materials look too clean (plastic) apart i think it works.
The random model thread!
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you could also surface or smart blur the bg a little to make it blend more with the model.
Think the model looks nice, could use some more texture work in terms of hue and colors / dirt on the lower parts.
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Thanks guys for the replies. Will keep it mind when finishing this piece.
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Starting an odd weapon... don't ask

[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…01-Tribault.jpg]
http://i635.photobucket.com/albums/uu75 ... ibault.jpg
Supposed to be a constant firing Arquebus with the option to ignite all three barrels at once for extra damage (and a longer reload). I'ts going to be fed by a belt of some sort.
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looks definitely interesting...
nice hidden swastika?

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Quote from Nauz
looks definitely interesting... nice hidden swastika?

Thanks. I hadn't made the connection to a swastika before, it's fixed
now find the penisHere is the progress for today. Making the low-poly is going be a bitch:
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…03-Tribault.jpg]
http://i635.photobucket.com/albums/uu75 ... 04-tri.jpg
http://i635.photobucket.com/albums/uu75 ... 6-Trib.jpg
The character is just a placeholder
It's Lowmax.The thing is so big I'm considering adding wheels to the front

http://i635.photobucket.com/albums/uu75 ... 7-Trib.jpg
More pics here.
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The mod I'm currently working on had a bigass update showing off our new player models.
I specifically worked on getting the #$#@$ing thing working well in the source engine as well as about 40-50 w_models so far (3 LOD's for each weapon we have and we have about 30+ weapons).
Model by schmung
textures by stealthsilver
animations and overall experienced advice giver : oelund
[Blocked Image: http://team.firearms-source.com/updateimages/update8/snow1.jpg]
[Blocked Image: http://team.firearms-source.com/updateimages/update8/iwo1.jpg]
[Blocked Image: http://team.firearms-source.com/updateimages/update8/snow3.jpg]
It's been really fun learning all the ins and outs of character animation/rigging and the way the source engine handles it but I cant wait to get back to environment stuff.
Also if I ever have to do another set of w_models again I'm gonna go nuts

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Quote from arhurtDisplay More
Thanks. I hadn't made the connection to a swastika before, it's fixed
now find the penisHere is the progress for today. Making the low-poly is going be a bitch:
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…03-Tribault.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…uff/004-tri.jpg]
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…ff/006-Trib.jpg]
The character is just a placeholder
It's Lowmax.The thing is so big I'm considering adding wheels to the front

[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…ff/007-Trib.jpg]
More pics here.
Brilliant!
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I thought this was some sort of replacement that you planned for the Heavy (TF2).
Looks really cool.

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Quote from Deathy
I thought this was some sort of replacement that you planned for the Heavy (TF2).Looks really cool.

Well besides the obvious similarity of the weapon the model I'm using for the character also helps to that. But no I plan to texture it quite realistic and detailed, especially adding some nice ornaments all around engraved in the metal and wood parts.
Here are the new pics (I've left them as links as to not clutter the thread). I've enlarged the barrels and moved the handle a bit so it doesn't cover them. Also added the cartidge feeding mechanism. I've also made the backpack quite larger. I'll leave the backpack to be modelled later so all I need right now is the ammo belt and then it's time to start the low-poly!
[Blocked Image: http://i635.photobucket.com/albums/uu75/ar…10-Tribault.jpg]
http://i635.photobucket.com/albums/uu75 ... ibault.jpg
http://i635.photobucket.com/albums/uu75 ... ibault.jpg
I wanted to show more of the weapon's mechanisms in the player view so I've lowered the player's view a bit, it sits just above the player's mouth under his nose so I don't think it's much of a problem.
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i think the playermodels would fit more into the environment if they were a little more dirty, other than that they look nice

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Quote from SpicyTanuki
The mod I'm currently working on had a bigass update showing off our new player models. I specifically worked on getting the #$#@$ing thing working well in the source engine as well as about 40-50 w_models so far (3 LOD's for each weapon we have and we have about 30+ weapons).
It's been really fun learning all the ins and outs of character animation/rigging and the way the source engine handles it but I cant wait to get back to environment stuff.
Also if I ever have to do another set of w_models again I'm gonna go nuts

I feel you pain. I have to do all the character model + weapon stuff for Ham and Jam and it takes forever to rig everything.
Player models look nice although the eyes make them look like they're getting buttsech.
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Quote from Pampers
i think the playermodels would fit more into the environment if they were a little more dirty, other than that they look nice

yeah they can definitely use some more dirt, it's a fairly hot topic of debate between the team.
Quote from WunderboyI feel you pain. I have to do all the character model + weapon stuff for Ham and Jam and it takes forever to rig everything.
Player models look nice although the eyes make them look like they're getting buttsech.
hehe yeah, that first pic definitely looks like someone touched the player model in an inappropriate place

I also need to fix the phong on those guys heads, it kind of looks like they were dipped in vegetable oil.
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i modified the L4D ambulance for use as an escape vehicle in l4d_yama:
[Blocked Image: http://img520.imageshack.us/img520/8896/ambulance.jpg]
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That's migthy cool man. Wish you could bake some AO on those pieces though.
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Needs AO yeah, and textures look way over saturated and bright.
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i can't render an AO map, i've edited the ambulance texture slightly (so that shouldn't look too bright, even if it's 100% self-illum) but it uses tiling squares for parts like the roof or floor, and there's one texture for the doors on the side (under the barrier pieces) and the back. i might have to try and move some of those parts onto the armour texture to get around that.
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Looks cool mate. I think you could come up with something neater if you were to armor the door and windows on the side individually. Similar to how you've done the windscreen and windows. I get the feeling that the road barriers may have just been the last thing you did and therefor rushed it

Any work on the back?
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I try to do something not TF2 related every now and then, but people keep requesting models for TF2 and I keep making them...
[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/001-Torch-1.jpg]
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Quote from arhurt
I try to do something not TF2 related every now and then, but people keep requesting models for TF2 and I keep making them...[Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/3Dstuff/001-Torch-1.jpg]
actually i could use those non tf styled

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