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#61 |
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Marvin S. Cruz
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Really inspiring stuff you guys are doing..I have lots of learning and catching up to do.hehe
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#62 |
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Thanks!
![]() I really love these kind of models. I'll probably do more of them in the future. But now i'm gonna go back making the Mafia guy ![]() 376 tris, and 512*128 texture. only diffuse.
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#63 |
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totally addicted... can't stop making these stuff
I feel that the last gun i created could be better, but i screwed up the psd file big time, so its easier to just make another one, and continue improving. the shield is 522 tris, with a 512*512 diffuse map the gun (with green stuff on the top) is 572 tris, with a 512*256 diffuse map.
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#64 |
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D3
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Try modelling from a real object, the textures could also use some work.
Thsi tutorial is mostly about metal, but the techniques could be applied to anything. http://cg.tutsplus.com/articles/news...etal-textures/ I used it to help with the texture for my lightsaber. Hope it helps ![]()
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Softimage User. ------------------------------------------------ University Project--FINISHED Nadir-- WIP
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#65 |
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Thanks for the link! I think I saw this one, but couldn't hurt to watch it again.
I wanted to do some fantasy stuff, since reality kind of bores my these days You are right about the textures, I'll be pay more attention to them on the upcoming models.
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#66 |
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D3
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I find it always helps to have a HUGE library of PS Brushes. With lots of different shapes and sizes and spatters etc,
(if your using PS that is) If you are, then this library might help http://www.psbrushes.net/grunge_01.php Thought id show you this shield, might help inspire you or it might not, cant hurt to try ![]() http://www.tesnexus.com/downloads/im...1195976920.jpg
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#67 |
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The Vousiest
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I am lolling :-) The textures are great as they are - I bet Cordero went for the WoWish/comixed look on purpose
Anyway, those are amazing Cordero. No wonder you are addicted, I am also tempted to try some of these :-) If only I had more time... I have one question - how do you achieve texture size of 512x256 (or 256x128/1024x512)? Do you just use half of the texture space and crop it in Photoshop or do you render it out in some special way? When I use XNormal or 3D max with those resolution size, it gives me stretched result on one axis.
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I am offended by hidden sexual meanings. Last edited by Zlatovous; 03-09-2010 at 09:38 PM.. |
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#68 |
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oh its so cool you asked this
coz now I can finally talk about it ![]() the way I do it is that i create a blank white jpg file in a ratio I want (say 512*256) then when I have that, I select the UVW modifier on the object, go to EDIT. In the edit window, in the upper right corner there is a roll out thingy next to an UV button. There you select pick texture, and select Bitmap as the type. Now you browse to your blank white jpg file, which then you select. After this, you go to Options / Preferences (still in the Edit window) and there you "uncheck" Use Custom Bitmap Size. And then, your uvw window crops down to the resolution you set. But be warned: when you resize the uvw space, all of the uvw chunks will stretch out as well. So if you set 512*256 map, then all the uvw chunks will be twice as wide as they were. In order to get them back to normal, you just need to rescale them in the axis your map is stretched, until they look right again. Its hard at all, and the end result is awesome. A huge amount of texture space spared with long object like guns and stuff. If something is not clear, I could explain it more detailed ![]() edit: yeah i actually was trying to achieve wow style again i'm gonna attach a quick (and ugly) picture of a draenei wielding the shield it could be "faked" there better.. but i just wanted to see how it looks ![]()
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Last edited by Cordero; 03-09-2010 at 09:50 PM.. |
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#69 |
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The Vousiest
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Awesome, will try that :-)
It looks nice on the Dreanai. It may sound dumb, but how did you got it in-game? Or is there some WoW development kit like Unreal has?
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#70 |
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Its photoshoped there.
Like a year ago, it was possible to import custom models in the game. I don't really read those forums these days where they explained how its done, but as far as I know there was a toolkit which converted obj files to .m2 files, which was the model type used by wow. After that, you just needed to switch one of the models with your own. (and also convert your texture to a .blp file which was the texture type used by wow back then)
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#71 |
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The Vousiest
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I am blind, my bad :-)
Was just curious. I lately saw some nice machinima videos from WoW and some of the passages seemed too complicated to be just recorded in-game or stitched together with post-production. I guess I will look into it
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#72 |
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Oh man
I got it figured out![]() My very first model in a live game Its actually LIVE coz I swamped the dwarf hunter's starting weapon with my own gun, which I posted earlier, and now it works on a live realm.He grabs the gun at a wrong point now, but it WORKS And its actually doesn't look that different from the environment ![]() I guess its ON topic, since its a realtime model in a realtime game ![]() I can't wait to model some kickass daggers for my character ![]()
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#73 |
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The Vousiest
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Haha dude! :-D Amazing :-) So it's on original Blizzard owned realm? Don't know what live means...
Don't forget to post more pictures :-) Also thanks, I was about to go sleep, but you gave me some energy to continue further :-)
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#74 |
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Yeah, its an original Blizzard realm. I created a character on my account, and this thing works
![]() Its client sided, so it means others around me see the original model made by blizzard. It only shows for me that way ![]() BUT it still is awesome ![]() I'm working on to get the draenei shield in game aswell ![]() edit: anytime I wont go to sleep either for some time now i think i'm so excited
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#75 |
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apparently there are multiple type of models in the game, and I can only switch one of them, so I can't switch the shield yet.
But I imported the other gun I have Sadly, non of the guns are in the right shape for the character to hold it correctly. I hope I wont get banned ![]()
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