, try to build in some of the damage into the handle as well, because at the moment it looks rather pristine.
[QUOTE=snookypookums;51920087]
Just my opinion, but it'd be nice if you could make some of those nicks angular, rather than rounded.
Typical knife blade damage tends to be more jagged.
Also, try to build in some of the damage into the handle as well, because at the moment it looks rather pristine.[/QUOTE]
Turns out the rounded nicks were causing some serious lighting/smoothing errors, so unfortunately I've scrapped them, which is unfortunate, because I loved how cartoony they looked.
[IMG]http://i.imgur.com/ot2idpr.png[/IMG]
This is what I've got so far, how do you suggest I add wear to the handle, though?
[QUOTE=CMS2000;51920323]Turns out the rounded nicks were causing some serious lighting/smoothing errors, so unfortunately I've scrapped them, which is unfortunate, because I loved how cartoony they looked.
[IMG]http://i.imgur.com/ot2idpr.png[/IMG]
This is what I've got so far, how do you suggest I add wear to the handle, though?[/QUOTE]
Some of it could actually be accomplished by some excellent texturing, but from a modelling perspective, the one thing that stands out for me right now is that the profile of the handle seems to lack character when it comes to the blade (which is all nice and notchied up).
You could make the mid section of the handle (where you grip the knife) slightly uneven around the contour to show normal wear (which you could then accentuate via texturing to lighten up the worn bits to show paint being worn off). Just options, but there's a fair bit of reference available online to show the kind of damage you could model in that can add some character to the knife. Here's an example below:
[t]http://previews.123rf.com/images/bogdandreava/bogdandreava1501/bogdandreava150100093/36052691-Old-damaged-knife-with-wooden-handle-over-white-background-top-view-Stock-Photo.jpg[/t]
Another option could include tape wrapped around the handle (ostensibly to improve grip, but also a bodge to keep the knife functional).
[img]http://i.imgur.com/nLJBkHD.png[/img]
[img]http://i.imgur.com/embaPec.png[/img]
I made another concept, this time it's for an TF2 styled hout automatic rifle.
It's up for grabs to whoever wants to make it.
[QUOTE=snookypookums;51920348]Some of it could actually be accomplished by some excellent texturing, but from a modelling perspective, the one thing that stands out for me right now is that the profile of the handle seems to lack character when it comes to the blade (which is all nice and notchied up).
You could make the mid section of the handle (where you grip the knife) slightly uneven around the contour to show normal wear (which you could then accentuate via texturing to lighten up the worn bits to show paint being worn off).
Another option could include tape wrapped around the handle (ostensibly to improve grip, but also a bodge to keep the knife functional).[/QUOTE]
I've made slight edits to the handle to make it more uneven and improvised-looking. I don't trust myself to add scratches or tape on the handle, though, so I (or someone else) might have to do a top-notch job of texturing for that.
Maybe I could texture on a gnarly split in the wood through one of the nails (Like in your image) and have a modelled band-aid over it?
[QUOTE=CMS2000;51920323]Turns out the rounded nicks were causing some serious lighting/smoothing errors, so unfortunately I've scrapped them, which is unfortunate, because I loved how cartoony they looked.
[IMG]http://i.imgur.com/ot2idpr.png[/IMG]
This is what I've got so far, how do you suggest I add wear to the handle, though?[/QUOTE]
You could still keep the curved indents, just add some more cuts along the blade to reduce the amount of triangles that were causing the weird shading.
Heres an example of what I mean:
[IMG]https://puu.sh/uwp30.png[/IMG]
[QUOTE=Pixenal;51920477]You could still keep the curved indents, just add some more cuts along the blade to reduce the amount of triangles that were causing the weird shading.
Heres an example of what I mean:
[IMG]https://puu.sh/uwp30.png[/IMG][/QUOTE]
That's what I though, and I tried to correct it, it just didn't make it look any better is all. Thanks for your help, though!
Have you split the edges of the indent? (Made them sharp)
[QUOTE=Pixenal;51920477][IMG]https://puu.sh/uwp30.png[/IMG][/QUOTE]
FYI, You'll want to avoid using tri's unless you abosultly need them. Best to [U]always[/U] use Quads.
[QUOTE=CMS2000;51920456]I've made slight edits to the handle to make it more uneven and improvised-looking. I don't trust myself to add scratches or tape on the handle, though, so I (or someone else) might have to do a top-notch job of texturing for that.
Maybe I could texture on a gnarly split in the wood through one of the nails (Like in your image) and have a modelled band-aid over it?[/QUOTE]
That's good, but don't be afraid to model things, they're not going to bite you! :v:
If anything, modeling something that's difficult forces you to sharpen your topology skills and planning. Give it a shot and see for yourself, considering you're still early in the process!
Trust me on this - don't tunnel vision your creativity with the idea that you need to do the bare minimum that your skill allows. You're going to spend a lot of time doing seemingly useless stuff that goes nowhere, but it all will help you build your skills. Whether it be spending hours trying to skin a misc item or getting the normals to look just right for a hat, it's all great practise.
For details that require a certain degree of depth, try not to rely 100% on just mapping (whether it be diffuse or normal). There needs to be some physicality to that depth, so you [I]will[/I] need to model in some basis for those holes and cracks you create. Once that's done, you can tastefully use normals and a good diffuse map to accentuate that design.
[QUOTE=Sims_doc;51920827]FYI, You'll want to avoid using tri's unless you abosultly need them. Best to [U]always[/U] use Quads.[/QUOTE]
Quads are only really necessary if your model is being deformed by animation, subdivided or both. On a static surface it doesn't really matter too much. So in this case its probably best to use tris to keep the overall poly count down.
[IMG]http://imgur.com/ew5RaDC.png[/IMG]
I made an idea of a single-shot soldier secondary. Either shooting a strong many pelleted shotgun shell, or a tiny, anemic rocket to give solly a (shitty) explosive secondary.
Name ideas: "Thunderbuss" if a shotgun or "Mini Rocket Tube" or "Pocket Rocket" if a rocket-firing secondary.
Up to be claimed [sp]if its not too shitty[/sp]
[QUOTE=SediSocks;51921097]Quads are only really necessary if your model is being deformed by animation, subdivided or both. On a static surface it doesn't really matter too much. So in this case its probably best to use tris to keep the overall poly count down.[/QUOTE]
Yup, and Source is going to triangulate everything anyway. For objects with hard surfaces, smoothing groups are what matters when it comes to stopping lighting issues.
In 3ds max, it's called just that, "smoothing groups." In XSI, you have to disconnect the surfaces. in Blender, I think you have to "mark hard edges" (but someone who actually uses Blender can correct me since I don't).
For the knife, you'd probably want a smoothing group along the lower bevel of the blade. As long as the insides of each cut is in its own smoothing group (or disconnected, whatever), you shouldn't get lighting/shading issues.
[QUOTE=Sheer Visor;51921372][IMG]http://imgur.com/ew5RaDC.png[/IMG][/QUOTE]
I'd advise against using pixel art for concept art (at least for TF2). You lose so much detail that the modeller and texturer may need. I think the idea is cool, though.
[QUOTE=YeWelshTabby;51921425]I'd advise against using pixel art for concept art (at least for TF2). You lose so much detail that the modeller and texturer may need. I think the idea is cool, though.[/QUOTE]
Good point. Might revise in the future (when i have more time)
[QUOTE=blueNES;51918519]I made a taunt concept!
[t]http://puu.sh/uvG7l/3d4a0699df.png[/t][/QUOTE]
[IMG]http://puu.sh/uwYpU/f74a5a7b2c.png[/IMG]
It's a melee weapon
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