@grapen I cant unsee these lines
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@grapen I cant unsee these lines
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Quote from cashed1 hour ago, cashed said: @grapen I cant unsee these lines
Hehe yeah I know, open source algorithms
will go in and fix them by hand tonight!
Edit: while doing this I noticed two stray verts had found their way into my reference branch, jacking up the total tri count by 33%. Crisis averted. All is well that ends well.
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IT WORKS! Sorta....I might make the scoreboard work, but it seems like a nightmare that can easily sink a lot of time into and get me no where...
oh please tell me there are chicken sound effects when shot.
More random stuff. Patinated copper downpipe with faux gold trim.
Keeping busy...(Might tweak the rocket ship, add some wear to that red paint..)
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Cool stuff, is that for a Source map or what? I have no idea what Junction is ![]()
Carrying on with that random space shiz I was doing a few months back. Wanted to get back into hard surface in preparation for getting back to making lots more art soon. Made a Spacex inspired manned capsule/lander thing. Just a quick Marmoset render, I want to make a proper environment for this thing to set in. Need to do another pass on the decals too, they're a bit all over the place.
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Isn't/wasn't junction a studio?
coll stuff anyway!
The past few days I've been diving deeper into the dark, undocumented waters of Blender, to find a workflow that allows me to quickly whip up various trees. I'm pretty happy with the refinement I've made (right side), though I could possibly ramp up the tri count a bit in the lower pruned parts of it.
What is the best software for CS:GO modelling i havent worked much in 3D modelling softwares so i am quite begginer?
Quote from grapen1 hour ago, grapen said: The past few days I've been diving deeper into the dark, undocumented waters of Blender, to find a workflow that allows me to quickly whip up various trees. I'm pretty happy with the refinement I've made (right side), though I could possibly ramp up the tri count a bit in the lower pruned parts of it.
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Nice man! The cards ont he right tree look a little odd though. Have you tried averaging the normals across the mesh?
Quote from PogoP7 hours ago, PogoP said: Nice man! The cards ont he right tree look a little odd though. Have you tried averaging the normals across the mesh?
Yep, the leaf normals are perfectly dome shaped, so I don't think it's that. I softened the diffuse a bit and that helped, though subtletly. I'm thinking it might be that it's just very low poly, or the fact that it's source lighting (it's easier to blame something else :D)
Quote from RAD11 hours ago, RAD said: What is the best software for CS:GO modelling i havent worked much in 3D modelling softwares so i am quite begginer?
There's really no best software, any of the big brands work, they're just tools. What really matters is the skill of the artist. Premium packages like Maya and Max have the advantage of being popular in an already niche hobby/profession, which means more documentation. Blender on the other hand is free.
So some time ago i started modelling weapon. Thought it would be composed only of some scrap elements (metal rods, some pipes etc.) Didn't rly have time to finish modelling or texturing.
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Still working on details for Scepter.. I'm kind of dragging it out at this point. Soon(TM). Here's some handpainted stuff.
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Another one. Probably my best speedpainting yet.
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Havn't posted in a while. Just working on a nice ol Mk. 2 Fragmentation Grenade. Next step is some minor cleanup, baking (below is not a bake), then texturing, then rigging. Don't know what else to do with it - no project in mind.
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