so yeah... what kind of preview is that? you say "in" source engine, i didn't know you could accurately preview outside of compiling the model and placing it in a map or something
Starting to get stuff ingame, and a rough lightmap just because i was unsure how it would look in engine... Special thanks to Zwebbie for his awesome contribution of the cop model+tex
Yeah agree with islipaway with that image, an engine would be bolted to a framework that the body is bolted to. Wouldn't make much sense to bolt something that must remain stationary to something that moves a lot (like the axle)
Update: @3DVlad Those cuts are actually the engine holder, but i made them really sloppy. I think, I will revise this part as soon as possible, looks pretty ugly right now.
a "speed" character i've been working on since 2 days ago in source engine. Rigged to a standard halflife skeleton. I need to tweak the lightwarp a bit and make him some eyes
You could isolate the part you want to beatup, then apply a fairly rigid cloth type simulation and push collider meshes into it then freeze the cloth engine for your result or grab a free trial of mudbox
Yeh makes you think of those weird bulky guys. If there was something more neutral on front maybe something that also rotates as the clip emptys i could perfectly see a tf2 scout or engineer pimping one of these
spec is source episode 1 engine. No coloured spec and no combination specular/env map. Told the guy to move to orange box. Wont. So yeah it's gunna look a little like plastic even when finished. :(
MikeF: Really nice texture on that gun. I feel it could benefit from some more gradient lighting on it, but still very clean. Anyway I did a texture for the toof, rendered in the polycount engine of choice of course: