Advanced Member Methelina Posted May 7, 2014 Author Advanced Member Share Posted May 7, 2014 YAY! Thx for all good words)))))) Very nice. One of your best works Linda. You have my blog support. Woow! Thx! )))) Thats one cool game asset you got there!! love all the chipping/damage texture work. Thx a lot mate! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 7, 2014 Share Posted May 7, 2014 One of your best works. Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 8, 2014 Author Advanced Member Share Posted May 8, 2014 (edited) One of your best works. Thx! i think it is my best work ) btw, better render... turnable too Edited May 8, 2014 by Methelina 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 8, 2014 Advanced Member Share Posted May 8, 2014 Nice! Now I wanna see the guy who hold this weapon Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 8, 2014 Author Advanced Member Share Posted May 8, 2014 Thx)))) Hoh, the guy))) it will be hard P.S.fixed the turnable link) 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted May 8, 2014 Advanced Member Share Posted May 8, 2014 Funny the gap between the item and the env you used. But the lighting is really nice. Is it a pic from a set of probe light stuff? Good work anyway. Too bad we can't see the weapon owner I'm looking forward to seeing your next 3D work. Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 10, 2014 Author Advanced Member Share Posted May 10, 2014 (edited) Funny the gap between the item and the env you used. But the lighting is really nice. Is it a pic from a set of probe light stuff? Good work anyway. Too bad we can't see the weapon owner I'm looking forward to seeing your next 3D work. Yeah probe light and reflection probe too) PBRT work in progress) Edited May 10, 2014 by Methelina 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 10, 2014 Author Advanced Member Share Posted May 10, 2014 Good work anyway. Too bad we can't see the weapon owner BTW, special for you))) and the last update: 2 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted May 11, 2014 Contributor Share Posted May 11, 2014 Look greate in New Vegas. Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 11, 2014 Author Advanced Member Share Posted May 11, 2014 (edited) Look greate in New Vegas. Yah, thanx, fallout: NV We try to ressurect the old mod about District 9 with my friend from the Weta, he will provide the original exosuit from movie inside the game with simplyfication for real time engine compatibility But we are zero-level coders so we get the huge trouble with that We already contacted with original mod creator but he have no freetime for mod etc or he just give the Something on that and just forget about it Edited May 11, 2014 by Methelina Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted May 11, 2014 Contributor Share Posted May 11, 2014 I have never played that mod. But NV was funny, i had same cool moment there. I like Fo3 much more, and i am back into the wasteland since a few months. Anyway, if you need some help, i could help you, too. I have enough exp in the FO3 GECK and i think the NVGeck isn´t nearly the same engine. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 11, 2014 Author Advanced Member Share Posted May 11, 2014 Wew! We will be rly Happy, cuz we rly need help with composing and engine work... We are only artists and can make only HQ content but not a code and etc) BTW: Progress of the new Flack-Cannon FireFox Turnable Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 12, 2014 Author Advanced Member Share Posted May 12, 2014 We did a post about mod on the official nexus forum 1 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted May 12, 2014 Contributor Share Posted May 12, 2014 Nice. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted May 16, 2014 Contributor Share Posted May 16, 2014 Good Progression Metha, The Microwave Gun is awesome!!!!!! Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 20, 2014 Author Advanced Member Share Posted May 20, 2014 Good Progression Metha, The Microwave Gun is awesome!!!!!! Nice THx! I do my best) BTW the progress of the flak cannon 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 21, 2014 Author Advanced Member Share Posted May 21, 2014 Screenshots of the my latest Microwave Emitter in the game ) 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 23, 2014 Author Advanced Member Share Posted May 23, 2014 Update, new gun - Sonic repulsor =)Early WIP, just made 2 Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted May 23, 2014 Contributor Share Posted May 23, 2014 love the Flak cannon ,very clean Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 23, 2014 Author Advanced Member Share Posted May 23, 2014 love the Flak cannon ,very clean Thx))) Update: 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 27, 2014 Author Advanced Member Share Posted May 27, 2014 Update: ^ ,^ 2 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 27, 2014 Share Posted May 27, 2014 oh my... can i ask your weapon workflow -step by step- ? i saw your sign link ty Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 27, 2014 Author Advanced Member Share Posted May 27, 2014 (edited) oh my... can i ask your weapon workflow -step by step- ? i saw your sign link ty Wew! Thank you! Ok, i can try) Deep analyze of the future model. How many layers and objects\sub-objects will be. Its avry important part because of Baking issues and Edit-appeal Made a reference images for the Scetch tool. Extrude the basic objects via Scetch tool Scultp some cool objects by hand via basic tools like build, cut-off, merge, pose. Im voxel-addict so i don't use the surface mode for dis model) The Hull was a RLY pain of challenge All bevels are hand-made - i used "cut-off tool" or the "Carve in subtract mode" in orthographic camera with land-lasso selection to carve all this bevels from the hard edges, it was hard i can say to make'em looks like it was modeled via polygons ) re-Analyze what we have. Nice! So i try to have all sub-objects in box\sphere boundary for Easy per-object baking. this method save you from the Overlapping, missed ray casts, black holes, cross bleeding, none-manifold errors of baking (i have a none-manifold thing here btw ). When all parts are simple and separated the Baking will be much more controllable and comfortable). All micro\hifreq details for the each object i put in their sub-object for save the over all performance and edit-transparent if something goez wrong Retopo stage. I always use the Name-correspondence method. Awe Andrey for this! This model will be seen in game in FPS mode so in this issue i use the oldschool method of UV, planar planar and over again and LSCM for sure. I make seams over the hard edges to separate the smooth groups from each other for proper baking of the edged normals. 'Cause this is Hard-surface model As the object will be seen in close up and in FOV camera i did a bevels on retopo mesh on the "most viewed" parts to Smooth the Light term in future. When the model will be rendered in the engine with normals and so on) Bake! Correspondence Mode ON, apply symmetry. I use the Maya method of Outer surface with Spheres to local control of the ray cast 10 to 10 as usual and in this model i used about 12 spheres for bake the deep parts about 30 length for inner surface and 10 for outer. The result was cool after 5 none-acceptable results Than i handpaint the masks for each material in the Paint mode for Quixel dDO - funny video about this process Than the dDO stage in PhotoShop Imported New textures in 3dc and tweak, adjust, FIX some places with artifacts etc. Add some missed parts and ideas. Maya import, adjust some smooth groupes and add canisters that i hold in the atlas library for self needs) I think this is all LOL Edited May 28, 2014 by Methelina 3 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 27, 2014 Share Posted May 27, 2014 a m a z i n g ty for your kindness Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 28, 2014 Author Advanced Member Share Posted May 28, 2014 YW )))) Hope you like it))) Quote Link to comment Share on other sites More sharing options...
Advanced Member FreezeFrame Posted May 28, 2014 Advanced Member Share Posted May 28, 2014 (edited) Hi, was curious whats the LSCM? It just means that the uv's are marked with seams? So they are unwrapped separately. So basically you used mircovertex because you want to see the results before retopo incase of changes, instead of jumping right to per-pixel. I will get into baking eventually, but prefer perpixel if I know the results will be good and can be easily changed with no baking.. Edited May 28, 2014 by FreezeFrame Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 28, 2014 Author Advanced Member Share Posted May 28, 2014 Hi, was curious whats the LSCM? It just means that the uv's are marked with seams? So they are unwrapped separately. So basically you used mircovertex because you want to see the results before retopo incase of changes, instead of jumping right to per-pixel. I will get into baking eventually, but prefer perpixel if I know the results will be good and can be easily changed with no baking.. Hmm, no i don't use microvertex ) perpixel bake only ) Where i told that i used microvertex? ) LSCM is an algo of UV where all islnads unwrapped without distortion. Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted May 28, 2014 Contributor Share Posted May 28, 2014 (edited) Thanks for sharing your workflow. Little question. Did you archive clean colors on the output for the material masks? Sometimes i dont get a clear red like 255,0,0. mostly it is something around that like 249,0,14 or something similar. I see that if i pick the color in PS or Substance Designer. Edited May 28, 2014 by Malo Quote Link to comment Share on other sites More sharing options...
Advanced Member Methelina Posted May 28, 2014 Author Advanced Member Share Posted May 28, 2014 YW, Malo Mmm, may be, i use random contrast colors and than reassign it in dDO as the materials, i don't use the dDO palette. Looks like SD need the strict color map without any chance to bind any color to any material? Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted May 28, 2014 Contributor Share Posted May 28, 2014 (edited) Strict color map, not realy. I could use any color for any material. But the color should be as clean as possible. If i use the fill tool in 3dc, i have no problems, only when i try to paint it with the hard pencil, like you in the video, i get those little missmatches on the color. And mostly the missmatch is to big, that if i try to adjust the color automaticly, it affectet other colors too. Edited May 28, 2014 by Malo Quote Link to comment Share on other sites More sharing options...
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