[QUOTE=Rusty100;37031316]yeah definitely
[editline]1st August 2012[/editline]
considering this looks really good, do you have any tips for meEeeeeEE texture wise
[t]https://dl.dropbox.com/u/1482927/berettaafter%20SMOOTH.jpg[/t]
[t]https://dl.dropbox.com/u/1482927/tmpafter.jpg[/t][/QUOTE]
That's how my model would look with just a diffuse to be honest.. make the specular stronger :v
I have no idea how dirt builds up, I usually just mess around till I get something nice lol
OOH OKAY LOL
[img]https://dl.dropbox.com/u/1482927/KERPEW.jpg[/img]
i rly dont get how u have ur specular so high but blend in so well
[QUOTE=Rusty100;37033157]OOH OKAY LOL
[img]https://dl.dropbox.com/u/1482927/KERPEW.jpg[/img]
i rly dont get how u have ur specular so high but blend in so well[/QUOTE]
I think he has some sort of cube map reflections, it seems you only have specular highlights.
i can do the cube map in source but idk how the fucke to do it in marmosex
[QUOTE=Rusty100;37033227]i can do the cube map in source but idk how the fucke to do it in marmosex[/QUOTE]
But, marmoset has cube map reflections.
i said i dont know how to do it not that it cant be done
[QUOTE=Acezorz;37032279]it's amazing how much difference turning off quadratic texture filtering makes, always wondered why my textures were blurring so much in maya.
been working on my reel, added some improvements on my guitar.
before:
[img]https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc7/467741_10151454379090177_924822130_o.jpg[/img]
after:
[img]https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/334238_10151983627720177_634319449_o.jpg[/img][/QUOTE]
That looks bloody awesome!!
Also, I want that guitar.
been modeling for about 15 hours straight, only stopping for food or when my hands cramp so bad i can't work.
crunches arent fun send some sympathy or empathy my way
what is ur p o box so i can mail u some sympathy
its C:\Users\DOGGY\POBox thanks i look forward to receiving it
Dumping some details...
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-Wireoverlay.jpg[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-SSS-stomach-area.png[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-SSS-shoulder.png[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-SSS-handoutside.png[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-SSS-handinside.png[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-SSS-feet.png[/IMG]
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-SSS.png[/IMG]
you really should make all the hard edges the same softness/hardness. something that gets talked about a lot on polycount and shit is that it looks a lot more professional if it's clear the person has great control over their edge hardness. right now yours reads as done really sloppily.
Well, the mesh isn't really what is gonna be in focus.
So yeah, the edges are quite sloppy.
If I wanted to really do a good job with the mesh, I would have spent more time optimizing it and caring for it.
Also, the next step is collapsing the meshsmooth modifier, and removing non needed edges before I'm gonna throw it into mudbox and add muscles.
[QUOTE=Rusty100;37033580]i said i dont know how to do it not that it cant be done[/QUOTE]
Just check the "Use specularity" checkbox in the material or something, then mess around with the spec sliders.
[QUOTE=nVidia;37035461]Just check the "Use specularity" checkbox in the material or something, then mess around with the spec sliders.[/QUOTE]
yeah that's what i have on, that's just phong isn't it
[QUOTE=Rusty100;37035543]yeah that's what i have on, that's just phong isn't it[/QUOTE]
No, it has cubemaps. Try changing your environment to something more interesting.
[QUOTE=Saccn;37036520][img]http://img576.imageshack.us/img576/7084/colt2r.png[/img]
[img_thumb]http://img717.imageshack.us/img717/2160/colt2un.png[/img_thumb][/QUOTE]
I think the bullets look a bit plastic. But it's a tiny detail, great looking gun there.
[QUOTE=Saccn;37036520][img]http://img576.imageshack.us/img576/7084/colt2r.png[/img]
[img_thumb]http://img717.imageshack.us/img717/2160/colt2un.png[/img_thumb][/QUOTE]
Reduce the saturation on the bullets and they will look fine.
Nice 1911!
Better or worse?
[img]http://img405.imageshack.us/img405/2082/boolet.png[/img]
I made a Microphone for an SFM project I want to do:
[IMG]http://4stor.com/images/dp4a.png[/IMG]
Now I just have to get past getting it compiled... :v:
[QUOTE=dookster;37040455]I made a Microphone for an SFM project I want to do:
[IMG]http://4stor.com/images/dp4a.png[/IMG]
Now I just have to get past getting it compiled... :v:[/QUOTE]
That reminds me, I need to re-UV and retexture mine :v:
[QUOTE=Saccn;37040128]Better or worse?
[img]http://img405.imageshack.us/img405/2082/boolet.png[/img][/QUOTE]
Loads better :)
[img]http://i.imgur.com/Rh6sw.jpg[/img]
Getting Back into Modelling full swing again as i have left the studio i was in.
[QUOTE=noforgivin;37053815][IMG]http://i.imgur.com/Rh6sw.jpg[/IMG]
Getting Back into Modelling full swing again as i have left the studio i was in.[/QUOTE]
The top bit looks like it's permanently attached to the body of the grenade, as opposed to being screwable. I'm not a modeller, and I usually only lurk here, just criticizing from a visual standpoint. I've got a grenade, I'll take a few pictures to show my point.
[editline]2nd August 2012[/editline]
[IMG]https://dl.dropbox.com/u/17239680/Facepunch/Artustic/Grenade1.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/17239680/Facepunch/Artustic/Grenade2.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/17239680/Facepunch/Artustic/Grenade3.jpg[/IMG]
Notice how the top screws in, as opposed to it being immovable/fused to the grenade itself.
I didn't know that!! Thanks
[QUOTE=noforgivin;37053815][img]http://i.imgur.com/Rh6sw.jpg[/img]
Getting Back into Modelling full swing again as i have left the studio i was in.[/QUOTE]
Looks pretty bland. Add some scratches and gouges and rust to the texture, and add a normal map and specular map and what not.
Hmph, it has a spec map only atm, i'll rough it up and make some new extra maps, thanks!
[QUOTE=dookster;37040455]I made a Microphone for an SFM project I want to do:
[IMG]http://4stor.com/images/dp4a.png[/IMG]
Now I just have to get past getting it compiled... :v:[/QUOTE]
Use [url=http://www.chaosincarnate.net/cannonfodder/cftools.php?program=studiocompiler]this[/url]. Trust me, it will make your life so very much easier. Since it's a simple model, you can even have it generate the QC for you. Just plop the SMD in and define a few variables (such as the model name and path, as well as the material path), and it'll compile.
[editline]2nd August 2012[/editline]
[QUOTE=noforgivin;37054952]Hmph, it has a spec map only atm, i'll rough it up and make some new extra maps, thanks![/QUOTE]
Might want to play with the specular map as well, then. The photos SonofBrim posted are a great reference for how the texture and specular would ideally look.
I will be re-doing those too ! :D
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