
Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 23, 2014 07:21 PM
Msg. 6791 of 9951
WIP and I still got ALOT to do in the texture.
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Jun 23, 2014 08:17 PM
Msg. 6792 of 9951
Quote: --- Original message by: Cheddars http://i.imgur.com/n2tAtMv.png
WIP and I still got ALOT to do in the texture. me likey. ALOT. apart from the bottom half being too clean (not saying it should be scratched to hell) but you said you had alot to do so.... As far as the model itself goes i think its perfect. INB4 other people point out flaws that make me feel like a bloody moron.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 23, 2014 08:43 PM
Msg. 6793 of 9951
Quote: --- Original message by: abkarchQuote: --- Original message by: Cheddars http://i.imgur.com/n2tAtMv.png
WIP and I still got ALOT to do in the texture. me likey. ALOT. apart from the bottom half being too clean (not saying it should be scratched to hell) but you said you had alot to do so.... As far as the model itself goes i think its perfect. INB4 other people point out flaws that make me feel like a bloody moron. ahah thanks man. Yeah I haven't fully weathered the mag and the mag holder :p.
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Vergil
Joined: Jun 13, 2011
you're just mad cuz you're angry
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Posted: Jun 23, 2014 09:32 PM
Msg. 6794 of 9951
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Jun 23, 2014 09:46 PM
Msg. 6795 of 9951
the driver is gonna have to be slouched over really badly...xD Awesome design though. Edited by abkarch on Jun 23, 2014 at 09:47 PM
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Vergil
Joined: Jun 13, 2011
you're just mad cuz you're angry
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Posted: Jun 23, 2014 09:48 PM
Msg. 6796 of 9951
the guy's head is about where that highlight on the seat is actually
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Jun 23, 2014 09:54 PM
Msg. 6797 of 9951
Quote: --- Original message by: Vergil the guy's head is about where that highlight on the seat is actually looking at it closer, that makes sense, i was a little confused. xD Anyway great design.
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jun 23, 2014 10:15 PM
Msg. 6798 of 9951
Quote: --- Original message by: abkarch
the driver is gonna have to be slouched over really badly...xD That would make sense if the driver's an Elite, though? :3 But yeah, nice design. Are you gonna model this?
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Vergil
Joined: Jun 13, 2011
you're just mad cuz you're angry
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Posted: Jun 23, 2014 11:25 PM
Msg. 6799 of 9951
yeah im gonna TRY
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 24, 2014 02:17 AM
Msg. 6800 of 9951
I think we are getting better :P
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Vergil
Joined: Jun 13, 2011
you're just mad cuz you're angry
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Posted: Jun 24, 2014 06:17 PM
Msg. 6801 of 9951
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 28, 2014 06:48 AM
Msg. 6802 of 9951
Nice, a word springs to mind however, I cannot think why. Perhaps it maybe coincendence? CGTUTS+ Here is mine, texture still to do. low_poly version: tris: 6,419 verts: 3, 429 
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 28, 2014 08:21 AM
Msg. 6803 of 9951
O.o never saw the tutorial, but looks nice. Though you probably don't need to have any detail on handle like the insetted circle since the hand will be covering it. I also deleted a lot of the screws to save on poly count and will add them in the normal map. Gotta finish the normal map too, but we decided to do a horror game instead so I stopped. Will show you my wire frame if you want lol. But yeah nice work bro! EDIT: Edited by Cheddars on Jun 28, 2014 at 08:59 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 28, 2014 10:31 AM
Msg. 6804 of 9951
Ty brah! I'm seriously annoyed with this model though, I have the lp final model all triangulated and it is still 5000+ tris. I might do a normal map, never done one before. But normals are only useful in OS, If I do an OS version I might normal it. But until then I'm sorta stuck with texturing and animation this sucka for ingame. Here are some shots I forgot to post, the xpl render is the high poly version (11,000 tris) and has no smoothing groups. BTW: Stupid question but how do you do a wireframe? I know how to force the wireframe in the render settings dialogue bt, it removes the polies and just shows the edges.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 28, 2014 07:37 PM
Msg. 6805 of 9951
Lol baking that without errors is gonna a b****. Do what I do for weapons and try nvidia normal map filter for Photoshop. You'll have to delete the seams in the channels where you UV seams are but its alot less tedious, especially for weapons. (This changes ofc when you have really hard surface weapons.
For an easy wireframe render like I did, I chose mental ray as my renderer and than chose composite as my material. Than just pug a wire frame standard shader in and your base material. The two should overlay in the render.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 29, 2014 02:15 AM
Msg. 6806 of 9951
Making sky elements open for full res. Edited by Maniac1000 on Jun 29, 2014 at 02:17 AM
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 29, 2014 03:28 AM
Msg. 6807 of 9951
Wow. Looks great. Was that modeled and rendered in max?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 29, 2014 03:33 AM
Msg. 6808 of 9951
not modeled, used aether to get infinity base, used vue to make island . yes in max.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jun 29, 2014 07:48 AM
Msg. 6809 of 9951
Have a little time on my hands, so I decided to take up some work on this year's UUI update. I'm working on changing the player color selection bitmaps. Here's what I got so far for the base:  Old: Edited by MoooseGuy on Jun 29, 2014 at 08:08 AM
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jun 29, 2014 09:39 AM
Msg. 6810 of 9951
Quote: --- Original message by: MoooseGuyHave a little time on my hands, so I decided to take up some work on this year's UUI update. I'm working on changing the player color selection bitmaps. Here's what I got so far for the base: http://imgur.com/Wlh1ygs.jpgOld: http://imgur.com/6kld5Uc.jpgEdited by MoooseGuy on Jun 29, 2014 at 08:08 AM sexy
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jun 29, 2014 10:44 AM
Msg. 6811 of 9951
Quote: --- Original message by: The DoctorQuote: --- Original message by: MoooseGuyHave a little time on my hands, so I decided to take up some work on this year's UUI update. I'm working on changing the player color selection bitmaps. Here's what I got so far for the base: http://imgur.com/Wlh1ygs.jpgOld: http://imgur.com/6kld5Uc.jpgEdited by MoooseGuy on Jun 29, 2014 at 08:08 AM Fappy fap fap. I don't like the background... There won't be one. That's just my editing background I was using in Photoshop.
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jun 29, 2014 10:45 AM
Msg. 6812 of 9951
Does PS have an edge feather filter or something similar? Kinda jaggy ATM.
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Vergil
Joined: Jun 13, 2011
you're just mad cuz you're angry
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Posted: Jun 29, 2014 10:51 AM
Msg. 6813 of 9951
"refine edge" is what it's called
doesn't matter he should be using paint tool sai anyways >_>
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jun 29, 2014 12:44 PM
Msg. 6814 of 9951
Quote: --- Original message by: Maniac1000Making sky elements open for full res. http://i.imgur.com/ceDEa2w.jpgEdited by Maniac1000 on Jun 29, 2014 at 02:17 AM Pretty. Reminds me of Forge World.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 29, 2014 08:25 PM
Msg. 6815 of 9951
Edited by Maniac1000 on Jun 30, 2014 at 10:02 PM
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jun 29, 2014 08:32 PM
Msg. 6816 of 9951
Needs moar structurrrrrz!
Seriously though, that looks amazing.
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jun 29, 2014 09:55 PM
Msg. 6817 of 9951
Quote: --- Original message by: MoooseGuy Needs moar structurrrrrz!
Seriously though, that looks amazing. MOAR!!!
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 2, 2014 01:32 AM
Msg. 6818 of 9951
Thought I'd try my hand at up res'ing some forerunner metal textures from b30 Original ground plate texture 2048x2048 modification Did it using GIMP and the vanilla texture. I think it came out alright, maybe a bit glossy. thoughts? Edited by Delicon20 on Jul 2, 2014 at 01:36 AM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jul 2, 2014 01:36 AM
Msg. 6819 of 9951
Readd the rustyness to it.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 2, 2014 02:06 AM
Msg. 6820 of 9951
brightened and lowered contrast to remove glossiness and better fit the color. Added in some grimy colors and texture detail. if the detail is too noticeable I could always blur it all down into the background.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jul 2, 2014 08:29 AM
Msg. 6821 of 9951
Quote: --- Original message by: Delicon20http://i.imgur.com/VQjomgA.jpg brightened and lowered contrast to remove glossiness and better fit the color. Added in some grimy colors and texture detail. if the detail is too noticeable I could always blur it all down into the background. More rustiness to the corners. BUT OTHERWISE KEEWL.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jul 2, 2014 12:09 PM
Msg. 6822 of 9951
Quote: --- Original message by: ASCENDANTJUSTICEQuote: --- Original message by: Delicon20http://i.imgur.com/VQjomgA.jpg brightened and lowered contrast to remove glossiness and better fit the color. Added in some grimy colors and texture detail. if the detail is too noticeable I could always blur it all down into the background. More rustiness to the corners. BUT OTHERWISE KEEWL. Adding rust to the corners and edges is something I'm a little iffy about. I don't wanna ruin the tilability of the texture. And @ Mootjuh, it was actually rust detail that I found online, but I definitely see the rock like texture now that you've mentioned it. It might be because I greyscaled the detail before cloning so the rust didn't effect the color of the texture very much, thus creating a more stonish effect. In short, Mah bad! EDIT: Ta-dah? Edited by Delicon20 on Jul 2, 2014 at 02:51 PM
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jul 2, 2014 10:21 PM
Msg. 6823 of 9951
Quote: --- Original message by: ASCENDANTJUSTICE More rustiness to the corners. BUT OTHERWISE KEEWL. i'm not sure you understand how tiling works, one does not simply mess with corners
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jul 3, 2014 03:55 AM
Msg. 6824 of 9951
you could apply the detail you added as a layer with seamless filter, then it won't look lowres on the side and it will be easily tileable.
buuuut imo this is a waste of tagspace. Cool kids care about this, detail maps exists
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Jul 3, 2014 02:27 PM
Msg. 6825 of 9951
Quote: --- Original message by: greg079Quote: --- Original message by: ASCENDANTJUSTICE More rustiness to the corners. BUT OTHERWISE KEEWL. i'm not sure you understand how tiling works, one does not simply mess with corners I believe he was referring to the edges. Speaking of edges; some highlight on the edge would add more depth to the insets. Edited by YakZSmelk on Jul 3, 2014 at 03:00 PM
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