thanks you very much indeed, i'm not going to use it for sc2 but for two worlds 2, but same .dds stuff.
i dont really like opening my .dds with ps, so i'll give this a try and am crossing my fingers that this program doesnt loose a fourth (e.g. alpha) channel if you have one...
compare the trees to the cobblestones and then that with the stone tile (which is WAAAAY too big)
also, does sc2 support vertex normals? you should definatly figure out if, because if they do i'll have a trick for you ith which the trees wont look like there are planes scattered about them
you really think he would tell openly he has no license (phew, good i work in a 3D company and we do have a Max license here)
nevertheless...
i dont think its better to start with the head...
in fact i start with legs, too, this way i get the overall proportion of the body and then do a fitting head...
muhc more convenient for me!
only problem with your model is that you are modeling a square wireframe, which will lead to animation problems in the end!
u need to model along natural seams, like musclesbulges and so on, not in vertical and horizontal lines!
also turbosmooth
1. hurts in the eyes
2. doesnt make much sense here if u wanna put the model into the engine (if it is for a rendered vid it might work, but meshsmooth is too highpoly for ingame chars!)
i'm sry, i'm ion a hurry, wanted to reformat my pc, but win wont install anymore, so i'm not at my regular pc (so i wont respond to answers on this post immediatly)
my suggestion:
make triggers be triggered in the we (like mass placing doodads thru an algorithm, test triggered spells in we and not ingame)
also u should think about how materials are connected with eachother...
you only texture your surfaces, but they dont blend well together (nuts and bolts, bevel seams and so on hold a mech together)
looks like areally solid model, gj
whats the polycount? also wireframe maybe? (hehe, asking me in my thread and not providing any in yours T.T)
also probably you should add a little glass to the cockpit, or would the person sitting in it just maneuver over screens?
i like the texturing!
u could add a little dirt around the feet and a little rust all over it to make it look more interesting, but maybe thats not the effect u are going for!
also, did u already animate it? or are these the animations u are going to make?
meh, i'm doing it longar maybe, though that doesnt have to say anything about my artistic skill ;)
well, if i'll ever import it into sc2 i just now decided i would do it as a first person view model
i dont think its really too much, i dont have the unit names in mind right now, but they are going up until 5000 polies...
and if its going to be a fps model then its near the screen, hence it needs to be highpoly.
i'll definatly wont use this as an attachment for an rts unit, thats true :P
also, i edited the wireframe into the posts above!
and sure i am not insulted, i am glad at least someone posts anything here :)
I was bored, so i started making at least something...
After having played CS:S for the last few weeks occasionally I settled down with the idea to make a more contemporary M16
Its highly customized, I didnt model it purely after referenze, but mixed a few references together (like, the parts where originally mounted on different m16s)
The polycount is at 3600 tris...
I think i can live with it, though i dont really have a clue what to do with it in the end (should I maybe model hands for it for an fps type of map, maybe?)
then open up the normal skin with ps and make it black and white (more white though) and throw it into the spec map slot (dont overwrite your skin though)
then export the model with the new exporter by nintoxicated...
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thanks you very much indeed, i'm not going to use it for sc2 but for two worlds 2, but same .dds stuff. i dont really like opening my .dds with ps, so i'll give this a try and am crossing my fingers that this program doesnt loose a fourth (e.g. alpha) channel if you have one...
0
why should the right screen be a good screenshot? :P (get the pun here)
honestly, i taught you better with rendering out / providing wireframe and cropping the image, havent i?^^
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your sense of scale is really off!
compare the trees to the cobblestones and then that with the stone tile (which is WAAAAY too big)
also, does sc2 support vertex normals? you should definatly figure out if, because if they do i'll have a trick for you ith which the trees wont look like there are planes scattered about them
0
It's free, its not mine, just wanted to link, as i find it a lot better than the NVidia Plugin:
http://www.philipk.net/ndo.html http://www.polycount.com/forum/showthread.php?t=77272
If its inappropriate just delete it and dont flame me plz!
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you really think he would tell openly he has no license (phew, good i work in a 3D company and we do have a Max license here)
nevertheless...
i dont think its better to start with the head... in fact i start with legs, too, this way i get the overall proportion of the body and then do a fitting head... muhc more convenient for me!
only problem with your model is that you are modeling a square wireframe, which will lead to animation problems in the end! u need to model along natural seams, like musclesbulges and so on, not in vertical and horizontal lines!
also turbosmooth 1. hurts in the eyes 2. doesnt make much sense here if u wanna put the model into the engine (if it is for a rendered vid it might work, but meshsmooth is too highpoly for ingame chars!)
0
meh, u could use maxxon's bodypaint, or zbrush for "on mesh painting", too... 3D Coat does the same thing i think!
0
i'm sry, i'm ion a hurry, wanted to reformat my pc, but win wont install anymore, so i'm not at my regular pc (so i wont respond to answers on this post immediatly)
my suggestion: make triggers be triggered in the we (like mass placing doodads thru an algorithm, test triggered spells in we and not ingame)
0
I'm sry to tell u, but this is no fps texture Oo Maybe if you only count the resolution, but maybe you would like to look at the following tutorial: http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html
also u should think about how materials are connected with eachother... you only texture your surfaces, but they dont blend well together (nuts and bolts, bevel seams and so on hold a mech together)
0
looks like areally solid model, gj whats the polycount? also wireframe maybe? (hehe, asking me in my thread and not providing any in yours T.T)
also probably you should add a little glass to the cockpit, or would the person sitting in it just maneuver over screens?
i like the texturing! u could add a little dirt around the feet and a little rust all over it to make it look more interesting, but maybe thats not the effect u are going for!
also, did u already animate it? or are these the animations u are going to make?
0
meh, i'm doing it longar maybe, though that doesnt have to say anything about my artistic skill ;)
well, if i'll ever import it into sc2 i just now decided i would do it as a first person view model i dont think its really too much, i dont have the unit names in mind right now, but they are going up until 5000 polies... and if its going to be a fps model then its near the screen, hence it needs to be highpoly. i'll definatly wont use this as an attachment for an rts unit, thats true :P also, i edited the wireframe into the posts above!
and sure i am not insulted, i am glad at least someone posts anything here :)
0
it'd be fine for a render... i'm totally aware of the technique of bump or normal mapping -.-
i wasnt aiming for making an attachment!
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depends on what it is good for... i was aiming for a higher polycount.
0
I can't decide on a color scheme... Which one do u prefer?
(i'm sry, i somehow really dont know whats up with the picture system here, sometimes the pics dont show at all, sometimes they are huge, sometimes they're thumbnails, sometimes they are resized -.-) here's the original link: http://www14.speedyshare.com/files/23490674/download/%5BWiP%5DColorVariations.jpg
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I was bored, so i started making at least something... After having played CS:S for the last few weeks occasionally I settled down with the idea to make a more contemporary M16
Its highly customized, I didnt model it purely after referenze, but mixed a few references together (like, the parts where originally mounted on different m16s)
The polycount is at 3600 tris... I think i can live with it, though i dont really have a clue what to do with it in the end (should I maybe model hands for it for an fps type of map, maybe?)
0
well, you can at least make a normal map out of the texture: [url]http://www.smart-page.net/smartnormal/fl10.htm[/url]
then open up the normal skin with ps and make it black and white (more white though) and throw it into the spec map slot (dont overwrite your skin though)
then export the model with the new exporter by nintoxicated...