[QUOTE=jjsullivan;27253983]The creator did tell me to use optimized geometry, but I really didn't focus on it that much(Not as in everything can't be decimated easily, I just didn't focus on a low polycount).
For texture/bump detail I was thinking of converting it all to triangles and importing it into sculptris or something to that effect.[/QUOTE]
Do hard surface high polies in 3dsMax or similar using Sub-D modeling. Sculpting programs are for organic stuff mostly.
And I'd make the muzzle cage's holes more than 3 sided. Look at some reference pics on that matter. And those holes could have easily been made with alpha mapping.
[QUOTE=PLing;27258680]Do hard surface high polies in 3dsMax or similar using Sub-D modeling. Sculpting programs are for organic stuff mostly.
And I'd make the muzzle cage's holes more than 3 sided. Look at some reference pics on that matter. And those holes could have easily been made with [b]alpha mapping[/b].[/QUOTE]
That's a great idea. Way better than making them with boolean, and also, a lot cheapier.
Someone who doesn't know what he's doing + booleans = oh god, the geometry is crying
(Just for a quick note, I use blender 2.56a. Not max or any other autodesk products)
[QUOTE=PLing;27258680]
And I'd make the muzzle cage's holes more than 3 sided. Look at some reference pics on that matter. And those holes could have easily been made with alpha mapping.[/QUOTE]
As for the hand guard I'll consider alpha mapping, The muzzle cage should be simple enough, just gotta add another subdivision.
(To tell the truth, I really don't know how I got that far with the hand guard, I tried my best but it's about time to get rid of it.)
[QUOTE=nVidia;27254819]Isn't that the weapon i textured which had absolutely terrible geometry because the holes we're done with boolean.[/QUOTE]
I never gave this model to anyone yet so probably not.
[QUOTE=nVidia;27254819]Isn't that the weapon i textured which had absolutely terrible geometry because the holes we're done with boolean.[/QUOTE]
Nope, that's the exact reason this man is re-making it. :v:
Yeah Ajacks about your city pieces. How do you create them at the right quality level. I mean, not too high poly for games but not too low poly for something commercial. Then if you're in between the two you might be making something for a market that doesn't exist?
[editline]7th January 2011[/editline]
Yeah Ajacks about your city pieces. How do you create them at the right quality level. I mean, not too high poly for games but not too low poly for something commercial. Then if you're in between the two you might be making something for a market that doesn't exist?
[QUOTE=Sean C;27271885]Yeah Ajacks about your city pieces. How do you create them at the right quality level. I mean, not too high poly for games but not too low poly for something commercial. Then if you're in between the two you might be making something for a market that doesn't exist?
[/QUOTE]
Then you base on "as little as possible as long as it looks good"
Hmm, been trying to figure out FumeFX.
[media]http://www.youtube.com/watch?v=vAFi7qX2WZU[/media]
This was originally meant to be 300 frames long but for some reason during the simulation at around frame 150, it decided to go really spazzy or something with just bits of flame all over the place, and these frames took a very long time to simulate, like most were around 30 seconds or so and then at 150 it went to 45, then to a minute and so on until frame 165 was taking 10 minutes and the next one would be double that. I'm not quite sure what's going on here, anyone got any ideas?
Why did you yt tag a forum link?
oh, sorry, mustn't of copied the youtube link.
[img_thumb]http://dl.dropbox.com/u/10228890/m16geo.png[/img_thumb]
Time for vidya games
(The AO in odd places is because of the render only)
[QUOTE=jjsullivan;27272614][img_thumb]http://dl.dropbox.com/u/10228890/m16geo.png[/img_thumb]
Time for vidya games
(The AO in odd places is because of the render only)[/QUOTE]
The last edge of the magazine. Why is it straight?
[IMG]http://i53.tinypic.com/2s5xppe.png[/IMG]
[IMG]http://i55.tinypic.com/1z1fki0.png[/IMG]
[IMG]http://i53.tinypic.com/kvl81.jpg[/IMG]
I need to work on the materials and add a few details.
Here's how it looks like in real life
[url]http://www.newegg.com/Product/Product.aspx?Item=N82E16882290204&cm_re=polk_monitor50-_-82-290-204-_-Product[/url]
[HD]http://www.youtube.com/watch?v=E-N_ELn_pfE[/HD]
I totally forgot to post this, but here it is. (Simulation data + image sequence is 106GB in size.)
Thparkly
[quote=nvidia;27276467][hd]http://www.youtube.com/watch?v=e-n_eln_pfe[/hd]
i totally forgot to post this, but here it is. [b](simulation data + image sequence is 106gb in size.)[/b][/quote]
hnnnnngggggggg
Blobby shader made in UDK.
[img]http://dl.dropbox.com/u/9038221/BlobbyShader.png[/img]
It's basically the same as metaballs, but 2D.
I see a naked curvy woman.
:v:
[QUOTE=PLing;27275679]The last edge of the magazine. Why is it straight?[/QUOTE]
Just an optical illusion, it is curved but appears to be straight from the angle of the camera.
[QUOTE=jjsullivan;27280699]Just an optical illusion, it is curved but appears to be straight from the angle of the camera.[/QUOTE]
Not the curve, but the bottom of the magazine. The last "column" has a straight edge of the bottom whereas the others are angled.
[url]http://filesmelt.com/dl/modo_2011-01-08_12-53-54-94.png[/url]
[url]http://filesmelt.com/dl/modo_2011-01-08_12-53-57-70.png[/url]
[url]http://filesmelt.com/dl/modo_2011-01-08_12-54-02-19.png[/url]
some results of baking , for my us army dudes for arma 2
Did you bake the wireframe too or what?
[QUOTE=fox '09;27282085][URL]http://filesmelt.com/dl/modo_2011-01-08_12-53-54-94.png[/URL]
[URL]http://filesmelt.com/dl/modo_2011-01-08_12-53-57-70.png[/URL]
[URL]http://filesmelt.com/dl/modo_2011-01-08_12-54-02-19.png[/URL]
some results of baking , for my us army dudes for arma 2[/QUOTE]
Nice job! The normals seems to work well.
[QUOTE=johan_sm;27282309]Did you bake the wireframe too or what?[/QUOTE]
Please grow up!
[QUOTE=Jeggis;27284409]
Please grow up![/QUOTE]
Fuck you I'm Peter Pan!
[QUOTE=fox '09;27282085][url]http://filesmelt.com/dl/modo_2011-01-08_12-53-54-94.png[/url]
[url]http://filesmelt.com/dl/modo_2011-01-08_12-53-57-70.png[/url]
[url]http://filesmelt.com/dl/modo_2011-01-08_12-54-02-19.png[/url]
some results of baking , for my us army dudes for arma 2[/QUOTE]
That's sexy.
[img]http://img339.imageshack.us/img339/2448/greasegunwip.png[/img]
How is this looking so far? I want to make sure it's alright before I start uv mapping.
MP40 with taped mags, fuck yeah. Not bad though. A good texture and it'll look fine ingame.
I would use it
Thanks. I'm not a very good skinner, but I'll try to make something good out of it.
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