View Full Version : Grimm :: Hardsurface Stuff
01-24-2011, 12:39 AM
Crosspost from waywo:
Last knife, just texture practice since its been a while.
01-24-2011, 01:07 AM
wow man, very nice models ^^
a piece of advice on the texture, though: the metal doesn't look convincing enough, so maybe a higher specular would do a lot, and some more localized damage on logical places; now you have little chips of damage all over, which dulls the overall look and feel of the knife.
gorgeous normals, though, really well done :D
01-24-2011, 01:25 AM
Hah, thanks man. Getting back into the swing of things, so thats exactly the kind of crit I was looking for. I'll see if I can manage a better treatment for the wear.
03-19-2011, 07:11 AM
Decided to give Titus S (http://www.polycount.com/forum/member.php?u=30588)'s gun a whirl, from over at PC. Friend wanted to see my sub-d workflow so I'm screen capping the whole thing. If you peeps be interested in a time lapse or something I'll take it to school's campus and edit it down.
Original Thread and concept art. (http://www.polycount.com/forum/showthread.php?t=82046)
(Also I'm getting around to that painting example for the diffuse based metal, just got stuff to get organized etc)
03-19-2011, 06:28 PM
Why yes, I would be very interested in seeing that timelapse :)
03-19-2011, 09:39 PM
I would also love a timelapse :D
04-30-2011, 12:39 AM
Titus's Microwave Gun Timelapse (http://dl.dropbox.com/u/2323296/Videos/Titus_Gun_Half.zip)
Its only the first half of the gun. I plan on re-rendering it again at higher resolution, but for now its ok.
Thats not my stereotypical work flow, I was playing around with new ideas and little things I picked up form other artists just to see how they worked for me. No audio, and apologies if Skype pops up during the video tried to edit those out heh.
I'll get around to posting the second half sometime >.> considering how long it took me to finally post this I'd suggest not holding you're breath hah. Hopefully you guys get some enjoyment out of my idiocy :P
Oh and its in f4v format because that was the smallest filesize I could manage!
06-05-2011, 10:50 PM
For peeps who don't want to download a zip or a two hour zip, I'm re-encoding it all in full HD in 30 minute segments and uploading it to Vimeo. I'll keep editing this post as I finish the encodes and get them uploaded.
06-08-2011, 01:03 AM
I'm doing an environment for a Civil War over at Polycount (http://www.polycount.com/forum/showthread.php?t=85542) based on Chun-li's Hong Kong apartment.
After some mulling around I did a new floor plan.
Going for dirty, pretty un-kept, but without the nuke + riot + 30 ft tall cockroach taking a dump on everything, look/feel. Ya know, lived in :)
Tips, suggestions, comments or whatever are welcome.
06-11-2011, 09:13 AM
Shift u or v positive or negative 1 exactly.
MoP's HardShellEdge Script:
MoP's script exactly - Original Thread (http://www.polycount.com/forum/showthread.php?t=52722)
Gen Lightmass UV:
Automatically copies current UV's to a second channel and re-packs them.
**re-layout and packing is done according to the settings in maya's "layout" command. Settings editble in UV Texture Editor.
Automatically Scale uvs to work for 2:1 or 1:2 ratio texture.
gUV_Snapshot (http://dl.dropbox.com/u/2323296/Scripts/gUV_Snapshot.zip): Automatically scales uvs to 2:1 or 1:2 ratio to be square since maya until Autodesk gives us the max like option.
Also automatically renders a uvSnapshot named "uvSnapshot.tga" according to your current file structure. (may deposit in scenes instead of images)
--You must set all non snapshot based uv's to invisible. Just select everything to not be included before running the script and use "Make Selected Invisible"
--Select all geometry (component mode) to be included in snapshot and run "UV Scale x:x Auto"
--After its done you can reset all invisible to visible with the "Make Invisible Visible" action.
And thats pretty much it.
For the scripts/marking menu that does not auto generate a uvSnapshot download gUV_NoSnapshot (http://dl.dropbox.com/u/2323296/Scripts/gUV_NoSnapshot.zip)
[side note - if you're scaling for 2:1 ratio you cannot have uv's above or below v 0-1 uv space meaning don't shift them negative v or positive v
same for 1:2 but don't shift them negative u or pos u]
gUV_Snapshot (http://dl.dropbox.com/u/2323296/Scripts/gUV_Snapshot.zip) || gUV_NoSnapshot (http://dl.dropbox.com/u/2323296/Scripts/gUV_NoSnapshot.zip)
It's still probably buggy, but I figured if I went ahead and released it some of you mel studs out there can probably give me clues to whats wrong.
Just a update, forgot that you'll probably have to load the marking menus haha.
Windows -> Settings -> Preferences -> Marking Menu Editor
It will ask if you want to load the files, click yes, and then select it in a list and set it to Hotkey Editor if you wish to set hotkey's or you can key it to be part of the hotbox.
06-23-2011, 08:20 AM
The base blockout I did a couple weeks ago and various hp's of props in progress. Slow going at the moment. -.-
c&c welcome. As well as any ideas/suggestions.
-should probably update more often.
Cool props...Would like to see it with textures.
Btw, Loved the Mantis MTF 4ti Chaos Folder, looks great!(Wish I had one :P)
07-06-2011, 07:22 AM
Test bake and wires.
Anyone have any suggestions for the bake low poly I'm all ears. My edges are too tight imo in various places, but I figured I'd see what feedback I'd get.
I'm going to have to exaggerate some of the details, as I don't have the pixel res to support some of them.
Polycount I was aiming for was 10k, using Brink as a poly/map guide.
It came in at 9800~ tris and I'm using 2048x1024 map.
As for the groove detail, Photoshop most likely, possibly float them depending on how well the photoshop results turn out.
11-11-2012, 10:16 PM
Some work from back around Jan-Feb that I had to drop temporarily due to illness, but I'm back now and off to work. Well not exactly on these right now (soon enough though), but I figured I might as well drop them in since Kosai asked for some larger pics way back when.
Guns were being done as props for a character that a fellow artist was working on at the time, but the project was postponed.
MP5- 12k Tris all accessories included.
Tex- 2048^2 all accessories included.
All accessories removable.
And the flats, of course the texture will be completely redone (still my weak point). - Downsized from 2048^2
And the MK23 I made to partner with the MP5. I'll probably redo the texture on this too.
10k Tri's (accessories included)
2048x1024 texture for Gun Proper
1024 x 512 tex for Accessories
All accessories removable.
All Critiques, Comments, and/or Suggestions are welcome! Tack för att se.
11-23-2012, 11:45 AM
Really nice models due. it is really coming together.
06-15-2013, 01:03 AM
06-15-2013, 02:40 AM
Really schmexy stuff you have there. I love your textures. :)
Are they rendered in Marmo?^^
Any tip to avoid the spam protection? :D
06-15-2013, 04:38 AM
Yeah, they're both Marmo, typically all my stuff is done for marmo, easy to work with and all that. That may change in the future tho o.o
The spam thing, I just made a post in my thread with a little text. like one sentence, and then edited it, and inserted the img tags.
I'd rather not have to do that, BUT, spam sucks so I understand the need to have filters.
06-15-2013, 01:40 PM
I like marmo too, but i hate it when i make the textures to look good in marmo and then switch to a game engine and it starts to look wierd. Marmo lets the normalmaps really pop up and for example udk lets them look really flat.^^
I will try that, thanks. :)
I never would have even thought to do that, lol.^^
06-17-2013, 07:43 AM
spins @ http://www.whitey3d.com/vids.html
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