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.
That's awesome Swizzle, but I'd rather see it replace the scout bat than the pyros axe.
I've actually been thinking much the same thing; it seems a little more in-character for the scout to have it instead of the pyro. The only reason I haven't done that yet is because it's currently easier to replace models for the unlockable weapons than the default ones. This isn't to say that replacing unlockables isn't a pain in the ass, but it's even more a pain in the ass to do defaults.
Once I get this thing done and I get the rest of the tutorial written (along with working out all the niggling little bugs that are driving me up the wall), I'll work on getting default weapons replaced. After that, I'm going to try my hand at a projectile weapon.
Swizzle, I hear lots of people complain about Source. Is it really crazy to work with? I dunno why there aren't lots of training DVD sets on Source...seems to me like something that would sell lots of copies.
Yes, Source is a bitch to work with. It's very hard to figure out anything about it without tutorials and the only tutorials available are written by people like me who are just fans trying to figure it out on their own.
Valve doesn't officially support any part of the SDK, at least as far as I know, so there's no way to get answers from people who work with the engine every day except to ask people on mod teams. It's not like Unreal where there's a large amount of official support in addition to the huge user base; you basically have to figure everything out from other people who are trying to do the same things you are.
If Source was as easy to work with as Unreal 3, I guarantee you'd see a ton of games being released that use the engine. It's very, very versatile and there's tons of neat stuff you can do with it even if you don't have any coding expertise, but lack of support from Valve and the generally hostile work environment it provides make it very undesirable next to engines like Unreal, even if it's a very efficient, scalable engine.
slowly making progress- about 5-6 textures being used in all with the scene (hut base, willow tree foliage/top of hut, tree bark, grass in bg/trim and ground), still got mid ground and background to make- basically remaking a screenshot, end result will be to have a few enemies and maybe one of the bosses in the scene
Characters need to be skinned and polish to the existing textures and some small trims like grass planes but fairly pleased with how it's coming out so far...
Also characters need hands texturing along with weapons.
This will be designed with PSP in mind so may go back and make the textures a bit more smoother as I want minimal scintilation if it were to appear on the PSP
scumworks good work but I think you can push out those shapes much more, dont be afraid to go a bit crazy and add lots of volume/3Dshape to the forms. I was too tentative with my sculpting for too long and it always looked like I had just drawn details on top of the sculpture rather than really getting deep into the sculptures shape.
slainean - looks cool! maybe its an autodrive truck...no need to be able to see through rain or look in mirrors if your not even driving hahaa
Maybe some simple stuck to the side wingmirrors would work, little wedge shapes, rather than having them stuck out on supports like regular ones. Or even little cameras at the back, relayed to screens inside the cab
It's a small truck for a scene, hopefully. In the future there are no rearview mirrors or windshield wipers, I guess.
Very clean modelling Slainean Is it based on a real car ?
An early work in progress DM map I'm working on (not sure if this content might be posted here tho). Still has to add the vegetation (palms, bushes)...
ww1 tanks are the shit, camoflage seems a bit odd though. id reckon you should try to do a solid base texture first and then do the camo paiting as an overlay
paroxum - turn down the DOF!
Bdozin - I've seen one of those tanks in person, and it's just green. . . no camo. Maybe they did camo somewhere, but I've never seen it.
nice shape! Can we see the flats? I feel like the bark is twisting to be almost sideways at the base, which feels a little weird. It also seems a bit noisy, but maybe that would balance out with some real lighting?
scumworks good work but I think you can push out those shapes much more, dont be afraid to go a bit crazy and add lots of volume/3Dshape to the forms. I was too tentative with my sculpting for too long and it always looked like I had just drawn details on top of the sculpture rather than really getting deep into the sculptures shape.
slainean - looks cool! maybe its an autodrive truck...no need to be able to see through rain or look in mirrors if your not even driving hahaa
Thanks for the crit Ged.
Yes its hard to get the right mass, and I still catch myself "painting" rather then shaping =')
Wanted a sorta average joe look with a fairly subtle muscle mass, rather then a bodybuild look.
nice shape! Can we see the flats? I feel like the bark is twisting to be almost sideways at the base, which feels a little weird. It also seems a bit noisy, but maybe that would balance out with some real lighting?
There are just two textures. bark and leaves. its a 3dmax viewport screenshot so its looking noisy. im at work right now but will ppost ingame shots this evening.
drillerkiller, that is an adorable little creature
same goes for your awesome squib there, virtuosic
scum: hooray, studies
if anyone looked at my computer in the past three hours it would have been busy baking this ridiculous ambient occlusion on a bucket, a bucket I say. But I think it looks pretty delicious, and more or less ready for the final color + spec stretch:
338 isn't too much, is it? because the model can be optimized, but I think I've seen heavier...
edit: quuiiiiick test, will apparently have to rebake the interior, too dark to use; goodnight!
Thank you, |Buddy|, Hawken, konstruct, Talon, rawkstar and ScoobyDoofus. Gunther is the perfect guy to remake - iconic, no accessories, lots of detail and doesn't have any of the hard things like hair or eyes.
Update. I'll be sculpting some pants tomorrow.
Manderley says "Sit out this one." I am filing another protest. I don't need sitting out. A simple provision of a plasma rifle with laser sighting, and I am ready to go.
Replies
Thank you ^^
Wutt Oo
thx btw^^
http://www.modelaces.com/148_scale_model/spitfire_mk_vb/spitfire_mk_vb_16.jpg
this is missing the air intake mine has but as you can see its been covered up. here is mine all smoothed out. looks much better thanks a lot dude
QFT
I've actually been thinking much the same thing; it seems a little more in-character for the scout to have it instead of the pyro. The only reason I haven't done that yet is because it's currently easier to replace models for the unlockable weapons than the default ones. This isn't to say that replacing unlockables isn't a pain in the ass, but it's even more a pain in the ass to do defaults.
Once I get this thing done and I get the rest of the tutorial written (along with working out all the niggling little bugs that are driving me up the wall), I'll work on getting default weapons replaced. After that, I'm going to try my hand at a projectile weapon.
Valve doesn't officially support any part of the SDK, at least as far as I know, so there's no way to get answers from people who work with the engine every day except to ask people on mod teams. It's not like Unreal where there's a large amount of official support in addition to the huge user base; you basically have to figure everything out from other people who are trying to do the same things you are.
If Source was as easy to work with as Unreal 3, I guarantee you'd see a ton of games being released that use the engine. It's very, very versatile and there's tons of neat stuff you can do with it even if you don't have any coding expertise, but lack of support from Valve and the generally hostile work environment it provides make it very undesirable next to engines like Unreal, even if it's a very efficient, scalable engine.
By Chunkey
slowly making progress- about 5-6 textures being used in all with the scene (hut base, willow tree foliage/top of hut, tree bark, grass in bg/trim and ground), still got mid ground and background to make- basically remaking a screenshot, end result will be to have a few enemies and maybe one of the bosses in the scene
Characters need to be skinned and polish to the existing textures and some small trims like grass planes but fairly pleased with how it's coming out so far...
Also characters need hands texturing along with weapons.
This will be designed with PSP in mind so may go back and make the textures a bit more smoother as I want minimal scintilation if it were to appear on the PSP
nice lighting / shader
By mcunha98
683 polys, 4 hours of work
It's a small truck for a scene, hopefully. In the future there are no rearview mirrors or windshield wipers, I guess.
slainean - looks cool! maybe its an autodrive truck...no need to be able to see through rain or look in mirrors if your not even driving hahaa
Maybe some simple stuck to the side wingmirrors would work, little wedge shapes, rather than having them stuck out on supports like regular ones. Or even little cameras at the back, relayed to screens inside the cab
Zwebbie: Sweeet Laputan machine!
really starting my Disneyland Paris Sleeping beauty castle recreation now:)
An early work in progress DM map I'm working on (not sure if this content might be posted here tho). Still has to add the vegetation (palms, bushes)...
Bdozin - I've seen one of those tanks in person, and it's just green. . . no camo. Maybe they did camo somewhere, but I've never seen it.
Thanks for the crit Ged.
Yes its hard to get the right mass, and I still catch myself "painting" rather then shaping =')
Wanted a sorta average joe look with a fairly subtle muscle mass, rather then a bodybuild look.
good point fella will try and work in more of the original art's colours and see how it looks
Cheers for the feedback will do an update later when I get some sleep hehe
Working on this scene from Hellboy 2.
Credit goes to Helixx for the inspiration and original base mesh that i retopologized for this project.
Now comes the baking.
Here's to hoping Deus Ex 3 doesn't suck.
There are just two textures. bark and leaves. its a 3dmax viewport screenshot so its looking noisy. im at work right now but will ppost ingame shots this evening.
_edit : arms too long x'(
same goes for your awesome squib there, virtuosic
scum: hooray, studies
if anyone looked at my computer in the past three hours it would have been busy baking this ridiculous ambient occlusion on a bucket, a bucket I say. But I think it looks pretty delicious, and more or less ready for the final color + spec stretch:
338 isn't too much, is it? because the model can be optimized, but I think I've seen heavier...
edit: quuiiiiick test, will apparently have to rebake the interior, too dark to use; goodnight!
(previewed in alpha10 of Overgrowth)
Btw. is that environment mapping on the carrying bracket (Is that correct Oo, but I think you know what I mean^^) or just specular?
And then I wuz like "crap I can´t sculpt shit"...so I´m learning Mudbox now.
God I love this prog.
It´s like ZBrush just without the hard, confusing and complicated.
Update. I'll be sculpting some pants tomorrow.
Manderley says "Sit out this one." I am filing another protest. I don't need sitting out. A simple provision of a plasma rifle with laser sighting, and I am ready to go.
thats what the challenge is for dummy
nice one!