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#376 |
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New goal: Platinum spam
Join Date: Dec 2004
Location: Your happyplace. I stole it...
Posts: 3,423
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hey all, long time since i posted anything here. been constanly look in tho. some cool works here as usual.
the reason im posting here again, is that i need some advice/crits on a school project. im working on an unreal 2004 level, along with a bunch of other students. we cant use anything thats already in the game, apart from the player-models and weapons. the rest, we need to make from scratch. the setting is a run down industrial complex, so lots of metal, concrete. worn, tattered and torn. i made a simple fence about 3 weeks ago. i also started on making 2 sections for a tunnel. basically the same, with some minor differences. the scale is done. that is final, as are the models. but i really need some advice on texturing, cause, well, i suck at it. and with the ware right around the corner, i wanted to have some more practice under my belt. the red cube thing, is a player-placeholder. the fence and tunnel are really big and tall, but you can jump insanely high in UT, so buildings and especially the fence had to be really tall. hope you guys can give me some pointers. the fence: ![]() texture: ![]() the tunnel: ![]() texture: ![]() the blotches of really bright colors are just so i know what goes where ![]() cheers all
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#377 |
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Registered User
Join Date: Sep 2005
Location: UK
Posts: 87
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another quick go at bobo's sdk,just greyscale with a vampire look.
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#378 |
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New goal: Platinum spam
Join Date: Dec 2004
Location: Your happyplace. I stole it...
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hey willy, lookig good mate. there is a pretty nasty crease in your texture running down the front of the the face. should be easy to fix, or alter.
looking good for the rest. nice mesh and nice color for this guy. keep up the good work.
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#379 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
Posts: 8,630
Thanks: 144
Thanked 149 Times in 121 Posts
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where can one find this bobo sdk?
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#380 |
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Registered User
Join Date: Oct 2003
Location: Seattle,WA
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Hey every body! I made a thread about this p51 I started modeling but seeing as this thread gets a lot more attention than the individual threads, I decided to post my progress in here. If a mod or admin would kindly remove this thread, I would appreciate it, thanks!
Ok, this is a p51 I started modeling and it's my first plane but I think it's turning out pretty good. ![]() ![]() As you can see, the canopy still needs a lot of cleaning up and tweaking. |
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#381 |
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Registered User
Join Date: Oct 2006
Location: Slovakia
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Big Toe - The Bobo“s SDK can be found here:
http://boards.polycount.net/showflat...age=0&fpart=10 It“s a thread dedicated to SDK“s, so you can find lots of cool stuff in there. |
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#382 |
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Registered User
Join Date: Sep 2005
Location: UK
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Tank[NL]:thanks,yeah that crease would be sorted out no probs as soon as i start slapping some colour on.
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#383 |
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Nick/Spud/Spudmonkey
Join Date: Feb 2003
Location: Reading(ish), Engerlandshire
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Hey Tank, it's looking like it's heading in the right direction, but I have to say that the fence texture looks like a huge waste of UV space. You could easily cut that texture down to something smaller, and use overlapping and mirrored UVs to make the texture fit into a much smaller space. All you seem to have is a repetition of exactly the same thing, so you won't lose out on any specific details
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#384 |
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New goal: Platinum spam
Join Date: Dec 2004
Location: Your happyplace. I stole it...
Posts: 3,423
Thanks: 3
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thnx, Perversonality. well, yeah i know. you wont believe the headache that damn fence gave me. but the problem is, the fence is, well, i thinl like 50 poly or something like that. just really low poly. the chainlink part of it is one plane. the barbedwire part is a single section tube, if you follow me. and well, i suck at texturing. so my uv's suck as well. im trying to get as much experience with it as i can, but its gonna take me some time to get where i wanna get
![]() thnx a bunch tho appreciate it. means im doing something right
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#385 |
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Registered User
Join Date: Aug 2007
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Free-willy, loving both of your textures, are they painted on a 256x128 canvas or reduced to that size when you've finished?
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#386 |
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Registered User
Join Date: Sep 2005
Location: UK
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ck_serious:thanks,theyre painted at that size.ive found that when i reduce size too much detail gets lost and ends up looking blurry,...then you have to give the texture another once over to bring out the detail again!!! too much faffing,...true size all the way
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#387 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
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I'm attempting a mech thingy - I dont do metal things so bear with me.
I'm suffering from my usual quandry. does it look to much like a willy? - or do i need to make it look more like a willy? in this case im wondering about the giant strategically placed cannon thing I'd value opinions on not just the cannon but also on the design of the rest of it - we're very much WIP and the intention is to give the unnecessarily large breasted lady some sort of gimp mask that ties her head to the carapace (which I haven't fully thought out yet) |
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#388 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
Posts: 8,630
Thanks: 144
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I like the idea and where this is going, but to be honest the first thing I thought when I saw it was: HENTAI. I'm sure the ****** rocket will look more cannon like as you model more.
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#389 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,246
Thanks: 3
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my god! i didnt mean it to look like that
![]() thats the thing though - do i continue in this vein (haha) or attempt to unwilly it? lemme know if you want black boxes applied at any point - im never sure how far i can go |
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#390 |
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Artificial Soundwave
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yeah when i first saw that i thought RAPE RAPE RAPE
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