searinox Posted March 23, 2008 Report Posted March 23, 2008 Nurb, that ship gonna be awesome!! And I LOVE those cannons!! ng.aniki, that model looks cool, but you should focus more on details and anatomy, those arms are so strange. -------------- This is an mg34 hipoly model for my Stug III model. I want to add an ammo belt on the other side, but the next step will be model it on lowpoly and bake the normal maps into it... (and the f****** UV unwarp, and texturing) Open the images on a separate window to see em on full size, res is HD1080 Hope u like it ^^ Quote
JohnC Posted March 24, 2008 Report Posted March 24, 2008 Is there any chance a derivative of that could end up as an MG42 skin? I miss the 34 from classic DoD. Quote
dissonance Posted March 24, 2008 Report Posted March 24, 2008 The DoF isn't working out for me, 'cause there's some weird black shading on the edges of the barrel. Doesn't look natural at all. Other than that, rock on. It looks awesome; can't wait to see it textured. Quote
KIIIA Posted March 24, 2008 Author Report Posted March 24, 2008 nurb wrote: ...I'm texturing all of it with tileable textures just as if it was brush geometry (so you can go really close and still get a sharp texture), and then in the unreal engine I multiply these textures with a single 2048 texture of the entire ship that contains unique details such as rusty areas, seaweed on the hull and tire-marks on the deck. Hope that makes sence .... You mean, you blend detailtextures over your texture of the ship? Or is it possible to assign different UV Sets to different textures that are applied over each other? For lightmaps i know its possible! If you are using a lightmap and model with maya i would recommend you to use this tool for the Lightmap UVSet: "http://www.renderheads.com/portfolio/UVAutoRatio/" . We used it at the studio for all the lightmaps, since it`s really handy! Quote
Nurb Posted March 24, 2008 Report Posted March 24, 2008 nurb wrote: ...I'm texturing all of it with tileable textures just as if it was brush geometry (so you can go really close and still get a sharp texture), and then in the unreal engine I multiply these textures with a single 2048 texture of the entire ship that contains unique details such as rusty areas, seaweed on the hull and tire-marks on the deck. Hope that makes sence .... You mean, you blend detailtextures over your texture of the ship? Or is it possible to assign different UV Sets to different textures that are applied over each other? For lightmaps i know its possible! If you are using a lightmap and model with maya i would recommend you to use this tool for the Lightmap UVSet: "http://www.renderheads.com/portfolio/UVAutoRatio/" . We used it at the studio for all the lightmaps, since it`s really handy! Yes, I blend the detailtextures with the ship texture (or rather multiply the shiptexture over the detailtextures). You put it way better than I did Figured out how to lightmap the ship now also. Didnt know that I had to make a second UVset >_< So basically I just made a copy of the existing UVs and fixed some places where there would have been problems (like mirrored/overlapping UVs). Thanks for the tip on that app though, seems good. I'll check it out next time Quote
the0rthopaedicsurgeon Posted March 26, 2008 Report Posted March 26, 2008 simple stone lantern prop for my L4D map. i'm putting in a shinto shrine to test my modelling/texturing skills so there's a lot more i still need to make after this one Quote
Zeta Posted March 26, 2008 Report Posted March 26, 2008 Looks nice. Maybe chamfer the edges on top and bottom two blocks, a white outline around the text might help it pop out better as well. Quote
Quakis Posted March 26, 2008 Report Posted March 26, 2008 Bar, work in progress - for current Source Project; [attachment=0]model_combararea06.jpg[/attachment] Quote
PhilipK Posted March 27, 2008 Report Posted March 27, 2008 simple stone lantern prop for my L4D map. i'm putting in a shinto shrine to test my modelling/texturing skills so there's a lot more i still need to make after this one I like that. I did make a little very quick edit on the pic on what I would have added texture wise probably tho. Mostly to help out define the geometry better ingame I think it's nice to work some on the edges. I know edge worn is so 90's but there are a lot of ways you can do that and not only a 1px pencil line. And it does really help bringing out the geometry better in most cases. This as I said was very quick and isn't very good at all... But maybe it's an idea at least. Also tried getting in some colors here and there (if it would be used in a grassy kind of environment). Quote
Minos Posted March 27, 2008 Report Posted March 27, 2008 I modeled a cool 3dsky building for ins_abdallah last night. Been willing to make one for years (I know the top parts are very blurry, I'll replace them with tiling textures instead of using the same uvmap as the rest of the building) Quote
Cybbe Posted March 28, 2008 Report Posted March 28, 2008 I modeled a cool 3dsky building for ins_abdallah last night. Been willing to make one for years (I know the top parts are very blurry, I'll replace them with tiling textures instead of using the same uvmap as the rest of the building) Looks nice. Though I don't think "blurry" is gonna cut it. It looks like a build engine texture But good work minos~~ Only thing I have to say is it seems the two "sides" on the left of the picture are using the same texture. Which they probably are. It looks like the wear and tear is looping, which would be fine if it were on the other side of the building... But they're practically next to each other and looks kinda fake ;o Quote
SnipaMasta Posted March 28, 2008 Report Posted March 28, 2008 Bar, work in progress - for current Source Project; [attachment=0]model_combararea06.jpg[/attachment] Looks cool, but maybe add some more space to the shelves on top if they're for drinks? (some way of telling the scale would be nice for future renders btw) Quote
Quakis Posted March 28, 2008 Report Posted March 28, 2008 Looks cool, but maybe add some more space to the shelves on top if they're for drinks? (some way of telling the scale would be nice for future renders btw) The top shelves were actually meant for glasses, but now that I think about it, they might be a little too high up. Not sure at the moment, but I'll keep the scale-thing on mind next time. Quote
the0rthopaedicsurgeon Posted March 29, 2008 Report Posted March 29, 2008 worked on some more props for my l4d map, first one is a stone torii that'll be at the entrance to the shrine section and the second is the roof to a huge gate building thing (the extra parts in the first render are the brushwork imported from hammer, the roof itself is around 12k faces) Quote
jaboo224 Posted March 29, 2008 Report Posted March 29, 2008 sweeeeet, reminds me of ts_dojo off the specialists Quote
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