mjens Posted October 20, 2007 Report Posted October 20, 2007 wanted it being a prop. so i'll not mention the poly's atm .. oh alright, somewhat about 9k... haha going to tweak it a hell of a lot and then show it again! it's a bus stop? here's mine (1k polys): Quote
D3ads Posted October 20, 2007 Report Posted October 20, 2007 Looks awesome, but that road could do with being wider, it's a bit cramped at the moment... Quote
Rick_D Posted October 20, 2007 Report Posted October 20, 2007 it's just a backdrop for the bus shelter - the focus of the piece, if you want to nitpick then there's plenty of things that could do with adjusting, the bus shelter, however, is rather nice. Quote
SnipaMasta Posted October 22, 2007 Report Posted October 22, 2007 That bus shelter looks cool, although didn't you make it in colour? Anyway - something I've been working on: Quote
PogoP Posted October 22, 2007 Report Posted October 22, 2007 I today picked up 3DS Max and Photoshop for the first time... I've never used either program, except for cropping/brightening pictures in Photoshop. Here's my first ever model/skin. Bearing in mind of course that the model is practically already done by Generalvivi in his tutorials ;D Quote
Rick_D Posted October 22, 2007 Report Posted October 22, 2007 congrats hope you have much fun with the two apps Quote
fonfa Posted October 26, 2007 Report Posted October 26, 2007 little binoculars prop for my goldeneye source map: texturing it as you read this Quote
m8nkey Posted October 27, 2007 Report Posted October 27, 2007 Bearing in mind of course that the model is practically already done by Generalvivi in his tutorials ;D As a fellow beginner I'd have to aggree the General's tuts were a great place to start. I deviated slightly as I created my own model and used Wunderboy's 3ds Max VTF pluggin for the texture in Max. This is pretty humiliating but I just keep getting the dreaded purple checkers in game. I followed Generalvivi's tutorials and have searched around the net but just can't get it to work. The VTF/VMT are located: C:\Program Files\Valve\Steam\steamapps\account\counter-strike source\cstrike\materials\models\test In my qc file I refered to it using: $cdmaterials "models\test" As the same VTF is applied to my Max model I can't understand what the problem is. Here's a Max render alongside a pic in HLMV. Polycount is 754 but think I can do some more optimising. Quote
fonfa Posted October 27, 2007 Report Posted October 27, 2007 that could be a problem in the vmt itself. post it here so we can help you i'm having a hard time texturing this little guy. crits plz! Quote
m8nkey Posted October 28, 2007 Report Posted October 28, 2007 that could be a problem in the vmt itself. post it here so we can help you i'm having a hard time texturing this little guy. crits plz! I'd suggest finding a good base texture as a starting point from the net. Personally I'd aim for something plastic looking, posibly with scratches. A specular effect on the lenses would be cool too. Fixed my texture problem, problem was the 3ds Max model had an object without the correct texture assigned. The model looks horrible in game, it was just a practice as I'll have to make some cinema seats for the map I'm working on. Quote
fonfa Posted October 28, 2007 Report Posted October 28, 2007 I tried, didn't find any base texture of that kind of plastic. I made it a bit noisy though, a bit hard to see from the pic. And the lens will have specularity for sure. I'm just not really satisfied the way it is now. For your stuff, i think you should try a model with more straight lines and less small details like the soda holding thing. Since you're planning on making the whole cinema room, why don't you try a seat like this one? The most important part of the seat is the silhouette. You don't need to spend that many polys on the inner parts, since you can give that detail via texture. You need a lower poly seat, make it as simple as possible so you can have lots of them in the scene. Quote
m8nkey Posted October 29, 2007 Report Posted October 29, 2007 Checkout the plastics section at http://www.cgtextures.com/ could even manipulate a scratched metal texture or something to add scratches to your base texture. I checked out that design when I was looking for reference pics. Decided on a more intricate design as the model will be in a fairly low detail, enclosed room so think I can afford the extra polys. Quote
Minos Posted October 29, 2007 Report Posted October 29, 2007 Modeled these arches for my INS map: (130 polys but the lod stage cuts it down to 70 or something which is pretty optimal imo) Quote
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