Usage:
from a polyMesh selection(s) create a point cloud(s) ( control vertice cloud ) for reference
each cloud is grouped and assigned it's own reference layer by executing this script:
if each point emitted simple old school quake style particles with a real slight drift on them it could make for an interesting effect on a character i think :O
I'm working on my own custom weapon model for TF2. Still have a lot of work to do on the textures. Oh, and if anybody has some helpful hints as to how I might actually get it working in-game, that'd be grrrrreat. I can get static props and stuff working, but I'm not quite sure how to get custom weapon models working yet.
Finishing off a mesh I started way back when we had the first Street Fighter competition. She was supposed to be based on Elena from 3rd strike, not that you'd really recognise it now.
Got a ways to go yet. Need to give the entire thing a going over with the awesome brush.
I'm not too sure about these textures. I think I'm going to have to look more closely at how they did the weapon textures and then I'm going to redo most of the texture for this from scratch.
With a little help from RobG, I got this sucker working in-game. I've since fixed the clipping issues you can see in this screenshot and now I just need to work on the textures.
With a little help from RobG, I got this sucker working in-game. I've since fixed the clipping issues you can see in this screenshot and now I just need to work on the textures.
Damn, looks sweet, glad you got it running in engine, I always hated working with source, after being spoiled with Unreal... haha
Only suggestion is maybe try to find something to wrap around the head of the wooden bat, I feel like if I swung that thing quick enough the spike is going for a trip into the air. Maybe some barbed wire, that would make it look pretty vicious. Or even something like a thin strip of metal bent around with some nails pounded into that. Dunno, maybe not. :P
Damn, looks sweet, glad you got it running in engine, I always hated working with source, after being spoiled with Unreal... haha
Only suggestion is maybe try to find something to wrap around the head of the wooden bat, I feel like if I swung that thing quick enough the spike is going for a trip into the air. Maybe some barbed wire, that would make it look pretty vicious. Or even something like a thin strip of metal bent around with some nails pounded into that. Dunno, maybe not. :P
Yeah, Source is a real bitch to mod. I was amazed how easy it is to import custom models and textures into Unreal 3, so maybe I'll do something with that after Dominance War winds down.
I was actually thinking the same about wrapping the end with something just like you mentioned. I'm not sure what'd be best, though, but I'll certainly experiment with it. I like the metal strip idea.
Anyway, here's a download link to the thing as it stands right now if anybody wants to play around with it.
I'm going to write a tutorial on getting custom melee weapons working in-game pretty soon, and then I'll get to work on figuring out animated guns and stuff. I'll release all the source files and textures in a big pack so people can screw around with them and make their own versions. I figure that I may as well do it myself since I can't find any damn tutorials by anybody else.
Yeah, Source is a real bitch to mod. I was amazed how easy it is to import custom models and textures into Unreal 3, so maybe I'll do something with that after Dominance War winds down.
I was actually thinking the same about wrapping the end with something just like you mentioned. I'm not sure what'd be best, though, but I'll certainly experiment with it. I like the metal strip idea.
Anyway, here's a download link to the thing as it stands right now if anybody wants to play around with it.
I'm going to write a tutorial on getting custom melee weapons working in-game pretty soon, and then I'll get to work on figuring out animated guns and stuff. I'll release all the source files and textures in a big pack so people can screw around with them and make their own versions. I figure that I may as well do it myself since I can't find any damn tutorials by anybody else.
I think a rusty strip of something similar to this would look pretty good...
I'll be waiting to check out the tutorial when you get it out,
I'm with swizzle, i would like to see a 3/4 view renderhjs. The flow it the ship is very nice, it reminds me of a small cell organism that attracts others and then feeds on them.
First Rolento, now Damnd (Final Fight first boss), then... (any sugestion from the 2Dfight-addicted here in Pcount?)
Love the stylistic look you have. Suggestions? Hmm, it might be obvious but a big stylized Haggar might be sweet. Or maybe go old school and something from Double Dragon?
First Rolento, now Damnd (Final Fight first boss), then... (any sugestion from the 2Dfight-addicted here in Pcount?)
Maki! Maki! Maki!
*ahem*
Looks pretty Damnd good, get it?! </lame pun>
I think the skin tone should be just a touch darker though. Damnd always struck me as a thug with rastafarian influence. It also looks to me like the hair could use a little more detail to show off finer locks, maybe some hair ties. I don't have a reference pic off hand but I think it'll help add to the believability of the hair.
Hey Hal, if you're getting black edges from your normals and you're using smoothing groups on your low poly, then you might need to try splitting your UV shells according to the smoothing groups assigned to them.
I think I'm just about finished with this bad boy. I added some tape to the end and rearranged the nails so they read better in first person. I've got the tutorial about half-way done. Once I'm finished writing it, I'll post it on here.
Flu coming on, sore throat and ache. Get your shots, if you haven't yet! Made a bored and lonely modular mushroom in a couple slow hours tonight. Probably should have used reference... eh, internet-less art PC is lame. Next time I will make a photorealistic morel or something.
Does it look like a very angry dwarf might live there yet? still much to do , windows, debating about sculpting wood for the beams (might just crazy bump it...but since I modeled everything else out by this point I can only wonder...)Still need to model chimney/metal boiler thing.
hopefully you might see this completed before (and possibly at) GDC
Hey Hal, if you're getting black edges from your normals and you're using smoothing groups on your low poly, then you might need to try splitting your UV shells according to the smoothing groups assigned to them.
Notice when each face is split into its own UV shell it gets rid of the weird black lines that you're probably seeing.
Hey jeah that did it, and I moved away from the blender internal normal map baker which produced edges even with splitted UV shells, it messed up the whole normal map, I now switched to xNormal which did the job.
lol could be, so many people are mis labelling there pictures on the net its getting frustrating.
although i do have a 3d model in front of me so im not straying that far from the source material. its a "supermarine spitfire VB" says the box
btw thats a WONDERFUL head. love the quality of work on this site
Looks like you are mixing different spitfire types,
make sure the cockpit glass is round, instead of boxy,
this also goes for the nose, your model looks pretty boxy ontop of the front area
also keep a clear view on wich one you are making, example, a 3, 4, or 5 bladed prop? cockpit ontop of the body, or does it go over into the tail section? what kind of airintake, everytype is just a bit different.
Replies
Starting out with a hologram head atm, but i dunno, aliens are just so much cooler.
Can you play online while haveing that model installed? Do you know if its also possible to replace character models?
point cloud of cv's
download here
Usage:
from a polyMesh selection(s) create a point cloud(s) ( control vertice cloud ) for reference
each cloud is grouped and assigned it's own reference layer by executing this script:
if each point emitted simple old school quake style particles with a real slight drift on them it could make for an interesting effect on a character i think :O
Yes, that is a railroad spike through a board.
Got a ways to go yet. Need to give the entire thing a going over with the awesome brush.
I'm not too sure about these textures. I think I'm going to have to look more closely at how they did the weapon textures and then I'm going to redo most of the texture for this from scratch.
Really need to learn how to paint.
Man, what a crazy night this was.
Aye. I definitely need to adjust the shader and get the spec map working properly.
renderhjs: i´m wondering how this might look like in the 3/4 view
while testing shaders and working on the low and another highpoly environment i´ve decided to make something more funny.. nostalgic ingame mockup
infact this is the low-lowpoly model baked from the lowpoly model
more pics when i´m eventually finished
btw, the city background is not by me, it´s an img of coruscant/starwars
yea i know.. it´s the "same" model again :poly122:
Someone made it worse :>
Damn, looks sweet, glad you got it running in engine, I always hated working with source, after being spoiled with Unreal... haha
Only suggestion is maybe try to find something to wrap around the head of the wooden bat, I feel like if I swung that thing quick enough the spike is going for a trip into the air. Maybe some barbed wire, that would make it look pretty vicious. Or even something like a thin strip of metal bent around with some nails pounded into that. Dunno, maybe not. :P
Yeah, Source is a real bitch to mod. I was amazed how easy it is to import custom models and textures into Unreal 3, so maybe I'll do something with that after Dominance War winds down.
I was actually thinking the same about wrapping the end with something just like you mentioned. I'm not sure what'd be best, though, but I'll certainly experiment with it. I like the metal strip idea.
Anyway, here's a download link to the thing as it stands right now if anybody wants to play around with it.
http://www.badongo.com/file/13517782
I'm going to write a tutorial on getting custom melee weapons working in-game pretty soon, and then I'll get to work on figuring out animated guns and stuff. I'll release all the source files and textures in a big pack so people can screw around with them and make their own versions. I figure that I may as well do it myself since I can't find any damn tutorials by anybody else.
I think a rusty strip of something similar to this would look pretty good...
I'll be waiting to check out the tutorial when you get it out,
Warhammer ogre: Paymaster Maneater(~4100 tris, x1024 diffuse, amb color, spec, normal):
~800 more tris for the belt, and a separate x1024 map with lots of more space for more stuff
Fat"man":
ciao
Love the stylistic look you have. Suggestions? Hmm, it might be obvious but a big stylized Haggar might be sweet. Or maybe go old school and something from Double Dragon?
Black edges and now Idea what to do. Smoothing groups btw, but there should be a way right?
//edit: nevermind, I guess I shouldn't use blender for baking :poly142:
Btw. Bdozin, nice work like it
Maki! Maki! Maki!
*ahem*
Looks pretty Damnd good, get it?! </lame pun>
I think the skin tone should be just a touch darker though. Damnd always struck me as a thug with rastafarian influence. It also looks to me like the hair could use a little more detail to show off finer locks, maybe some hair ties. I don't have a reference pic off hand but I think it'll help add to the believability of the hair.
Good job!
Check out this tutorial:
http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html
Notice when each face is split into its own UV shell it gets rid of the weird black lines that you're probably seeing.
Another day, another dollar. More zsphere anatomy.. lots of mistakes, trial and error.
I forgot how fun environment pieces can be!
Does it look like a very angry dwarf might live there yet? still much to do , windows, debating about sculpting wood for the beams (might just crazy bump it...but since I modeled everything else out by this point I can only wonder...)Still need to model chimney/metal boiler thing.
hopefully you might see this completed before (and possibly at) GDC
Hey jeah that did it, and I moved away from the blender internal normal map baker which produced edges even with splitted UV shells, it messed up the whole normal map, I now switched to xNormal which did the job.
Thank you very much that helped me alot.
got lots to do on this bad boy as this image shows
http://www.jonbryon.com/spitfireF22/spitfireF22_003.jpg
although i do have a 3d model in front of me so im not straying that far from the source material. its a "supermarine spitfire VB" says the box
btw thats a WONDERFUL head. love the quality of work on this site
Thanks for your help everybody
Looks like you are mixing different spitfire types,
make sure the cockpit glass is round, instead of boxy,
this also goes for the nose, your model looks pretty boxy ontop of the front area
also keep a clear view on wich one you are making, example, a 3, 4, or 5 bladed prop? cockpit ontop of the body, or does it go over into the tail section? what kind of airintake, everytype is just a bit different.
btw, they are the most sexiest planes ever made..
Also nice gun HAL, nice to see this one finally finished!
Did you wanna find hell with me?
Cause tbh,
I can show you what it's like...
And HAL
Sick bake, I wanna L2 bake that clean
It gave him lemon-lime.