Speaking of Demo & green, here's a thing I started working on as a bottle reskin.
[IMG]https://puu.sh/s50hN/a906b61011.png[/IMG]
The only reason why I wanted to do this was so I could call it the [I]Brut Force[/I].
Thank you and goodnight.
-fine-
Nah, that's ok. You can stop. ;)
I like it blue but the green tint gives it the effect of being coated in patina.
Why are you using that sharpen filter? It really doesn't add anything
Makes my draws less blury (even if I do erase the edge, there is still some blur)
[QUOTE=Radaghast;51302429]Makes my draws less blury (even if I do erase the edge, there is still some blur)[/QUOTE]
Just use sharper/smaller brushes. Or put your drawing on a different layer. You're adding unnecessary artifacts to the reference image
[QUOTE=Punchy;51302569]Just use sharper/smaller brushes. Or put your drawing on a different layer. You're adding unnecessary artifacts to the reference image[/QUOTE]
Edited it.
I feel like these beanies won't fit with any load outs and people are just doing them because valve seems to like them.
He does have a point, the base itself seems kind of out of focus. In that case, you should use an actual ref and not a painting
[QUOTE=ikes;51294087][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=791800640"]The Deadbeat's Duds[/URL]
[T]http://images.akamai.steamusercontent.com/ugc/365183186955782129/FE71462D8C4D6F1990962F3215D76DB63E3D1EF6/[/T]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=791800640"]Vote! For the item, not for president![/URL][/QUOTE]
Posting by Tabby's request. Can you improve the rigging on this? The first 3 poses show rigging errors.
[T]http://i.imgur.com/bbjJzlO.png[/T][T]http://i.imgur.com/IE8DWhX.png[/T]
Still working on improving my texturing skills. (all painted in GIMP) Probably looks shit compared to everyone else's, though.
Leave your opacity on a 100% and adjust your flow instead.
Create big broad strokes, refrain from multiple tiny strokes which quickly make your textures fuzzy.
Quickly in a nutshell, your work is on the right path but needs refinement.
The best thing you can do is open up a valve made texture and try recreating that, taking close attention to how their brushwork is done.
[QUOTE=Frying Dutchman;51303900]Leave your opacity on a 100% and adjust your flow instead.
Create big broad strokes, refrain from multiple tiny strokes which quickly make your textures fuzzy.
Quickly in a nutshell, your work is on the right path but needs refinement.
The best thing you can do is open up a valve made texture and try recreating that, taking close attention to how their brushwork is done.[/QUOTE]
In addition to that, study the work of your peers rather than compare yourself negatively to them. See an item you like the look of in-game? Whether it's Valve- or community-made, take a look at how things are done their way to adopt your own techniques. At this point, the item catalog is a vast melting pot with lots of types of techniques to study.
[QUOTE=Doctor_Lazlo;51303869][T]http://i.imgur.com/bbjJzlO.png[/T][T]http://i.imgur.com/IE8DWhX.png[/T]
Still working on improving my texturing skills. Probably looks shit compared to everyone else's, though.[/QUOTE]
i will recommend you never paint over a black or white background, you should always paint over grays, its give you a better view on midtones, also i would recommend you to put your brushes with opacity at 80% and flow at 20% i always use them like that and start with big strokes, not small ones, i also will tell you to find all possible references of what you are aiming for, that way you will train your eye in knowing what is wrong and what is not. luck
[QUOTE=Frying Dutchman;51303900]Leave your opacity on a 100% and adjust your flow instead.
Create big broad strokes, refrain from multiple tiny strokes which quickly make your textures fuzzy.
Quickly in a nutshell, your work is on the right path but needs refinement.
The best thing you can do is open up a valve made texture and try recreating that, taking close attention to how their brushwork is done.[/QUOTE]
These tips are real good, helped me a lot in the past. I would personally add to disable pen pressure for brush size dynamics/opacity for metal textures. makes stuff more square and tighter
For cloth I keep it enabled, wood can be done with either
[QUOTE=JZeeba;51303673]Posting by Tabby's request. Can you improve the rigging on this? The first 3 poses show rigging errors.[/QUOTE]
I can try, but every time I try to make scout pants I always get the same little chunks popping through, and I can never find a way to fix them
if it's any help, the only poses it noticeably clips in are extreme ones like the carlton (which is already massively over-animated), in just about any of his default poses (running/standing/crouching with any weapon) the clipping is either virtually unnoticeable, or outright nonexistent
[QUOTE=ikes;51304072]I can try, but every time I try to make scout pants I always get the same little chunks popping through, and I can never find a way to fix them
if it's any help, the only poses it noticeably clips in are extreme ones like the carlton (which is already massively over-animated), in just about any of his default poses (running/standing/crouching with any weapon) the clipping is either virtually unnoticeable, or outright nonexistent[/QUOTE]
Care to show it in some of those default animations then? None of your HLMV pictures actually show a non-taunt animation.
And if you copy over the original mesh, keeping the triangulation the same, there shouldn't be any errors. If there are rigging issues, take the time to adjust the topology in those spots to match the original mesh.
[T]http://puu.sh/s5Chs/2d75d6334f.png[/T][T]http://puu.sh/s5CkX/eb00cb5cbd.png[/T]
no fuckin clue how to fix these, I've wracked my brain for hours attempting different methods but everything I try makes it worse
[T]http://puu.sh/s5Con/7816c34396.png[/T]
also HLMV is weird, sometimes clipping happens at lower FOVs, and a lot of the images I put in HLMV previews are at 15 FOV since it looks nicer and shows more of the item
this is almost as difficult to work with as his armpits
I've tried adjusting the topology to match virtually 1:1 with the underlying mesh, and it's barely a hair away from the underlying mesh. the weights are all identical and I can know that for certain since I've never touched the weights above the knees, and it's copied 1:1 from the scout's pants
[QUOTE=ikes;51304143][T]http://puu.sh/s5Chs/2d75d6334f.png[/T][T]http://puu.sh/s5CkX/eb00cb5cbd.png[/T]
no fuckin clue how to fix these, I've wracked my brain for hours attempting different methods but everything I try makes it worse
[T]http://puu.sh/s5Con/7816c34396.png[/T]
also HLMV is weird, sometimes clipping happens at lower FOVs, and a lot of the images I put in HLMV previews are at 15 FOV since it looks nicer and shows more of the item
this is almost as difficult to work with as his armpits
I've tried adjusting the topology to match virtually 1:1 with the underlying mesh, and it's barely a hair away from the underlying mesh. the weights are all identical and I can know that for certain since I've never touched the weights above the knees, and it's copied 1:1 from the scout's pants[/QUOTE]
Looks like some thigh vertices being stretched towards the groin, you could try messing with bone distribution of the verts so some of the groin gets affected by the leg (I haven't modelled in a long while so not sure how to word this)
[QUOTE=Punchy;51304211]Looks like some thigh vertices being stretched towards the groin, you could try messing with bone distribution of the verts so some of the groin gets affected by the leg (I haven't modelled in a long while so not sure how to word this)[/QUOTE]
i tried a good handful of stuff, but the problem is that like
if i move the vertices in-pose with his leg forwards, worse clipping will happen when he bends his leg the other way
when I tried to cover up the clipping in-pose with his lex extended forwards, when i bent his leg backwards the clipping in the crotch was worse than before, and then when I tried to fix the problem in that pose, the issue reverted back to fucked up clipping when the leg was forwards
Hlmv clipping at low fov's is usually caused by certain verts being super close to ref mesh, maybe just move the crotch verts slightly more foward
[QUOTE=Colteh;51304223]Hlmv clipping at low fov's is usually caused by certain verts being super close to ref mesh, maybe just move the crotch verts slightly more foward[/QUOTE]
tried that too, it made the clipping in-game even worse
[editline]3rd November 2016[/editline]
if someone wants to take a look at them in blender, I could use the help a lot in this case
It really doesn't sound like you tried long enough tbh, I've never had rigging issues in that area and there's the breakneck baggies that don't seem to suffer from it either
Decompile and study them before you shift the work off to someone else
[QUOTE=Bapaul;51304271]It really doesn't sound like you tried long enough tbh, I've never had rigging issues in that area and there's the breakneck baggies that don't seem to suffer from it either
Decompile and study them before you shift the work off to someone else[/QUOTE]
it actually might be helpful if someone who knows the issue can fix it and show me for future reference how to fix the issue
I'm going to be recreating the makoto scout pants very soon, so the help would go a long way even in the near future.
[QUOTE=ikes;51304367]it actually might be helpful if someone who knows the issue can fix it and show me for future reference how to fix the issue
I'm going to be recreating the makoto scout pants very soon, so the help would go a long way even in the near future.[/QUOTE]
Decompile the breakneck baggies. Then you have the model that shows you how they fixed the issue. Just like Bapaul suggested.
[QUOTE=ikes;51304143][T]http://puu.sh/s5Chs/2d75d6334f.png[/T][T]http://puu.sh/s5CkX/eb00cb5cbd.png[/T]
no fuckin clue how to fix these, I've wracked my brain for hours attempting different methods but everything I try makes it worse
[T]http://puu.sh/s5Con/7816c34396.png[/T]
also HLMV is weird, sometimes clipping happens at lower FOVs, and a lot of the images I put in HLMV previews are at 15 FOV since it looks nicer and shows more of the item
this is almost as difficult to work with as his armpits
I've tried adjusting the topology to match virtually 1:1 with the underlying mesh, and it's barely a hair away from the underlying mesh. the weights are all identical and I can know that for certain since I've never touched the weights above the knees, and it's copied 1:1 from the scout's pants[/QUOTE]
expand dong
[IMG]http://i.imgur.com/6W0WGPK.jpg?1[/IMG]
Hello people, sorry if I interrupt you with anything important.
I'm new to this kind of thing, I'm not into modelling but I made a concept for an item.
Which is based on a character from [B]Mother Russia Bleeds[/B].
[IMG]http://puu.sh/s5jts/b772736b15.jpg[/IMG] If you see something that can be improved, just tell me.
needs more red on his arms
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