[QUOTE=Saxor16;27672916]You got it
[img_thumb]http://img138.imageshack.us/img138/9228/63683057.jpg[/img_thumb][/QUOTE]
Ze chromatic aberration.
I got the idea from you :)
Anyway I think it looks a bit filter raped so I toned it down and did a fuzz/lint pass
[img]http://img703.imageshack.us/img703/7029/51571304.jpg[/img]
[QUOTE=MenteR;27663878][img_thumb]http://media.moddb.com/images/mods/1/11/10775/heye_moddb.png[/img_thumb]
First actual (modelling) work for Opposing Force 2.[/QUOTE]
In the eye, fill the flat parts with a little white, and darken the blue on his back
Saxor, that looks friggin awesome! O.o
how was the wireframe before you used the displacement map?
Fit more technical specs into the render.
[img]http://fc03.deviantart.net/fs71/i/2011/026/5/6/localized_surface_plasmon_by_fadingz-d37xjl7.jpg[/img]
The client wants lighter background as well, but I prefer darker background,
guess I have to go with the client xD
[QUOTE=MenteR;27663878][img_thumb]http://media.moddb.com/images/mods/1/11/10775/heye_moddb.png[/img_thumb]
First actual (modelling) work for Opposing Force 2.[/QUOTE]
Awesome, though looks a bit wet. Also the skin needs more wrinkles and scars.
[img]http://img337.imageshack.us/img337/9926/ss20110126162848.png[/img]
suddenly a wild turret appears
[QUOTE=Maya2008;27674791]Fit more technical specs into the render.
[img_thumb]http://fc03.deviantart.net/fs71/i/2011/026/5/6/localized_surface_plasmon_by_fadingz-d37xjl7.jpg[/img_thumb]
The client wants lighter background as well, but I prefer darker background,
guess I have to go with the client xD[/QUOTE]
efg the thing around your render is so darn ugly, your client must be stupid. I also agree that the darker one was better
[QUOTE=Lazore;27676969]efg the thing around your render is so darn ugly, your client must be stupid. I also agree that the darker one was better[/QUOTE]
physical chemists are stupid, you heard it here first folks.
[QUOTE=Kybalt;27677037]physical chemists are stupid, you heard it here first folks.[/QUOTE]
:mad:
[QUOTE=Kybalt;27677037]physical chemists are stupid, you heard it here first folks.[/QUOTE]
It has been scientifically proven that scientists are stupid :v:
Slowly progressing on the MP7.
I put in more roundness and detail.
[img]http://pac.gmod.de/Bilder/Models/HK%20MP7A1/MP7A1_WIP_3.jpg[/img]
can i get some critique on my slowly improving bunker
[QUOTE=Kybalt;27678218]can i get some critique on my slowly improving bunker[/QUOTE]
No you can not.
[QUOTE=Kybalt;27680024][img_thumb]http://img407.imageshack.us/img407/161/ss20110126200202.png[/img_thumb]
:allears:[/QUOTE]
It's true, don't deny it
I refuse to believe it.
[QUOTE=wingless;27680712]I refuse to believe it.[/QUOTE]
Your resistance only makes me harder.
Just finished work on my first model for op2, a pit drone:
[media]http://filesmelt.com/dl/pitdrone_beauty.png[/media]
He looks extremly glossy though :P
I would also like to add that the texture could be sharper in detail.
Just another WIP.
I've done the UV's but didn't get time to draw textures..
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/sackboyWIP3.png[/IMG]¨
UV's:
[media]
[URL]http://i59.photobucket.com/albums/g316/dominoegnallange/SackboyUv.png[/URL]
[URL]http://i59.photobucket.com/albums/g316/dominoegnallange/SackboyUvarm.png[/URL]
[URL]http://i59.photobucket.com/albums/g316/dominoegnallange/SackboyUvfoot.png[/URL]
[/media]
I've been working on a planet from a tutorial in 3DS Max 2011 ([url]http://www.secondpicture.com/tutorials/3d/3d_planet_render.html[/url]), but for some reason I can't get the volume fog to appear. I'm using mental ray, I've set up the gizmo with the exact settings as mentioned in the tutorial, but it doesn't appear. I've tried tinkering with the various options with no success. All I get is this:
[URL=http://img513.imageshack.us/i/planetfog.png/][IMG]http://img513.imageshack.us/img513/2490/planetfog.th.png[/IMG][/URL]
Unrendered:
[URL=http://img213.imageshack.us/i/planetfognorender.png/][IMG]http://img213.imageshack.us/img213/9581/planetfognorender.th.png[/IMG][/URL]
My settings:
[URL=http://img21.imageshack.us/i/fogsettings.png/][IMG]http://img21.imageshack.us/img21/2272/fogsettings.th.png[/IMG][/URL]
Could someone explain to me why my volume fog isn't appearing? Regular fog works, just not volume fog.
[editline]27th January 2011[/editline]
Just noticed it shows I don't have the volume fog applied to a gizmo, but I'd fixed that after I uploaded the image, and it still doesn't work.
[QUOTE=Kybalt;27678218]can i get some critique on my slowly improving bunker[/QUOTE]
Try starting on the texture, maybe it will be easier to spot if something is missing.
Also that johan guy keeps getting banned
Anyone here with any Mudbox-experience? I have just started using it myself, and keep getting this annoying problem:
[IMG]http://img31.imageshack.us/img31/7184/mudboxnormalmapseamprob.jpg[/IMG]
I can't seem to find a solution for this seam problem. This was rendered in MR, but the problem occurs as well with Scanline, so it's not render engine related. I've also tried a number of image formats for my normal maps, including PNG, TIF, Targa and JPG.
Also, I've redone the UVW-mapping several times, figuring this one was the best and least distorted one, even if it does have a seam around his nose and mouth.
If you are using Mudbox, then just use mudbox displacement/bump map exporter.
and post your UV.
[QUOTE=Flon22;27683291]Just finished work on my first model for op2, a pit drone:
[media]http://filesmelt.com/dl/pitdrone_beauty.png[/media][/QUOTE]
No offense to anyone, but all these opfor npcs I've seen so far looked terrible.
They all look smooth and squishy. There is only the big detail, no small details at all. And these things on their face, they look like someone just took a pull brush and pulled out, that's all.
I can tell they won't fit in hl2 universe at all.Also the texture is very blurry(not quality blurry, but there is no detail)
[media][img]http://images1.wikia.nocookie.net/__cb20100213054839/half-life/en/images/9/92/Pit_Drone_BM.jpg[/img][/media]
See how the original pit drone despite being very low res has a lot of texture detail like wrinkles and his bone claw looks like actual bone.
As I said, no offense, it's just that if you're remaking opfor, it's supposed to be a visual upgrade, not downgrade.
And the holes on his forehead, in "hd" version they're not even pink. If they're coming out of his body, they're expected to be colored more pink.
[QUOTE=edja007;27688480]No offense to anyone, but all these opfor npcs I've seen so far looked terrible.
They all look smooth and squishy. There is only the big detail, no small details at all. And these things on their face, they look like someone just took a pull brush and pulled out, that's all.
I can tell they won't fit in hl2 universe at all.Also the texture is very blurry(not quality blurry, but there is no detail)
[media][img_thumb]http://images1.wikia.nocookie.net/__cb20100213054839/half-life/en/images/9/92/Pit_Drone_BM.jpg[/img_thumb][/media]
See how the original pit drone despite being very low res has a lot of texture detail like wrinkles and his bone claw looks like actual bone.
As I said, no offense, it's just that if you're remaking opfor, it's supposed to be a visual upgrade, not downgrade.
And the holes on his forehead, in "hd" version they're not even pink. If they're coming out of his body, they're expected to be colored more pink.[/QUOTE]
Most of them look like they should be in alien swarm instead
Yeah, I agree with you guys, they should have more detailed textures..
made a wine glass:
[img]http://img687.imageshack.us/img687/1134/wineglassv.png[/img]
The "Neck" looks weird or with inverted normals.
I couldnt do anything about it and it was not bothering me so I just left it like that.
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