Model pimpage Thread

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Re: Model pimpage Thread

Postby Ich 666 on Tue Apr 03, 2012 9:20 am

You could try recompiling them all as one model, and, with some clever unwrapping, bake some ambient occlusion to try to fake this.
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Re: Model pimpage Thread

Postby Black_Stormy on Tue Apr 03, 2012 9:31 am

Or you could use UDK.
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Re: Model pimpage Thread

Postby Dejavo on Tue Apr 03, 2012 10:04 am

I love the last 2 posts together...
Thing is, I'm struggling enough learning to unwrap, model, mudboxing and baking with a decent result as it is. And then you finally manage just to have source screw things up and demand a work around.

I will do this scene in source but probably have a look at UDK for the next one.

Hollow: Thanks for the info.
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Re: Model pimpage Thread

Postby Hollow on Tue Apr 03, 2012 10:35 am

No problem.

Yeah unfortunately for source 3D artists, UDK is the brighter and better prospect for scene lighting, it trumps Source in almost every aspect when it comes to modelling and workflow. If it weren't for the Wall Worm 3Ds max tools I would of myself stopped trying a long time ago with the engine, as I've been learning & building up my skills.

Faked directional ambient occlusion (like a shadow bake) would work, but I'd imagine it would become incredibly tedious to match up every object to the engines lighting in a decent enough manner. I was almost going to attempt this for my CSGO map, but thankfully they decided to just add global lighting (yay)
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Re: Model pimpage Thread

Postby Shirik on Tue Apr 03, 2012 12:25 pm

Hello again! Would you guys help me a little?
So i am wondering - how can i do some cool small details like on the first picture (See the grip handle) in Softimage XSI?
http://i.imgur.com/pXXoj.jpg
http://i.imgur.com/ZdgZ7.png (the model what i want with those decals)

Zbrush\Mudbox is the only way?
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Re: Model pimpage Thread

Postby Dejavo on Tue Apr 03, 2012 2:19 pm

Hollow: Yes, Wormtool is great and I don't want to think about working with source without it. Looking forward to CSGO and it's new engine. We'll see if it can keep me away from udk. ;)

Shirik: If you are going to bake a normal for ingame use, you could add the pattern to the normal directly when the bake is done. There are patterns built in to photoshop which suits the purpose. It is done in this tut: http://cg.tutsplus.com/tutorials/autode ... n-3ds-max/
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Re: Model pimpage Thread

Postby Shirik on Tue Apr 03, 2012 2:32 pm

No, i am actually want to make a highly detailed model. I am really lack experience.
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Re: Model pimpage Thread

Postby RawMeat3000 on Tue Apr 03, 2012 5:01 pm

Hey Shirik, a simple Extrusion can do this, although you need to un-subdivide your mesh for it to look right, and if you want the diamond pattern you need to stretch the mesh on one axis to elongate it. Select all the faces you want detail on, and in the Extrude settings uncheck "merge" and mess around with it until it looks right.

Hope that helps.
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Re: Model pimpage Thread

Postby Shirik on Tue Apr 03, 2012 6:03 pm

Well that is doing the job. But - if i want perfectly "cloned" or symmetrical engraves i should do perfectly straight Lines on the grip, is it right?

Is there a way like a crate a Primitive/Grid, then i Extruding it like you said and Somehow paint it ll over my Revolver's Handle?
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Re: Model pimpage Thread

Postby Dejavo on Tue Apr 03, 2012 7:04 pm

In defense of my mud boxes made in mudbox; I redid them from scratch with a working (yay) workflow. Hopefully they look like stones this time. ^^
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Re: Model pimpage Thread

Postby Ich 666 on Tue Apr 03, 2012 7:24 pm

If youre going for a TF2-ish style, Id say its pretty much spot on.
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Re: Model pimpage Thread

Postby RawMeat3000 on Tue Apr 03, 2012 7:24 pm

Shirik wrote:Well that is doing the job. But - if i want perfectly "cloned" or symmetrical engraves i should do perfectly straight Lines on the grip, is it right?

Is there a way like a crate a Primitive/Grid, then i Extruding it like you said and Somehow paint it ll over my Revolver's Handle?

I'm honestly not sure about the best way to do this. You could try using a lattice to deform it and shape it around your handle. To do that you make a cube with a few subdivisions, scale it loosely around your extruded grid, then select your grid, go the Modify>Deform>Lattice(I think cage also works), and select your cube. Then you can move vertices on your cube around and it'll deform your grip along with it. It won't be perfect though, there are probably better ways
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Re: Model pimpage Thread

Postby Sathor on Tue Apr 03, 2012 9:27 pm

@dejavo:

I agree with Ich that they look a bit cartoonish. But they look good.
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Re: Model pimpage Thread

Postby Dejavo on Wed Apr 04, 2012 8:17 am

Ich, Sathor:
Good to hear. Yes, going for a semi-stylized look. Will add some fine detail to the texture if it doesn't blend with rest of scene. Thanks for the input.
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Re: Model pimpage Thread

Postby Jean Marcel on Wed Apr 04, 2012 10:42 pm

Image

Finished the UV mapping. Now to texturing.
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