I'd like this to be a thread for showing off your current modeling works in progress.
No restrictions regarding software used or what the model will be used for.
(as long as it stays within the boundaries of the site rules.. No vulgar or pornographic things)
The model doesn't need to be finished and you can even post pics of small detailed areas instead of the entire thing.
Everyone will have a different way of wrestling things into shape, and we can all benefit by showing off and asking how.
So, to be clear on what's expected here:
- Pictures of your modeling efforts. Wireframe, full renders, shaded, textured or not, whatever is needed to highlight what you want to show us.
- Content can be Star Wars related or not.
- No naked people or vulgar things.
- Show your own work. If you are modifying someone else's work, make that known.
- Incremental posting is fine, but if you are going to have many updates a day, then the project may deserve it's own [wip] thread.
(this is to remind me not to spam post everytime I move a vert.)
Stuff that would be nice to know in general, but isn't required:
- What software are you using?
- Are you using a specific technique of following a tutorial?
For would-be critics, feel free to point out flaws, but know that these are works in progress, so there will be unfinished work. You don't have to pander to every little thing, but try to be nice and respect that through (any) art, we are all trying to better ourselves and the world.
Have Fun!
I'll kick things off with my current (and be gentle cause it's my first) model:
Duros Head [work in progress]
Using
Sculptris (http://pixologic.com/sculptris/) (free, yay!)
[spoiler]
[/spoiler]
280,000+ triangles. I will retopo in XSI when it gets better.
Quote from: tirpider on June 08, 2013, 04:11:08 PM
Duros Head [work in progress]
Using Sculptris (http://pixologic.com/sculptris/) (free, yay!)
[spoiler][/spoiler]
280,000+ triangles. I will retopo in XSI when it gets better.
Many triangles.
I saw this head featured fleetingly in your profile picture... it's looking pretty darn impressive so far!
I'm re-familiarising myself with skecth-up because frankly texturing second-hand models is often frustratingly limiting.
Quote from: UNIT 33 on June 08, 2013, 04:36:25 PM
Many triangles.
I saw this head featured fleetingly in your profile picture... it's looking pretty darn impressive so far!
I'm re-familiarising myself with skecth-up because frankly texturing second-hand models is often frustratingly limiting.
Thanks :) I'm no artist, and make no claims to knowing anything about it. That said, I'm trying to rough out the 'spirit' of the guy's head, then I'll work on details.
I'm not sure how to handle the tri-count yet. Atangeo has a demo that can do poly reduction, Sculptris can reduce and export to obj, and XSI has a shrinkwrap function that may work for shrinking a manifold around it so I could retopo that way. Many ways to get over the big numbers.
Sculptris has a paint mode, for painting directly on the model. It might be good for bumpmapping.. if I ever figure out how to use a bumpmap. I don't like the way it does the UV's though and will redo them in another program.
Every user made model I've run across has had weird UV's. After playing with them in the modeling programs, I understand why. Lots of confusing buttons that do confusing things all rooted in confusing concepts that seem to have nothing to do with ..what was I talking about?
Very nice Tirpider! I would love to see that eventually made into a Cad Bane model. He is an awesome character from the now cancelled Clone Wars show. And he looks really cool!
For those who don't know who Cade Bane is, shame on you! And here is the wookieepedia page. :D http://starwars.wikia.com/wiki/Cad_Bane
I like the idea of an actual Duros shaped Cad Bane.
They did a good job with the outfitting and character development, then totally dropped the ball on what a duros looks like. Artistic license, I suppose.. as if mine is any closer.
I threw an hour at him since he was open:
[spoiler]
[/spoiler]
Only 19,000 triangles for now. The program lets you add or remove them at will.
I had to do something about those eyes. I may have messed it up, but can always go back to a previous file version. Trying to wrestle his unibrow over his eyes and get the area around them right. I'll try again later.
Quote from: UNIT 33 on June 08, 2013, 04:36:25 PM
I'm re-familiarising myself with skecth-up because frankly texturing second-hand models is often frustratingly limiting.
No kidding..
I am starting to use less and less of GS, I've made a few models using only XSI, and they almost look better.
Not to mention I don't have to completely redo the UV mapping. (It's close, but just enough off to make me hate technology)
--
Ima add some pictures via edit later.
I've watched videos on UVing, but none of them look easy.
I found a plugin for the roadkill uv program, but it looks just as daunting as the one in XSI.
Tirpider, I don't suppose you would know where a good tutorial on how to make your first model with Sculptris is?
I haven't really seen many begining to end work throughs for sculptris.
The 3 videos at the bottom of the Sculptris homepage (link (http://pixologic.com/sculptris/)) go through the basics of controlling it and are what got me started.
Their forum (link (http://www.zbrushcentral.com/forumdisplay.php?110-Sculptris-Main-Forum)) has a lot of useful info about using it and dealing other software (usually blender or zbrush.)
They have a short video thread. In that video thread there is a groovy vid of a guy making a car (http://www.zbrushcentral.com/showthread.php?164045-Sculptris-Video-Thread!!&p=919585&viewfull=1#post919585) (sped up and set to music with no narration.) But it shows that you can make a basic shape with quads in another program (he uses Wings3D,) export it as obj, and import that into sculptris if you prefer quads to triangles.
I imagine it could import any obj file, but I would be careful applying symmetrical edits to pre-made files. (I don't know if it destroys half to do it or fails if the obj isn't already symetrical.)
I just started treating it like a lump of clay. Inflate and Smooth are my main tools, and I always work with the detail slider all the way off till I want to add polygons for detail work.
I don't like (meaning 'don't know how to use') the paint part of it. Once you start painting you can't go back to sculpting. Same with UVing. If you sculpt on a UVed object, those UV's will be destroyed, so count on having to unwrap whatever you make.
After goofing around with it (and starting over a lot) I hit the manual which is hidden in it's install directory.
There are other sculpting programs, but this one seems the most accessible to me (a novice.) It seems like a great tool for making static, organic shapes. If something really needs hard 90 degree angles or needs to animate, this might not work out as well as a subdivision program like XSI because of all the triangle madness.
-edit:
This guy seems good. Haven't finished watching it yet.
http://www.youtube.com/watch?v=4fpxfQUD3Uo
[WIP] The Vulcannon
I modelled this today in attempt to re-create one of my favourite fictional guns.
It's currently untextured and stuck in Sketchup since I lent my PC to someone... Anyone fancy porting it to .msh when it's done?
Well, I just try those famous Sculpting software, and here is my first... snail:
[spoiler]
[/spoiler]
Look's fun, but not sure about practice purpose: the models comes, in realy oversized condition, and need to be super decreased.
@Unit 33
Groovy gun. I'm a sucker for revolvers.
@Sereja
Nice. :) Looks like it's ready for a glass menagerie.
Getting from sculptris to SWBF is pretty involved. You have to reduce the triangle count as much as you can in sculptris, then export to obj, and reduce it more in XSI. The triangles will be a mess so a lot of time will need to be spent adding and removing edges to make a manageable wireframe. I haven't done it yet. There has to be an easier way.
Is the 500 polycount limit for SWBF props accurate or can you push it a bit?
You can push it.
As long as there are no weird problems with the model (multiple transparencies or other material effects.)
I've read on GT where folks have a couple thousand with little or no problems.
If stuff starts randomly going invisible in-game, then you pushed it to far.
Well here's the finished sketchup model. If anyone fancies porting it to .msh, I would like to paint it's UVs and make it a fully functional gun...
https://dl.dropboxusercontent.com/u/38022982/Skins/vulcannon.skp
Quote from: UNIT 33 on June 10, 2013, 05:04:45 AM
Well here's the finished sketchup model. If anyone fancies porting it to .msh, I would like to paint it's UVs and make it a fully functional gun...
https://dl.dropboxusercontent.com/u/38022982/Skins/vulcannon.skp
I'll take a look at it.
Hopefully it doesn't scramble the UVs, or it might take a little while.
Quote from: -RepublicCommando- on June 10, 2013, 09:42:53 AM
I'll take a look at it.
Hopefully it doesn't scramble the UVs, or it might take a little while.
Thanks! I've kept the interior as hollow as possible... and the polycount is roughly under 500 so hopefully it shouldn't be
too bad... hehe.
Bwhahahaha.
XSI ftw.
- I redid the grenade in XSI completely, the texture is 10x better.
-edit: And it still looks saturated after screenshot :P
I wish you could use option files outside of modding xD
Groovy.
I dig the black a lot more than the olive colored ones.
Quote from: tirpider on June 11, 2013, 03:50:22 PM
Groovy.
I dig the black a lot more than the olive colored ones.
I couldn't agree more!
@Unit, your gun model has quite a few UVs to sort threw, but it is easier when I have XSI reset the project to more manageable assortments of triangles.
I won't ever quit working on it no matter how long it takes (don't get scared, I don't think it'll take to long, this is a just in case)just for the mere fact of how awesome the model is, even without texture.
Quote from: -RepublicCommando- on June 11, 2013, 06:47:40 PM
@Unit, your gun model has quite a few UVs to sort threw, but it is easier when I have XSI reset the project to more manageable assortments of triangles.
I won't ever quit working on it no matter how long it takes (don't get scared, I don't think it'll take to long, this is a just in case)just for the mere fact of how awesome the model is, even without texture.
Gee thanks a lot! Sorry to have caused any complications, I didn't really know how to optimise the model for porting.
My first ever proper sculpture. A highly WIP head. I like this program, although reducing the tri count to something usable in SWBF could be a challenge.
Groovy.
More heads :evil grin:
Sculptris is fun to work with, and I haven't figured the reduction part out yet either.
The Shrinkwrap tool in XSI apparently lets you draw polygons on (on top of) an existing model. Like a wrapper.
So I guess making a lowres would be like tracing the high res. Sounds tedious, but it seems like a better option than the Polygon Reduction tool. It can't be harder than doing UVs.
I know that XSI has a tool called Ultimapper that can project a normal map from a high res model to a texture or another (lower res) model.
I'm confident we can find a way to get the mesh reduced to a usable point. It may involve learning a new tool, but in the long run that's not such a bad option.
I was goofing around with the grenade model yesterday, and found some vertex weld tool (there are several of them that do slightly different things), and this box pops up with a weld vertexs that are a specified amount of space away from eachother, you had a little scoll bar thing that lets you specify that, and I am almost certain you can get a good polygon reduction out of it.
I'll test it out later. -edit: Seems to work fine, but it still has bugs.
My first "from scratch" person model.
[spoiler]
[/spoiler][spoiler]
[/spoiler]
I had the actual unit model made last night, (just created polygons and put them under bones, which was an irritating thing to do, since I had never done it before). Then I rendered on Uvs to all of the individual parts (again, very irritating to do over and over), and adjusted them one by one.
I'm thinking about editing the core section to sow him together, add a few wires hanging near the joints.
I am thinking a C3PO sort of concept here.
Quote from: -RepublicCommando- on June 13, 2013, 03:22:44 PM
My first "from scratch" person model.
[spoiler][/spoiler][spoiler][/spoiler]
I had the actual unit model made last night, (just created polygons and put them under bones, which was an irritating thing to do, since I had never done it before). Then I rendered on Uvs to all of the individual parts (again, very irritating to do over and over), and adjusted them one by one.
I'm thinking about editing the core section to sow him together, add a few wires hanging near the joints.
I am thinking a C3PO sort of concept here.
When I saw those images I was reminded of the Insectoids robot minifigure I had in my LEGO collection. Here's an image of it.
[spoiler]
[/spoiler]
wELP, when I tested the model without texture, it worked fine (well, as fine as a person without texture is..)
After I tested with texture, it broke, and the only thing you could see is the right eye.
I guess there is some relation to addons and placing geometry under bones like I do. Which would intern also explain why only 1 addon mesh is allowed ingame.
Well, reduction is hard, but pretty possible, even with no any serious shape deforms:
[spoiler]
[/spoiler]
Seems, Sculptris, may do the things, which is realy hard can be done in XSI: natural shaped models, like plants, creatures, landscapes etc. But for creating tech, building things, it's still better use XSI.
Oh my, that is a groovy snail.
Even better that you have it in the game.
nice snail
I'm getting there, slowly but surely. I will have this head in SWBF!
New stuff.
-The noes has been worked on.
-The lips have been worked on.
-The chin has been worked on.
-The ears have been transformed into something that looks a bit closer to what I need.
-Eyes have been added for only a mare few ten thousand tris.
Now for the hair...
Well, here is my modificated Mark-VIII tank, from "Indiana Jones and the Last Crusade" movie:
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
nice tank sereja
Very nice Sereja! Did you make this from scratch or did you have a model to edit?
Quote from: Sereja on June 20, 2013, 09:16:43 AM
Well, here is my modificated Mark-VIII tank, from "Indiana Jones and the Last Crusade" movie:
Genius.
If you keep it up, you will have enough assets for an Indiana Jones mod soon.
*druels* WOW, that is incredible!
How did you manage the treads? That sort of thing always stumps me..
Thank's, I just realy like those movie! :)
Quote from: Kit Fisto on June 20, 2013, 10:31:01 AM
Very nice Sereja! Did you make this from scratch or did you have a model to edit?
I found some film scene photos in the internet, so it was enough to create the rest. :P
Quote from: tirpider on June 20, 2013, 03:19:08 PM
If you keep it up, you will have enough assets for an Indiana Jones mod soon.
That's cud be a great idea, for future project, but I have to made some new discoveries first. For example, I do not know, how to made vehicle building collision, and most important: correct turrets.
Quote from: -RepublicCommando- on June 20, 2013, 08:25:29 PM
How did you manage the treads? That sort of thing always stumps me..
Treads is easy to made: they just need to be not merged with other parts of the model, got XZ texture projection (you have to invert bottom part) and be named wheel_left and wheel_right.
The real challenge for 3D modeling - making turrets. It look's simple, but in real, it's just some weird modding bug :whip:. So, if you ever figure out how to make them - let me know ;).
-Edit
Well, at last success! Perhaps it is my first correct maded vehicle:
[spoiler]
[/spoiler]
I made even 1st view & scopes:
[spoiler]
[/spoiler]
Collision and turrets works fine, still, I used UT-AT template, so not sure if I can made realy something original...
Coolest frickin' tank I've ever seen..
The map goes perfectly with the model! Just some new sort of Arabian buildings (unlike the old bland/overused Tatooine bldgs..) and it could be a whole new map style for SWBF!
Very cool! It looks like the tank straight from Indiana Jones! Very good job Sereja!
Brilliant.
That's a beautiful tank (and the world it's in looks good too.)
So I was looping around on google images and found this:
[spoiler]
[/spoiler]
And made this: [spoiler]
[/spoiler]
Great for tomorrow! You should create a Platforms 4th of July map!
Another nice walker: Crab Droid.
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
Seems, now, I have most of needed props, for Utapau scene ;).
Quote from: Sereja on July 11, 2013, 10:45:02 AM
Enother nice walker: Crab Droid.
[spoiler][/spoiler]
[spoiler][/spoiler]
Seems, now, I have most of needed props, for Utapau scene ;).
Love the look of the Crab Droid! Is it going to be a vehicle, or will it be it's own unit? Either way, it looks cool! :D
Thank's! :)
It's a vehicle. Work's the same way, as Spider Droid, but much smaller.
Quote from: Sereja on July 11, 2013, 10:45:02 AM
Another nice walker: Crab Droid.
[spoiler][/spoiler]
[spoiler][/spoiler]
Seems, now, I have most of needed props, for Utapau scene ;).
This looks very epic!
That looks awesome! I can't wait for your Utapau map!
But if you include the 212 legion in your conversion don't use the conversion pack 212 skins. Those don't look anything like the 212 legion you see in episode 3. :)
That is really a nice model. How long did it take for you to make this vehicle?
Thank's, I will try watch the movie, one more time, and see, if I missing something :).
This model, is realy cute, but, actualy isn't very complicated. I made it, in about 4 days.
That crab droid looks pretty cool.
Hey Sereja are you making Utapau map? :D
Quote from: Sereja on July 11, 2013, 12:45:15 PM
Thank's, I will try watch the movie, one more time, and see, if I missing something :).
There are a lot of other good 212 legion skins out there, just not the convo pack ones.
This is the shade they are in game:
[spoiler]
[/spoiler]
This is the shade they are in movie:
[spoiler]
[/spoiler]
The convo pack team made the guys more yellow than orange.
Anyway I really look forward to your map because I want to mow down clones with a Crab Droid!
Quote from: Sereja on July 11, 2013, 10:45:02 AM
Another nice walker: Crab Droid.
[spoiler][/spoiler]
[spoiler][/spoiler]
Seems, now, I have most of needed props, for Utapau scene ;).
Lovely, Fantastic.
I will never tire of seeing new Star Wars content.
It amazes me at how good you make low poly look, Sereja.
I am looking forward to getting shot down by it. :P
I haven't played it ingame yet but just from the picture I'm liking this guy more than the dwarf spider droid. It looks like the devolopers made this guy!
Now get going with that Utapau conversion! You can't show us something like this and expect us to wait! :D
what about the HUGE crab droid seen in game Star wars revegen of the sith ?
HUGE tanks, cant crawling inside cis core ship base building, in Utapau SWBF2 converted map, which I try to make. So, there is no reason to make them.
Sometimes, it's hard to make mods for real fans :D. Hope this skin, darky enough, for Kit Fisto:
[spoiler]
[/spoiler]
that looks pretty good
aww i wanted to see a huge crab droid on the roof of the base or something :/
Quote from: ϟƘƦƖןןΣx on July 12, 2013, 12:37:21 PM
aww i wanted to see a huge crab droid on the roof of the base or something :/
i prefer it how it is
Quote from: Sereja on July 12, 2013, 10:51:27 AM
HUGE tanks, cant crawling inside cis core ship base building, in Utapau SWBF2 converted map, which I try to make. So, there is no reason to make them.
Sometimes, it's hard to make mods for real fans :D. Hope this skin, darky enough, for Kit Fisto:
[spoiler][/spoiler]
That actually looks spot on, Sereja! I thought at first that was a picture straight from the film! Also like how you have him gunning down the crab droid like the one clone does in the film. :D
Quote from: Sereja on July 12, 2013, 10:51:27 AM
HUGE tanks, cant crawling inside cis core ship base building, in Utapau SWBF2 converted map, which I try to make. So, there is no reason to make them.
Sometimes, it's hard to make mods for real fans :D. Hope this skin, darky enough, for Kit Fisto:
[spoiler][/spoiler]
Dear Lord I'm gona have a heart attack from this Serejaciousness. You're exceeding the previously accepted boundaries of modeling constantly! Great work.
I did not make this model, but I'm doing a lot of work on it. It is the prop gaffi stick from the shipped addon assets.
I wanted to simply reskin it, but in order to do that I had to rip it apart and put it back together in a certain order, then move the UV islands around.
If all that were happening inside XSI or another model editor, I wouldn't mention it cause it would be an hour or so and done. Instead, I'm doing it blindly via a commandline tool "by the numbers".
Perhaps I can use that as an excuse for the low-Q texture and the fact that it has eaten 3 days.
I present you with a proper Tusken gaderffi:
[spoiler]
(a bit of trivia: melee weapons work without a hardpoint, a dummyroot, or collisions. But I'll still be adding them to be consistent.)[/spoiler]
I tried making the blades doublesided via the material, but it looks clear blue in the unit select screen. So, for that I will probably be forced to use XSI to make the other side (just like the unit kamas.)
For the texture, I tracked down a pretty totokia on an auction site, and did the ball, spike and upper shaft with that. The metal is from some pd templates. It will improve before loosing it on the world.
Can't wait to get hit in the head with it! :)
I think, unit kamas, at least BF2 converted, dosn't have double sides. They just have hard edged double transparecy (04 00 00 00 14), which maybe well recognized, by startup screen.
nice at also finally a tusken melee weap that isnt floating just outta his hand xD also very nice model luke looks funky with it
Quote from: Sereja on July 12, 2013, 10:51:27 AM
Hope this skin, darky enough, for Kit Fisto:
[spoiler][/spoiler]
That picture is epic.
Kit Fisto: "Is that from Battlefront?"
Sereja: "Yes it is!"
Kit Fisto:
I am now as excited for your Utapau map as much as I'm excited for SWBFR. (Utapau being one of my top 5 favorite SWBFII maps and the 212 being my favorite clone legion)
Really though that looks like it will be an epic SWBF experience!
Tirpider that gaderffi looks amazing. Very good job! It's time the tusken raiders got the royal treatment in Battlefront. They are, after all, the non playable class everyone wished was playable. ;)
Quote from: Kit Fisto on July 13, 2013, 08:43:53 AM
That picture is epic.
Kit Fisto: "Is that from Battlefront?"
Sereja: "Yes it is!"
Kit Fisto:
I am now as excited for your Utapau map as much as I'm excited for SWBFR. (Utapau being one of my top 5 favorite SWBFII maps and the 212 being my favorite clone legion)
Really though that looks like it will be an epic SWBF experience!
Tirpider that gaderffi looks amazing. Very good job! It's time the tusken raiders got the royal treatment in Battlefront. They are, after all, the non playable class everyone wished was playable. ;)
its playable, it just requires modding
Quote from: Sereja on July 13, 2013, 05:03:45 AM
I think, unit kamas, at least BF2 converted, dosn't have double sides. They just have hard edged double transparecy (04 00 00 00 14), which maybe well recognized, by startup screen.
Some 3rd party kamas are like that, but the stock units for BF1 with kamas (arc trooper and imp snow trooper) have a front and back sandwiched together.
The trouble with that method is that sometimes they are "too close" and you can see a little bit of glitchyness on the surface as the game struggles to figure out which face to render or not render.
I tried Hard Edge, and it works perfect. Thanks for pointing it out, Sereja. :)
That saves me a bit of work in XSI. (I'm still terrible at using that program, but learning more every day.)
Quote from: Ltin on July 13, 2013, 10:13:06 AM
its playable, it just requires modding
Yea I know. But I meant it as if you couldn't mod the game. :shrug:
sorry for post such a question here but is it possible to have a envmap in Battlefront 1?Because i experiment alot and learn from this topic.There is alot of interesting things.Most of them i try in BF2 and they work perfect.But in BF1 its seems that nothing can't work.
http://www.gametoast.com/forums/viewtopic.php?f=36&t=27355
No. Enviromaps dosn't work's for SWBF1.
Still, there exist working bump, specularity and glass. They just can't be mixed.
Here is my tutorial about glass making:
http://www.swbfgamers.com/index.php?PHPSESSID=1ea17f0502578eeef215ff4e3ff5711f&topic=4785.0 (http://www.swbfgamers.com/index.php?PHPSESSID=1ea17f0502578eeef215ff4e3ff5711f&topic=4785.0)
and some exploration by tirpider, which I derailed anyway, I guess... :P
http://www.swbfgamers.com/index.php?PHPSESSID=1ea17f0502578eeef215ff4e3ff5711f&topic=6091.0 (http://www.swbfgamers.com/index.php?PHPSESSID=1ea17f0502578eeef215ff4e3ff5711f&topic=6091.0)
Some WIP Sail Barge upgrade:
[spoiler]
[/spoiler]
Quote from: Sereja on September 14, 2013, 02:42:20 AM
Some WIP Sail Barge upgrade:
[spoiler][/spoiler]
YAY! I was getting no where with the edit I was doing.. :P
I absolutely love the barges.. The one scene in the movie could be an epic map just by itself...
Quote from: Sereja on September 14, 2013, 02:42:20 AM
Some WIP Sail Barge upgrade:
[spoiler][/spoiler]
It's looking fantastic Sereja!
Quote from: -RepublicCommando- on September 14, 2013, 01:04:51 PM
YAY! I was getting no where with the edit I was doing.. :P
I absolutely love the barges.. The one scene in the movie could be an epic map just by itself...
Way ahead of you! http://www.swbfgamers.com/index.php?topic=4394.msg43057#msg43057 Almost a 2 year old topic now!
Vulcannon [WIP] [Again]
Still in the works... there's plenty to iron out but the skin is pretty much done.
Look's nice gun! :)
Seems, I have some time, to continue upgrading of those barge:
overall looks
[spoiler]
[/spoiler]
first test drive
[spoiler]
[/spoiler]
I cannot see room for improvement. That barge is perfection!
Unit, I think we need a 'drueling' emoticon.. lol (Am I the only one that's browser says I spelled that wrong?.)
--
Spectacular, The big turret is a nice touch as well!
Quote from: Sereja on September 18, 2013, 08:12:56 AM
Look's nice gun! :)
Seems, I have some time, to continue upgrading of those barge:
overall looks
[spoiler][/spoiler]
first test drive
[spoiler][/spoiler]
amazing 10/10
Quote from: Sereja on September 18, 2013, 08:12:56 AM
Look's nice gun! :)
Seems, I have some time, to continue upgrading of those barge:
overall looks
[spoiler][/spoiler]
first test drive
[spoiler][/spoiler]
It's official Sereja, I'm amazed for the 1000 time by your work. You
MUST include this is some sort of sail barge map!
Is there an inside to the barge?
Quote from: Kit Fisto on September 18, 2013, 02:29:45 PM
You MUST include this is some sort of sail barge map!
How about a map of the movie scene where Jabba the hut dies and Luke (almost, darn it) dies.
Quote from: Carbon27 on September 18, 2013, 02:35:14 PM
How about a map of the movie scene where Jabba the hut dies and Luke (almost, darn it) dies.
It would be awesome, but very hard to do AI pathing. Especially since that's only a vehicle and it would need to be a prop with a large interior.
Apparently I keep getting the same bug over and over.. Its not too bad, but its definitely annoying;
[spoiler=Disappearing Triangles on models]
[/spoiler] This model is one of my higher polygon-ed models. I normally stick to very low in size (file wise, atleast). Just need a good texture :P
Perhaps inverting the normals or reversing the vertex order for just those polygons?
Or even delete the polygon and draw it again.
Nice shotty though.
http://www.xfire.com/video/6125f3
We can use screenshots and videos, right?
Quote from: -RepublicCommando- on October 02, 2013, 01:04:46 PM
http://www.xfire.com/video/6125f3
We can use screenshots and videos, right?
That looks cool man, although I think it would work better around the geonosians. Unless you wanted to make a level where Delta Squad has to go down into the catacombs like from the original SWRC. :P
Quote from: {Alpha}Gold Man on October 02, 2013, 01:37:45 PM
That looks cool man, although I think it would work better around the geonosians. Unless you wanted to make a level where Delta Squad has to go down into the catacombs like from the original SWRC. :P
Actually thats what I've been wanting to do for quite some time.
The models for the Clone commandos that I've found are not even close to what they were like in SWRC, and I refuse to use anything better than the best of the Delta Squad models.
Sadly the original conversions by Deviss were eradicated off of every single internet upload.. So its all a matter of if I'm allowed to convert it myself. In the mean time, I'll be working on the map and ships.
----
Some weird frog thing in a blanket?.. Idk. My first go in Sculptris :
Quote from: -RepublicCommando- on October 04, 2013, 01:53:51 PM
Some weird frog thing in a blanket?.. Idk. My first go in Sculptris :
Keep that way, and you will got Egyptian Sphinx :D.
Well, I found at last those assets, by DooFi, and upgrade them, to the more or less, nice looking turbotank:
[spoiler]
[/spoiler]
Can't wait for the first testdrive! ::)
Quote from: Sereja on October 12, 2013, 12:25:54 PM
Well, I found at last those assets, by DooFi, and upgrade them, to the more or less, nice looking turbotank:
[spoiler][/spoiler]
Can't wait for the first testdrive! ::)
Ah very beautiful.
I hear they can go on
and off road ;)
Yea it has 2, 4,6,8, and 10 wheel drive. IT CAN DRIVE IN SPACE WEEEEEEEEEEEEEEEEEE :wacko:
EDIT: here's some commando assets that I got from Filefront from a while ago they were released by Majin Revan (the credits of who made what is in the readme) now its just white and black colored commandos but you can reskin them to Delta Squad. SCREW FIXER HE SHOULDA DIED
[spoiler]http://www.gamefront.com/files/files/5497098/clone_commando_source_files.zip[/spoiler]
Quote from: {TCE}Call-of-Duty on October 12, 2013, 07:16:01 PM
Yea it has 2, 4,6,8, and 10 wheel drive. IT CAN DRIVE IN SPACE WEEEEEEEEEEEEEEEEEE :wacko:
EDIT: here's some commando assets that I got from Filefront from a while ago they were released by Majin Revan (the credits of who made what is in the readme) now its just white and black colored commandos but you can reskin them to Delta Squad. SCREW FIXER HE SHOULDA DIED
[spoiler]http://www.gamefront.com/files/files/5497098/clone_commando_source_files.zip[/spoiler]
Not quite the right place to be posting that - But they're not the actual source files converted to BF (I have been directed to that link about a two dozen or so times..)
I get
extremely picky when it comes to perfection when its from another game I like alot. SWRC for instance, why do you think I chose my current screen name..?
so where do you get the direct source files
Quote from: {TCE}Call-of-Duty on October 13, 2013, 06:59:13 AM
so where do you get the direct source files
From the people that made the original models.
so from Lucasarts, is there a plan B here
Quote from: {TCE}Call-of-Duty on October 13, 2013, 10:12:18 AM
so from Lucasarts, is there a plan B here
Not LucasArts. The people that made the models, as in modders and modellers.
wait can't we just get the mod tools for RC and get the actual models and skins and convert them into MSH's and TGA's
I haven't seen any mod tools or a sdk for RC.
Did LA release one?
Quote from: tirpider on October 13, 2013, 10:33:48 PM
I haven't seen any mod tools or a sdk for RC.
Did LA release one?
Well, technically, SWRC uses Epic Games' Unreal engine. And there's an Unreal Engine SDK that people can download for free I believe. So really, in a sense there already is an SDK for SWRC. :P
I think he was wanting a pile of assets like we got with the SWBF modtools.
Quote from: tirpider on October 14, 2013, 08:28:39 AM
I think he was wanting a pile of assets like we got with the SWBF modtools.
Ah. Well, he could try talking to the few SWRC modding communities that are around, see if they have any assets at all. :P
The SDK is shipped with the game when you install the DVD version of SWRC (I don't think there is a CD version, just said DVD to be clear).
And you can find the Unrealed Editor in the /System/ folder along with all the other assets.
I do not have it installed on this PC, so I cannot be precise as to what you need to know, and where 'what' is.
--
As far as I know, the only tool for converting Unreal's format, is Milkshape 3D (its been a while, haven't been able to touch anything modding-wise for about a month.) But I think you have to register it, to be able to import the models. It will be a while till I can investigate.
Quote from: -RepublicCommando- on October 14, 2013, 09:24:04 AM
The SDK is shipped with the game when you install the DVD version of SWRC (I don't think there is a CD version, just said DVD to be clear).
And you can find the Unrealed Editor in the /System/ folder along with all the other assets.
I do not have it installed on this PC, so I cannot be precise as to what you need to know, and where 'what' is.
Ah, well, even though I don't have the SWRC game, I surfed the web and found a website that mods SWRC. They have a whole stockpile of tutorials and the like:
http://umh.sandcrawler.net/index.php
So is there modding tools that we can have access to with assets
Quote from: {TCE}Call-of-Duty on October 14, 2013, 12:40:03 PM
So is there modding tools that we can have access to with assets
I'd assume some of the modders have access to assets, as I've seen some reused models and building structures in the maps that they make. TX Gaming (makers of the WarPack series) seems to use lots of custom stuff in their map making, but there's still a few reused models I've seen from their screenshots. Perhaps try asking the mod makers from ModDB (if you look at SWRC there's quite a few mods listed on there), they might have some assets they'd be willing to give.
*Kicks topic lightly* Hey, wake up!
ANywho, here's what I've been doing other than algebra for a few days :P
[spoiler]
[/spoiler]
--
Well, that and finally getting a 3d engine up and running.. Sort of.. heh
What are you gonna do with that model and the engine.
Looks groovy RC.
Is he fully weighted or are you still putting him together?
I fell like I should know what you're making there. But for clarification, what's the model you have there? :confused:
That would be a conversion of the Selkath model from the Star Wars Jedi Academy: Jedi Betrayal mod.
Mod DB: http://www.moddb.com/mods/jedi-knight-jedi-betrayal1 (http://www.moddb.com/mods/jedi-knight-jedi-betrayal1)
Homepage: http://jedibetrayal.com/ (http://jedibetrayal.com/)
Quote from: tirpider on November 14, 2013, 05:53:13 PM
Looks groovy RC.
Is he fully weighted or are you still putting him together?
Thanks, been working on him for hours at a time..
I've got most of the weighting done (legs are arms are a bit sketchy, but thats a 15 minute fix), the real hassle was making sure I didn't loose any UV or serious deforms when reducing the triangle/vert count.. I can't tell the difference, and I've reduced his size to fit SWBF now.
--
Things left to do to him:
Add in two triangles that got cut out during reduce (i've fixed over 20 now, with UVmap), weight the arms and legs properly, and final test.
Also, if you ever plan on weighting something from scratch, set the basic weight you want(automatic), and apply animation from BFBuilder shipped common animation to the DummyRoot(or whatever the root is), then you can see what is wrong without testing it ingame, which can take 20+ minutes. You can reset the points weight while it's in animation, and they'll move accordingly (so you can tell when something is stretched, and instantly see it go back to normal). I think animation and weighting is XSI's most stable ally, so to speak.. You don't have to worry too much about wrecking the model.
I will most likely release him next week, or the week after that on a weekday. I haven't been able to mess with stuff as much as I'd like to, but I've got alot of progress on him..
Quote from: {TCE}Call-of-Duty on November 14, 2013, 04:20:40 PM
What are you gonna do with that model and the engine.
The engine I'm building is a 3D engine, and then I'll build a few games off of it, I hope to build something that would be like SWBF during the pre-alpha years, and using alot of so called "cut bonuses" like new player models.. I hope to use the Selkath in it as well, but I'll probably end up bumping the model back up to 10k or so, because my engine can handle 10x more than SWBF can already :P
I'd like to not derail the topic, so I'll stop rambling now, hehe..
Welp, I'm getting the idea that XSI doesn't want me to convert models.. After this:
[spoiler]
[/spoiler]
And the Commandos, It's just gotten worse with bugs..
It would appear that after export, that it scrambles everything from UVs to weight, and evidently deletes verts?..
Starting to get extremely annoyed with crappy software.
-- Gif isn't showing.. How nice.
The bonus car, NFS Titan hotrod:
[spoiler]
[/spoiler]
Very nice, Sereja!
Just imagine what it's like with in-game specular :tu:
Quote from: Sereja on December 08, 2013, 11:42:51 PM
The bonus car, NFS Titan hotrod:
[spoiler][/spoiler]
Now somebody needs to make a Christmas tree! No, not that kind. Like in drag racing.
That car must be from an old NFS game, or a mod for one, I have never seen it. Could you explain a little more about where it's from?
Very nice car. It needs to find its way into a mod ASAP.
Thank's, it's will be shiney, no doubt! :)
Quote from: Wreath27 on December 09, 2013, 11:37:22 AM
That car must be from an old NFS game, or a mod for one, I have never seen it. Could you explain a little more about where it's from?
Yes, it's from the old, Need For Speed: IV High Stakes (1999), for the PS1. Perhaps, the best race game ever :D. Titan, it's the bonus, for contest wins, or, you can just buy it. By the way, it was the first game, I try to mod, with some console slicer device...
No, the best NFS car is the 2002 Viper from Hot Pursuit 2
Quote from: {TCE}Call-of-Raindeer on December 09, 2013, 02:46:15 PM
No, the best NFS car is the 2002 Viper from Hot Pursuit 2
AHEM NO,Its actually Lamborghini mercialago police cruiser its the best also NFS version is even better
Some practice models:
[spoiler=Grenade Revamp]
[/spoiler]
[spoiler=Corellian Hospital]
[/spoiler]
[spoiler=Baby Grand]
[/spoiler]
[spoiler=Custom Jet Craft]
[/spoiler]
[spoiler=Almost done pit droid]
[/spoiler]
I had one more, but I'm about to release that as an asset here soonish.. So no sneak peaks :P
SM-Hornet 2.0 -- Possibly used in SWFOC project..
Hehe, I see my scribbling in sketchup has inspired you, RC. ;)
I saw Unit's epic 11th Doctor Who skin, and thought that it needed a better model to match.
[spoiler]
[/spoiler]
Not sure if I'm done with em, but this is a good checkpoint for screenshots I guess.
Quote from: -RepublicCommando- on April 28, 2014, 04:18:40 PM
I saw Unit's epic 11th Doctor Who skin, and thought that it needed a better model to match.
[spoiler][/spoiler]
Not sure if I'm done with em, but this is a good checkpoint for screenshots I guess.
Oh very nice!
I have relied on the vanilla Luke model far too often...
Bump is boss
It's looking real nice! You could put hard points at the center of the propellers and have an effect attached to each one that have the model and animation of a propeller. Sort of like what Sereja did with the dancers in Nar Shadda.
Actually, that's a Unity render (for Fall of Corellia project), and I've got a shader applied to the uvmap that makes it rotate, therefore making the blades spin.
What's really neat is I can control the speed with events, so during take off and "shift" stamina usage I can make them spin faster or slower depending on what I desire. I've been messing around with the model and Unity's physics engine and trying to make it realistic flying (just for kicks), and I've made it generate thrust from the blades, and having the whole thing fly just like it would in real life! Unfortunately having 30+ of those on a multiplayer server would cause undesired FPS count.. So I have to stick to my own hover class scripts to make-er fly more efficiently.
That was from FoC?! I sense you have a lot more work ahead of you than we originally thought RC.
Well you're not wrong about having a lot of work ahead of me, but rest assured this isn't all I've done. This is just a little scene I goof on in ;)
We should see some real results (a playable mini level where you can capture flags) very soon-ish.
Just have to finish some functional capture scripts, build 4-5 more static buildings and have Unit skin them.
Then I can move on with setting up a shinny GUI to get some outside interest ;)
Some pics of my HH-87 Starhopper:
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
It's realy shame, but I still do not know, how to make this thing fly... :shrug:
wow.. beautiful! how did you learn to texture so well.. and the model is gorgeous!
Quote from: MileHighGuy on May 18, 2014, 09:56:13 PM
wow.. beautiful! how did you learn to texture so well.. and the model is gorgeous!
Thank's! :)
Honestly, I do not know, why I can do this, since, I never seriosly learn it. Perhaps I was a game disigner in past life... :D
That looks so cool. You seriously need to give some game designers a call and see if there are any jobs available.
Here is an unfinished .357 magnum sub-machine gun model(and the original drawing). It is for a science fiction horror game that I'm gonna make in a couple years when I learn animation, texturing(how would I go about making a uv map for this?) and when I get better at coding.
*the first gun I've made in 3ds max
Here is some more pictures of the smg that is for the sci fi horror game and the unfinished dlt 20a model that is for FoC.
Those are looking pretty darn professional!
That looks pretty cool. Nice job on making that. :tu:
Thanks people, I want to be an environment artist and then my dream job: game designer. Fall of Correllia is technically my fourth game I've worked on, the other three I worked on with my brother which never went anywhere.
Here's a simple model of Panda Babas gun(modified DL-21), which I will try to texture and it could be used for FoC, with a handle that is for humans.
And here's the DLT-20a model that is pretty much finished, except for the texture.
I'll probably continue adding tons of detail to both of them for the fun of it.
modified dl21 with more details
Very impressive!
Here is my favorite pocket knife that I carry around(almost done)(anythings that looks bad is a shadow glitch).
And here is a map for FoC (WIP), layout designed by Unit33.
Those look amazing Stingster, keep it up and this is gonna be a great game.
Here is my current project, a pistol called Denxe 3x "Jabber". It's another gun for the sci-fi game and I'll probably use it in Island of the Dead, my student project(zombie game on a small island).
The magazine and handle aren't finished and the receiver edges need to be chamfered.
I will definitely make a texture for this.
(ATTACHED)
M3 trench knife, all polygons are 4 sided.
And the Denxe pistol.
Those are looking very nifty.
The Umbaran Fighter wip:
[spoiler]
[/spoiler]
Probably most of difficult for animate fighter, since it is should be a soft skinned. :confused:
Looks cool!
Thank's! :)
With right animation, it may look's even better...
That's seriously cool Sereja. I recommend using something like Unity's engine for really pushing the limits of awesome animation if you ever get tired of battlefront. You deserve something more powerful than battlefront to work with. Implementing new animations in Unity is WAY easy.
Here's my Tron Light Cycle I'm working on:
The body over all is pretty much finished shape wise, I still need to add handle bars, throttle and clutch, and the rest of the materials are already rigged up in Unity already.
Thank's! :) Nah, for me, it's just a hobby, and I doubt, I ever start learn it too seriously.
Nice bike. I guess, it's will be shiny...
This is mainly for CA's sake:
Quote from: {TCE}Call-of-Duty on October 10, 2014, 08:08:55 PM
Banned because I just kitbashed a Halo spartan model in Sketchup.
Quote from: {TCE}Call-of-Duty on October 10, 2014, 08:21:46 PM
This is mainly for CA's sake:
Just out of curiosity, would it be possible for you (or somone else) to actually use that in a mod? Or would the poly count need to go lower?
I don't know, I'll have to check the count but if I use it I may have to delete the weapons on it (The SMG's and the DMR) plus I'm still not done with it, I still need to texture it and run it through ZETools (Which I can't do).
Are you tired of our "guaranteed to explode when trigger is pulled on all of our blasters" policy? Here is our first blaster in our Non-exploding Budget Blaster Line, it will cost $50000000.98. No contracts need to be signed, but if you want to buy a blaster you have to sign a 176 page contract.
I woke up with this design in my head, so it's 100% from my brain. It might be for that sci-fi game. WIP
Jesus, look at the beautiful polygon count..
I do have a question, though; Have you dabbled in texture/uvmapping at all? I'm just guessing you have, but if you do, what tools would you recommend for doing a higher-end model like that, with the crazy slow UV systems running around and all..
Quote from: RepublicCommando on October 11, 2014, 12:33:30 PM
Jesus, look at the beautiful polygon count..
I do have a question, though; Have you dabbled in texture/uvmapping at all? I'm just guessing you have, but if you do, what tools would you recommend for doing a higher-end model like that, with the crazy slow UV systems running around and all..
I use Photoshop for making textures and for unwrapping, 3ds max thankfully has a built in uv unwrapper/mapper.
(if you don't use/have 3ds) If you don't mind converting (might not have to), I suggest getting what I have, the student version of 3ds max. If you get 3ds I suggest watching tutorials on youtube. I watch this guys videos: https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw he has a couple videos on uv unwrapping (which I should watch, I've only read tutorials witch isn't as good as videos), alot of the stuff he teaches is probably useful to anybody.
I'm pretty new to texturing, what follows is how I would go about doing it. There is probably a better way of doing it...
For a model that's that complex I would probably have the model as several separate objects (since a weapon model with almost half a million polygons will probably never be used in a game), because when you uv map a single object with so much detail the unwrapped faces have less room and have to be small(take up less pixels) to fit into the allocated space for the texture(1024x1024, 2048x2048...). If you split the model up into different parts the unwrapped faces have more room and there for can fill up more room and be higher resolution. Or I guess the texture for the whole gun as one object could be like 10000x10000.
Here's a 1100000 polygon bearded axe. (not done)
This is going to become a normal map for the lower poly model.
Here is my current project (attached).
Once I finish this I'm going to work on my texturing skills and learn animation.
That's a grand blaster. Good luck with texturing!
Quote from: Unit 33 on November 18, 2014, 12:08:23 AM
That's a grand blaster. Good luck with texturing!
Thanks! :)
It's from a dream I had one night and in that dream I was hunting aliens.
Quote from: ևltimσ on November 18, 2014, 04:39:56 AM
Can i join you...
Sure. You just have to sign this written agreement saying that the alien or I, will not be responsible for any bodily injuries or death (that happen to you on this hunt).
Quote from: {PLA} Van STING on November 18, 2014, 12:26:14 PM
Sure. You just have to sign this written agreement saying that the alien or I, will not be responsible for any bodily injuries or death (that happen to you on this hunt).
Where is Ltin's Life Insurance when you need it?
Quote from: {PLA} Van STING on October 22, 2014, 01:58:18 PM
Here's a 1100000 polygon bearded axe. (not done)
This is going to become a normal map for the lower poly model.
Looks like someone is going all the way with the highpoly sculpt. I was gonna be picking up Mudbox since it's cheaper (as well as the porting feature I can use with XSI/Maya).
Also, do you happen to use the Quixel dDo/nDo application with Photoshop or are you just going it old fashion with hand made masks and layers?
Quote from: Epifire on November 18, 2014, 02:14:44 PM
Looks like someone is going all the way with the highpoly sculpt. I was gonna be picking up Mudbox since it's cheaper (as well as the porting feature I can use with XSI/Maya).
Also, do you happen to use the Quixel dDo/nDo application with Photoshop or are you just going it old fashion with hand made masks and layers?
So far I've only done it the old fashioned way. I'm gonna have to get the student version of Quixel, it looks awesome.
I've heard Mudbox has all of the polys rendered at once (even the ones that are not visible), which would probably make it slower when there is allot of polys.
Quote from: {PLA} Van STING on November 18, 2014, 02:24:44 PM
So far I've only done it the old fashioned way. I'm gonna have to get the student version of Quixel, it looks awesome.
I've heard Mudbox has all of the polys rendered at once (even the ones that are not visible), which would probably make it slower when there is allot of polys.
Currently I think there is only the Quixel Suite (which I saved money with on the preorder 8)) but if you can somehow find the older beta version (non-PBR) I know that one is free. I also am still using it since I've been too lazy to figure out the new one that I paid for XD
I've heard a lot of good things about both Mudbox and Zbrush. Read a lotta comparison articles talking on the differences of the two and most have always said that Z has a bit more friendly with setting up the base meshes within it, whereas Mud requires that you generally have to import your source.
But yeah not sure how I got off on that. Coming back here sure makes me want to finish the rest of the map I still had going for BF1 though.
Quote from: Epifire on November 18, 2014, 06:12:26 PM
Currently I think there is only the Quixel Suite (which I saved money with on the preorder 8)) but if you can somehow find the older beta version (non-PBR) I know that one is free. I also am still using it since I've been too lazy to figure out the new one that I paid for XD
I've heard a lot of good things about both Mudbox and Zbrush. Read a lotta comparison articles talking on the differences of the two and most have always said that Z has a bit more friendly with setting up the base meshes within it, whereas Mud requires that you generally have to import your source.
But yeah not sure how I got off on that. Coming back here sure makes me want to finish the rest of the map I still had going for BF1 though.
Have you seen the "shadow box" feature in ZBrush? http://pixologic.com/zbrush/features/shadowbox/ One thing I hate about ZBrush is the navigation controls.
My home school pays for educational stuff (I get to keep any software, books).
Bioshock fan?
Quote from: {PLA} Van STING on November 19, 2014, 11:45:50 AM
Have you seen the "shadow box" feature in ZBrush? http://pixologic.com/zbrush/features/shadowbox/ One thing I hate about ZBrush is the navigation controls.
My home school pays for educational stuff (I get to keep any software, books).
Bioshock fan?
I actually hand't seen the Shadowbox feature in detail but after looking at that I'd say that would be really handy. Looks like re-topology would be a cinch with that. Graduated last year, but home school is the best. :cheers:
As for Bioshock, yes I am a very dedicated fan. I have a fan based art project for something new I thought would fit in the B:I universe but I was holding off finishing it till I got squared away with a good sculpting program in conjunction with the new dDo I bought.
Some stuff I wanna redo with the high poly and some other stuff I want to sculpt details into. This is the "Sparrow of the Prophet" or better known as the Air-Bike...
It's gonna take me a while to get back to since I'm currently working on a Source Engine mod with a buddy. But when I do the final result should (hopefully) look great.
That is pretty awesome!!! How many polys?
I'm a huge Bioshock fan. In the past 7 months I've played the first one 4 times, second 1 time, and Bioshock Infinite 5 times (DLC's 4 times, I hate that ending). I have 5 Bioshock posters in my room.
It would be awesome to work on a future Bioshock game.
Gosh, what a bird..
You are working in Source engine? I'm soo jelly..
Quote from: {PLA} Van STING on November 19, 2014, 12:53:31 PM
That is pretty awesome!!! How many polys?
I'm a huge Bioshock fan. In the past 7 months I've played the first one 4 times, second 1 time, and Bioshock Infinite 5 times (DLC's 4 times, I hate that ending). I have 5 Bioshock posters in my room.
It would be awesome to work on a future Bioshock game.
Ohhhh yes I'd kill to work on anything Bioshock related. Infinite's art style is crazy blazin bright (which I really liked a lot). Really daring in design and loud with the colors. Just when I was trying to see if I could get textures right I went to work on a small "Fink crate" I thought you also might like :P [spoiler]
[/spoiler]
With a ton of random stuff smoothed and whatnot the bird is around 1.5 million. I'm only content with the engine and main body though, as I wanna actually redo a lot of it. This thing has sat around for over a year now as when I started I'd never baked a highres mesh before. So it's literally been me waiting for my skills to catch up, so I can finish it the way I had envisioned.
By the sounds of it you're wanting to do this kind of thing as a career move (if I'm not mistaken?). Totally would be awesome to collaborate on a project of some kind. Right now I just recently hopped on board with the mod Double Action: Boogaloo (steam mod) but after that it's probably back to getting into Unreal 4 and finishing the Air-Bike.
Quote from: RepubliqueCmdr on November 19, 2014, 12:56:12 PM
Gosh, what a bird..
You are working in Source engine? I'm soo jelly..
Currently I'm only working in Source for an ongoing steam mod (it's pretty cranky to work in :XD:). But many thanks on the bird. I've spent many obsessive hours contemplating how it should work. That brings up something I forgot, being that I actually was making a scene in Unreal Engine to showcase it in...
[spoiler]
[/spoiler]
Trying not to image spam, but OMG when it comes to Bioshock I just let loose. :cheer:
Quote from: Epifire on November 19, 2014, 08:23:18 PM
That brings up something I forgot, being that I actually was making a scene in Unreal Engine to showcase it in...
[spoiler]
[/spoiler]
Where's the like button!? That looks too cool, Epifire! :D
Quote from: Epifire on November 19, 2014, 08:23:18 PM
Ohhhh yes I'd kill to work on anything Bioshock related. Infinite's art style is crazy blazin bright (which I really liked a lot). Really daring in design and loud with the colors. Just when I was trying to see if I could get textures right I went to work on a small "Fink crate" I thought you also might like :P [spoiler][/spoiler]
With a ton of random stuff smoothed and whatnot the bird is around 1.5 million. I'm only content with the engine and main body though, as I wanna actually redo a lot of it. This thing has sat around for over a year now as when I started I'd never baked a highres mesh before. So it's literally been me waiting for my skills to catch up, so I can finish it the way I had envisioned.
By the sounds of it you're wanting to do this kind of thing as a career move (if I'm not mistaken?). Totally would be awesome to collaborate on a project of some kind. Right now I just recently hopped on board with the mod Double Action: Boogaloo (steam mod) but after that it's probably back to getting into Unreal 4 and finishing the Air-Bike.
Currently I'm only working in Source for an ongoing steam mod (it's pretty cranky to work in :XD:). But many thanks on the bird. I've spent many obsessive hours contemplating how it should work. That brings up something I forgot, being that I actually was making a scene in Unreal Engine to showcase it in...
[spoiler]
[/spoiler]
Trying not to image spam, but OMG when it comes to Bioshock I just let loose. :cheer:
That stuff looks like it's straight from the game! Now I wanna make a Bioshock styled gun.
I definitely want to do this stuff as a career. I'm trying to decide if it's worth going to college (with the stuff I'm doing now). I'm going through 4 Gnomon DVD's, 10 video game related books, this channel: https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/videos and my dad is an artist, so he's teaching me stuff.
A collaboration would be fun. What did you have in mind? Bioshock related?
Seeing all of this stuff makes me want to play Bioshock, and I don't even know what it is. :cheers:
Okay so I've been a bit bored lately (Even though I dhould probay be paying more attention to school) I decided to make a nice, normal gun in Sketchup, nothing different about it: [spoiler]
[/spoiler] [spoiler]
[/spoiler] Yep, thee is absolutely no- oh wait. What's that in the stock? Oh my it's a knife!! [spoiler]
[/spoiler] Well other than that I guess this is a pretty nor- Oh MY, LOOK!!! The gun is now a SWORD!!!!! [spoiler]
[/spoiler] As you can probably see, I've gotten pretty good at presentations, but here is this... Knife? Rifle? Knifle? But I think it's pretty good, I tried to go for a RWBY kind of gun and this was the result. I'm not sure if it's BF compatible even though I tried to make it as low-poly as possible, and even f it is I have to convert to MSH (Which I can't do), make textures and write the ODFs.
I'd say just make it into a rifle with a large bayonet attached into the front section. The idea for some reason sorta reminds me of a Retro-lancer from Gears of War [spoiler]
[/spoiler]
Although I'm sure you could definitely stylize it differently. Pretty cool idea though either way, just a suggestion of mine. I'd say you're off to a good start though.
That knife looks similar to a knife I have. Borderlands 2 has a lot of guns with sword sized bayonets. The knife that goes into the stock doesn't allow for much room for the mechanism. If the gun shoots bullets there needs to be more length at the back of the gun (or move the magazine forward), for the bolt to be able to grab a round and chamber it.
Here is a Bioshock-ified bergmann simplex. It is pretty much done, I just have to fix some topology and make all of the low poly parts high poly.
Do you like using Electro Bolt to defend your home from splicers, but don't have enough Eve? With our pistol upgrade you can shoot a barrage of electric projectiles at your enemies without the need for needles!
(learning how to use 3ds max's rendering system)
UNFINISHED- Mad Max fan project (the new movie looks awesome). The body is pretty much a HRG 1500 and the exhaust is from another old car.
And the last one is a modular environment (spaceship interior) that I'm currently working on. There are about 6 modular parts, I'm going to make more; ceiling pieces, windows...
Woah, those are looking grand!
Seriously Sting, I am incredibly impressed by those. :tu:
Some great looking stuff there Sting! Would love to see that gun finished out with textures too. A solid mix of different styles and themes to change it up. Speaking of changing it up I kinda wanted to show my recent project I'm just now wrapping up. Getting my feet wet with Unreal 4's new rendering system so when my long time friend (who was wanting some art for his book) contacted me about tackling the visuals, I did this for him. It's a rather dark surreal themed novel, and for this he wanted me to depict what was simple called the factory. So lots of red and metal...
It's actually a really simple layout and was great for usage of modular assets on a tight deadline. There are a ton of things I would do differently were I to do it again but it certainly was a great learning experience. Now since I recently bought Mudbox 2015, I'm hoping to detail up the Air-Bike scene and finally finish that. I wanted to get a better understanding of the engine before trying to finish my pride and joy (that got me into Unreal in the first place).
EDIT: With all the weird PB stuff I think I'll just leave it with the direct image instead.
It says it was moved, and refreshing the page doesn't appear to be working for me. :/ Any ideas?
Quote from: Norwood on January 29, 2015, 07:12:18 AM
It says it was moved, and refreshing the page doesn't appear to be working for me. :/ Any ideas?
I found clicking the "Final Renders" section above led me to the gallery of things in there, so you should be able to find the images (it's the 2 hallway shots at the beginning of the album).
Ok! Thanks Goldman, I think I found it. :happy:
Quote from: Norwood on January 29, 2015, 07:12:18 AM
It says it was moved, and refreshing the page doesn't appear to be working for me. :/ Any ideas?
Yeah sorry bout that. I'm getting rather upset with Photobucket and the way it's been handling my pictures these days. Think I'ma just gonna edit that back to using the oddly cropped thumbnails, so at least people can see it without all the hassle.
Epifire that looks pretty sweet, kinda looks like something from Silent Hill. Have you heard of Substance Painter?
I finally got Quixel to work! I'm gonna start texturing my models (with Quixel and Substance Painter).
Quote from: {PLA} Van STING on January 30, 2015, 07:59:09 PM
Epifire that looks pretty sweet, kinda looks like something from Silent Hill. Have you heard of Substance Painter?
I finally got Quixel to work! I'm gonna start texturing my models (with Quixel and Substance Painter).
Yeah I'm considering a Substance workflow tbh. Not so keen on the newest stuff with Quixel (but I've been kinda lazy about learning their new workflow).
Here is the spaceship interior with more detail (some areas aren't finished) and with a window nook, it would be cool to sit there looking out at a space scape while reading a science fiction book, that would probably be about humans never getting the ability for manned interstellar travel.
I'm probably going to learn Quixel and Substance painter.
Quote from: {PLA} Van STING on February 01, 2015, 11:04:50 AM
Here is the spaceship interior with more detail (some areas aren't finished) and with a window nook, it would be cool to sit there looking out at a space scape while reading a science fiction book, that would probably be about humans never getting the ability for manned interstellar travel.
I'm probably going to learn Quixel and Substance painter.
Am I the only one getting a vibe like Alien or Star Wars: Death Troopers looking at that screenshot?
Hey hoped you didn't mind me marking all over your render, just a couple tips and things to maybe help out if you plan on getting unique UVs setup for a lot of this. Edge transition from one mesh to another is really a make or break for how believable the art looks. You seem to be off to a great start in terms of design, as it's not near as boxed and predictable as mine.
Now my points about mirroring for UVs and splitting the top, even with something really simple is the resolution. Cause unless you want a really apparent UV seam at the top, or plan on making one side take up a whole UV sheet, it's hard to make the best of that in terms of texture resolution. My advice is just to have some sort of simple (or complex?) mesh to handle the middle right at the top of those supports, so they flow right into the other and look awesome at the same time. If you don't want it look tiled either, just make some copies of that mesh when they're baked and UVd, so you can have multiple textures. In fact depending on how you end up making the texture all you really need to change for something like that are detail maps to look unique again.
I may be covering things that seem really obvious (I wasn't sure how much texture work you'd done) but just one of the biggest things I can say, is mirror things when ever it doesn't break the look. And scale UV islands down that aren't as important of details. That way when you look at the primary details of the model it's got great support for texture detail. A pixel saved is a pixel gained. ;)
I haven't really thought about how I would texture it prior to your great advice.
Here's my plan:
I'll probably not have the final wall pieces mirrored because the final hallway wont be completely mirrored. I'll make around 8 different texture variants for the more repeated pieces and wall segment (the one that has the curved supports that protrude into the walkway), and maybe 2 texture variants for the other wall segments. The details on the side of the supports are interchangeable and I will probably make 1 texture for them and have them on one UV map or 2 separate ones if they need more resolution. The larger pieces will each be on they're own UV map so they're higher resolution. For any seams I could add in paneling detail to hide the seam. I'll make lots of different texture variants for the floor/walkway pieces and have them on they're own map. For the textures for the other pieces I will just throw them in where ever they'll fit on the maps for the other objects.
I saw this mouse at the store the other day and I thought it would be awesome to model with.
http://www.amazon.com/Razer-Naga-MMO-Gaming-Mouse/dp/B00E8CF268/ref=sr_1_1?ie=UTF8&qid=1422917904&sr=8-1&keywords=razer+naga
12 buttons at your thumb tip with shortcuts to various tools in 3ds max would be awesome!
Okay, not as impressive as above, but I'm totally psyched that I can even do this (I've always been scared of failing with modelling charactors).
I've done the skin of model by hand using google image references.
-Only a tad over 2k polys
People have been wondering where I've been or why I haven't been working on the Outpost map and I'm going to say this guy has been the culprit...
HighresFinal Render | 1,558 polys Getting to use Mudbox more and more but this was really interesting trying to pull off. Further more I'm not that good at using Marmoset Toolbag for rendering the thing (so much red!). It works I guess though.
That chair looks really awesome, nice work :cheers:
Accidentally discovered bloom scripts in Unity, made my models pop :P
Everything in the scene was made by me just to be clear. No shipping of assets.
Here are some screenshots of an unfinished sci-fi scene I did earlier this year. The second to last image are the cushions rendered with a tiling fabric normal map I made.
The last image is a render of a low poly handle with a test bake of the normal map; it's a handle to a gun I made for my game/portfolio environment.
Where is that image of a stick figure puking rainbows next to a glowing screen when I need it..
Some really good highres detail there. I'd be really curious to see how that turns out with the final game/render version!
Speaking of unfinished highres meshes I really need to finish the old Air-Bike. :XD:
Doing some more work on The Dark Mod and I figured I'd give a small update on that. TDM uses id 4 (aka the Doom3 engine) so it has some really cool dynamic lighting features...
Just a buncha stuff I've been doing over there. Making use of my Substance Painter app and normal maps (they are lovely to paint). Medieval mechanical engineering has begun to be a staple trend for me. ;)
Looks gorgeous Ep. Great work!
Looks really cool.Its a shame there is no one who can update the shader files for the Battlefront 2 game. :)
Quote from: Ginev on January 20, 2016, 09:46:42 AM
Looks really cool.Its a shame there is no one who can update the shader files for the Battlefront 2 game. :)
Yeah Ginev when things die down I want to try a whole manually lit and textured enviro in BF1. If I can manage it right, it would be small and indoors (which would give control) but have all baked in lighting and depth information.
It is a pain the workflow is so dated though. Trying to add in anything cool is difficult with SWBF as the lighting and shaders are so limited. If it works, my brute force system should be interesting. Brute force as in file size, because all the surfaces would be individually mapped. Meaning the texture usage would blow up because nothing would be tiled.
Here is a Walther PPK, inspired by the one in Fallout 4. It has around 7000 polys.
Ahh yes some finalized textures I see! Liking the attention to the letter's beveling and angle, as that's really the only good way you can bring out the material definition for a clean version.
Curious though did you do those letters with stencils in a sculpting app or run that through the texturing process? Personally I like to do my lettering when I texture as I can make last minuet changes that way.
I added the letters into the normal map with NDO. I can use Photoshops tools to create text, shapes, add photos, and then have NDO bake the stuff into the normal map. You can even sculpt into the normal map with NDO.
A long time ago, I tried to model text for a normal map :XD:
I just use Substance instead of Quixel now, but same process. Otherwise the only other way I've seen stuff done on the highpoly for text would be in Mudbox or Zbrush. There are benefits to modeling it out, for extra surface information but it does take longer. As well as a good knowledge of highres sculpting.