Model pimpage Thread

Modelling, Textures, Animating and other general engine asset topics.

Re: Model pimpage Thread

Postby MaK on Sun Apr 01, 2012 11:56 pm

Golly that looks fantasic
User avatar
MaK
Senior Member
Senior Member
 
Joined: Thu May 18, 2006 12:08 am
Location: USA

Re: Model pimpage Thread

Postby Black_Stormy on Mon Apr 02, 2012 3:39 am

Finished a russian military crate pack today.

Image

Close up images are here if anyone is interested.
User avatar
Black_Stormy
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Sun Nov 28, 2010 6:03 am
Location: Cairns, QLD, AUS

Re: Model pimpage Thread

Postby PaulH on Mon Apr 02, 2012 8:26 am

Nice Stormy, makes me want to get to the texturing stage! And yeah I plan on setting the car in a CE3 scene, modelling the fence behind the car (that the T-Rex has broken out of) and making it all muddy and rainy.
Designer - Crytek UK - http://paulhaynes.carbonmade.com
User avatar
PaulH
Crytek UK
 
Joined: Mon Dec 27, 2004 1:47 pm
Location: England

Re: Model pimpage Thread

Postby Ich 666 on Mon Apr 02, 2012 10:03 am

Tbh i think the Texture on the metal crates is a bit too cloudy, especially the blue one and the brown one on the right side of the middle row have a more concrete like feel. If youre going after the metal look, a specular map could help too.
User avatar
Ich 666
Been Here A While
Been Here A While
 
Joined: Fri Aug 21, 2009 9:17 pm

Re: Model pimpage Thread

Postby Black_Stormy on Mon Apr 02, 2012 11:42 am

yeah they have phong specular but it's hard to notice with a still shot. Actually you can see the specular pretty good on the blue metal crate, that's what's making it look so cloudy. But you're right the one on the end of the middle row is crappy, I wasn't very happy with it but it's better than what I had before.
User avatar
Black_Stormy
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Sun Nov 28, 2010 6:03 am
Location: Cairns, QLD, AUS

Re: Model pimpage Thread

Postby Yzooo on Mon Apr 02, 2012 2:40 pm

Image
Image

Freezer model I'm working on for a map, and now that the easy part is over I'm over to texturing it...

Also does anyone know any decent tricks for making translucent glass textures on models in source? I tried $translucent but it had problems displaying correctly and $alphatest just makes it 100% translucent...
Yzooo
Member
Member
 
Joined: Wed Jun 02, 2010 5:31 pm

Re: Model pimpage Thread

Postby source-maps on Mon Apr 02, 2012 3:04 pm

$aplhatest or something
97% of scientists are atheists and 0.0025% of prison inmates are atheists

http://vincent074.wordpress.com/
User avatar
source-maps
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Feb 09, 2007 7:50 pm
Location: The Netherlands

Re: Model pimpage Thread

Postby Gambini on Mon Apr 02, 2012 4:56 pm

$aplhatest isn´t implemented yet in the source engine but $alphatest is only for fences and things like that.

The best way to go IMO is using a different material for the glass, with $translucent and avoiding to face two faces in the same plane. You should not have problems for that model since the glass is going to be seen only from the front angles.

Another option would be compiling a different model for the glass or attaching a func_brush. This way you can make the surfaces behave like metal and like glass separately.
User avatar
Gambini
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 20, 2008 1:52 am
Location: Buenos Aires, Argentina.

Re: Model pimpage Thread

Postby Yzooo on Mon Apr 02, 2012 5:54 pm

Gambini wrote:$aplhatest isn´t implemented yet in the source engine but $alphatest is only for fences and things like that.

The best way to go IMO is using a different material for the glass, with $translucent and avoiding to face two faces in the same plane. You should not have problems for that model since the glass is going to be seen only from the front angles.

Another option would be compiling a different model for the glass or attaching a func_brush. This way you can make the surfaces behave like metal and like glass separately.


I'm gong to try using a different material then, thanks.
Yzooo
Member
Member
 
Joined: Wed Jun 02, 2010 5:31 pm

Re: Model pimpage Thread

Postby Dejavo on Mon Apr 02, 2012 10:45 pm

Yzooo: Sweet. Will look really fancy with textures I'm sure.

I'm trying to find out what all the mudbox/zbrush-buzz is about ^^
Image
It's a bit tricky but a lot of fun. Btw, does anyone know why the models aren't casting shadows on to each other?
Dejavo
Member
Member
 
Joined: Tue Mar 15, 2011 11:08 am

Re: Model pimpage Thread

Postby Armageddon on Mon Apr 02, 2012 10:49 pm

Because it's Source.
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am

Re: Model pimpage Thread

Postby Welsh Mullet on Tue Apr 03, 2012 12:03 am

Yzooo wrote:
Gambini wrote:$aplhatest isn´t implemented yet in the source engine but $alphatest is only for fences and things like that.

The best way to go IMO is using a different material for the glass, with $translucent and avoiding to face two faces in the same plane. You should not have problems for that model since the glass is going to be seen only from the front angles.

Another option would be compiling a different model for the glass or attaching a func_brush. This way you can make the surfaces behave like metal and like glass separately.


I'm gong to try using a different material then, thanks.


or do the glass with a func_surf_breakable and have quite nice breakable glass
That's what she said.
User avatar
Welsh Mullet
Regular
Regular
 
Joined: Mon Jul 12, 2010 10:37 am
Location: Reading... Or sometimes Wales for the weekend.

Re: Model pimpage Thread

Postby DonPunch on Tue Apr 03, 2012 1:54 am

Dejavo wrote:Yzooo: Sweet. Will look really fancy with textures I'm sure.

I'm trying to find out what all the mudbox/zbrush-buzz is about ^^
Image
It's a bit tricky but a lot of fun. Btw, does anyone know why the models aren't casting shadows on to each other?


So you made a mud box in mudbox? nice
DonPunch
Been Here A While
Been Here A While
 
Joined: Mon Apr 12, 2010 11:23 pm

Re: Model pimpage Thread

Postby Dejavo on Tue Apr 03, 2012 8:41 am

Armageddon: I was afraid that might be the case. Might try the portal2-engine to see if there's a difference in model lightning.

Donpunch: :D next time I'll make a hammer in hammer.
Dejavo
Member
Member
 
Joined: Tue Mar 15, 2011 11:08 am

Re: Model pimpage Thread

Postby Hollow on Tue Apr 03, 2012 9:02 am

Dejavo wrote:Armageddon: I was afraid that might be the case. Might try the portal2-engine to see if there's a difference in model lightning.

Donpunch: :D next time I'll make a hammer in hammer.


There won't be. You'll need to light your scenes with a env_projected texture if you want to have the models self-shadow. It is indeed better to do this in Portal 2 merely for the fact that it has better shadow quality. But your best bet is to get hold of a custom codebase that has all the dynamic light fixes, (meaning you can actually use more than one.)

Source up until now has been very limited to it's shadowing techniques (As our moderator Gary will rightly know lol). The only engine branch to fully utilize global CSM lighting is Counter-Strike: Global Offensive.
User avatar
Hollow
Ubisoft/Monothetic
 
Joined: Thu Aug 14, 2008 12:38 pm
Location: London, UK
PreviousNext

Return to Art Creation

Who is online

Users browsing this forum: No registered users