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neuro
June 17th, 2009, 04:34 AM
UPDATE: 20/05/2010:
guess this should be posted here as well.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/finishedwellffs.jpg

and a timelapse of me making this to go along with it.

vUgQgPfdwdM


timelapse of a little project i made over the course of a few days (~2 hour sessions) mostly to show a friend how to go about 'realistic' texturing (since all he knew was TF2 stuff EH SELENTIC?).

figured i might as well crop all the captured footage into a timelapse for people to watch.



UPDATE: 20/05/2010:
guess this is more or less finished.

renders are all max screengrabs with a nice shader on it.
http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/SMG_final.jpg

UPDATE: 17/05/2010:

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/lowpolylol.jpg
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/lowpolylowirel.jpg

finished mesh on an SMG-type weapon, i made for texture practice.

i'm having an old colleague whose job description is texture artist help me get started on it, so with a bit of hard work and maybe some luck i'm hoping to have a kickass looking gun when it's done.


also, i just finished a bunch of work i did for BRINK, but i can't show anything until it's released, so you're going to have to wait for those for now.

also, i'm planning on re-rendering all of my assets for a proper portfolio website, so maybe expect all these pictures to be all new in the not-too-distant future.


UPDATE:
got some more images approved, i guess this will be all for a little while, since all my other work is for games which are still in production.

i'll propably post any portofolio-work i do in my free time as well.

IMAGEZ!

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/SLS/veh_excavator.jpg
This was made for terminator salvation, but the set it was supposed to be in got scratched, so you won't see it in the game.
it's not like any of the detail WOULD have been seen, even if it were, due to the incredibly shitty texture budget. which is why i basically stopped detailing it at some point, and why it looks a bit unfinished.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/SLS/veh_hovercraft.jpg
This was really a small assignment which got out of hand.
we needed a hovercraft, so i went and looked on Google for some nice reference. turns out they were looking for something like a small one-man hovercraft, instead of one that carries 8 tanks. oh well.
this thing is also textured, but since those images aren't approved, i can't show em.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/SLS/weapon_handgun.jpg
Just some project i did in the time in between projects. wanted to do some practice with more rounder shapes. actually learnt quite a bit from this one.


http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/SLS/polarvehicle_bv206.jpg
polar vehicle for Wanted 2, totally canned, after the movie owner canned it because the first game did terrible, then the developer of it went bankrupt, and then the other developer they hired (where i worked) went bankrupt, so i'm posting it here. (had a budget of 6k polies for the lowpoly, which MIRACULOUSLY, i actually managed to stick to)

Heathen
June 17th, 2009, 04:42 AM
Crap!@!

Holy fuck!#!

Good stuff.

Reminds me of palm tree's work.

L0d3x
June 17th, 2009, 06:13 AM
"This was made for terminator salvation, but the set it was supposed to be in got scratched, so you won't see it in the game."

=> So err, you are a professional modeler I take it?

Well, your other images leave no doubt.

MetKiller Joe
June 17th, 2009, 07:56 AM
Is there a chance that we could see the meshes without turbosmooth? I think I could learn something just by looking at them.

Joshflighter
June 17th, 2009, 07:58 AM
I love the chair in the Cat tractor.

The renders are really awesome too. :)

rossmum
June 17th, 2009, 08:19 AM
Is there a chance that we could see the meshes without turbosmooth? I think I could learn something just by looking at them.
they're highpoly sub-ds for bakes unless i'm more of a retard than i thought

neuro
June 17th, 2009, 09:04 AM
ross, yes, they are, but they're still built with just polygons, and smoothed afterwards.

wireframe: this is all just modelled by hand.
build a basic mesh of the shape you want, then start cutting away to get your edgeloops defined, and build your highres mesh. alot of Connecting, cutting, and Ring/loop selections.
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/gripwire.jpg

presenting, a mini-tutorial on how to get weird shapes (like cylinders with insets) looking nicely.

1. build your highres mesh.
2. smooth your mesh.
3. bend it into shape, AFTER smoothing the mesh.
4. PROFIT!
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/Tutorials/scopetut1.jpg

Roostervier
June 17th, 2009, 09:59 AM
1. build your highres mesh.
2. smooth your mesh.
3. bend it into shape, AFTER smoothing the mesh.
4. PROFIT!

I found this out myself a bit ago, it's helped a lot. Unfortunately sometimes I can't always do that and I have to bend before turbosmooth.

Nice stuff, it all looks great.

Joshflighter
June 17th, 2009, 10:50 AM
Maybe this is already out there but can you make a tutorial on how you render your models?

neuro
June 17th, 2009, 11:09 AM
standard material, low specular, high gloss, and 2 omni's and a skylight. with raytracer enabled.
nothing special really.

Joshflighter
June 17th, 2009, 11:20 AM
standard material, low specular, high gloss, and 2 omni's and a skylight. with raytracer enabled.
nothing special really.

Thank you so much. :)

I retract my words from another thread about you. Your skill surpasses most by a lot.

BobtheGreatII
June 17th, 2009, 12:29 PM
Thank you so much. :)

I retract my words from another thread about you. Your skill surpasses most by a lot.

Yeah, nice work dude.

Disaster
June 17th, 2009, 02:01 PM
Excellent sub'd models.

Anton
June 17th, 2009, 02:51 PM
This is the style of modeling I've wanted to learn for a long time. Any advice? Your stuff looks great by the way.

Rob Oplawar
June 17th, 2009, 10:29 PM
goddamn, neuro got good. i mean, he was good before, but now, dayum.

e:
(08:31:35 PM) teh rossmum: that's not nkn
(08:31:39 PM) teh rossmum: but nkn owns anyway
(08:31:57 PM) roboplawar: you serious?
(08:32:01 PM) roboplawar: wow
(08:32:06 PM) roboplawar: i feel like a foken idiot now
(08:32:10 PM) teh rossmum: lol
(08:32:12 PM) roboplawar: brb, i'm gonna go crawl in a hole

FUCK YOU, AND FUCK YOUR CONFUSING NAME. >:U

NeuroKoNeza, you rock. This new kid can suck my balls.
jk your shit is awesome, other neuro

PenGuin1362
June 18th, 2009, 01:56 AM
those suck. get a job you bum.

Heathen
June 18th, 2009, 02:08 AM
suck my balls.
heh, balls are so 90's.
The word dick would have had a better impact fyi.

InnerGoat
June 18th, 2009, 09:23 PM
noice work man ++

Leviathan
June 18th, 2009, 09:36 PM
Holy crap! Those look really nice!

Sel
June 18th, 2009, 10:11 PM
yes

great stuff!

Masterz1337
July 28th, 2009, 03:27 PM
Wow, you really worked on Terminator Salvation? I really liked that game, me and all my friends who have played it think it's the best movie game we've played, and the most fun and best terminator game out there to.

Hunter
July 28th, 2009, 03:31 PM
Hey, I might buy that game soon. That will put a bit of money in your account ;)

Ki11a_FTW
July 28th, 2009, 03:53 PM
yeah i might buy it to, great job

killer9856
July 28th, 2009, 05:43 PM
He told me don't get it, it was one of the worst games for him lol

Ki11a_FTW
July 28th, 2009, 06:49 PM
its not that its a BAD game its just really short, and 60 bucks is a bit to much for a game thats a few hours long

Masterz1337
July 28th, 2009, 09:13 PM
As much fun as I had with the game, It's really more of a rental. If you like GOW and you like Terminator you'll have a blast. It's short and sweet and in some areas superior to gears, but once you beat it there's nothing but split screen co-op to bring you back to it.

neuro
July 29th, 2009, 03:16 AM
about terminator salvation, i'm not allowed to say that the game sucks ass.. twice.. so i won't, as it'll be hurting a client, but i can tell you that even though the game is a blatant GOW-clone which will fail to capture for even just a moment and is riddled with bugs, and loadtimes that would make your granny consider euthanasia, and can be finished in 4 hours of playing, it does have a few moments of fun.

(just look up some internet reviews for proof)

and hunter.. no it won't put any money in my account >_> but feel free to buy it regardless.

kid908
July 29th, 2009, 09:50 PM
http://img405.imageshack.us/img405/982/vehexcavator.jpg

It might just be me, but that looks a bit odd to me.

Wow they actually can't let you express your opinion on projects you work on?

rossmum
July 29th, 2009, 11:08 PM
Probably because it's horrible PR for the game if someone who worked on it thinks it's shit, and other devs won't be quick to hire someone who does that kind of thing

PenGuin1362
July 29th, 2009, 11:15 PM
you're really being that nit picky... even i'm not that bad...

and yeah company managers don't typically like people who make the product trash talking it....

MetKiller Joe
July 29th, 2009, 11:28 PM
I read the gamespot review of the game. I bet whoever did the environments beamed when they read the reviews. It seems like whoever reviewed it thought that gameplay was half-assed but the environments were so well done they set a standard that couldn't be matched by any other component of the game.

neuro
November 10th, 2009, 03:10 AM
thought i'd update this little gun-project here instead of in the QC thread.

had a few requests for some wire-shots.

don't be alarmed, it's a wireframe jumble.
that's okay though, because i don't need to worry about that geometry in planar surfaces, since it'll all be flat. the reason you'd normally want all quads, is so you get an even deformation. no deformation, no evenness needed.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/derpwire.jpg

and here's another one just to illustrate how i got stuff perfectly round, even though it'd be impossible with a wireframe such as they have.
it's a simple technique which i explained on page 2 i believe, i call it: model, smooth, bend.

behold:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/derpwire2.jpg

Con
November 10th, 2009, 04:21 AM
I think the front of the gun is pretty interesting, but you should stray away from the concept for the rest of it. It's far too boring and blocky and you could come up with something much better.

neuro
November 10th, 2009, 06:00 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/wepon.jpg

a better view of the back of the gun.
it's not a proper render, but i guess it's good enough to get the idea across.

ODX
November 10th, 2009, 07:45 AM
That handle looks very hard to hold, and unless you're an alien species, you'd have to hold the [non-existant] trigger with your middle finger.

neuro
November 10th, 2009, 11:00 AM
not sure if i should even reply to that >_>


aaanyway, decided to work some more on the middle/back part of it all, and see how i'd go about making the pieces come together.

i think i did a pretty reasonable job actually.
the shape in the side of the gun is where i'm going to put the reloading system.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/derpbody.jpg

Heathen
November 10th, 2009, 12:09 PM
Like no one heard you say the back isn't finished yet :/

neuro
November 10th, 2009, 12:18 PM
i'm more worried that i actually HAVE to day it apparently.

Rob Oplawar
November 11th, 2009, 12:13 AM
How do you even do that? I need to get my ass back to the tutorials.
Like the little oddly shaped seam in the image above, for example. I mean, I can conceive of ways of doing that, but they're all intensive on the manual editing and would produce something that wouldn't subdivide well, and I'm pretty sure you're doing some sort of subdiv modeling there... Anyway, neato gun you got going there. :golfclap:

ejburke
November 11th, 2009, 01:20 AM
How do you even do that? I need to get my ass back to the tutorials.
Like the little oddly shaped seam in the image above, for example. I mean, I can conceive of ways of doing that, but they're all intensive on the manual editing and would produce something that wouldn't subdivide well, and I'm pretty sure you're doing some sort of subdiv modeling there... Anyway, neato gun you got going there. :golfclap:It's a separate object sitting slightly above the surface. Just copy the surface you want to add detail to, subdivide the copy as needed, delete the excess faces, retopologize as needed, extrude it off the original surface and then extrude it back to give the illusion of an indentation.

Nice work, neuro.

Con
November 11th, 2009, 02:21 AM
i'm more worried that i actually HAVE to say it apparently.
I know it's not done, but I still don't like where it's going. It just seems boring and doesn't compare at all to the front. You've got the details like the dial and buttons, and they're fine, but the base shape is uninteresting. It doesn't make me think "wow" like the front of the gun does. I would try to imagine what other components a gun like this would need, like capacitors and electronics, and somehow integrating them into the mid-section of the gun. A scope of some kind integrated with a flip-out display would be cool. Also, that canister looks like it should have more to do with the reloading than that shape on the side of the gun, although I don't know what you have planned.

Rob Oplawar
November 11th, 2009, 11:58 AM
It's a separate object sitting slightly above the surface. Just copy the surface you want to add detail to, subdivide the copy as needed, delete the excess faces, retopologize as needed, extrude it off the original surface and then extrude it back to give the illusion of an indentation.
*blinks*

neuro
November 11th, 2009, 12:04 PM
i can make a minitut of it tomorrow.

though EJ is right, he isn't in that one particular case, they're 2 seperate objects, but the stripes on the front and underside are actually done in this way.

e:

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/minitut-floater.jpg

Llama Juice
November 12th, 2009, 07:57 AM
I've heard of people doing that for baking details to normal maps... but I've never tried it... would I have to do anything extra crazy to be able to bake that detail to the normal map?

neuro
November 12th, 2009, 08:27 AM
no, just make sure it's in your projection list, otherwise it might just completely ignore it.
(btw, normalmaps are the only reason you'd do this in the first place)

if you know how to bake a normalmap, then there's no extra effort at all involved.

Llama Juice
November 12th, 2009, 09:25 AM
When you bake the normal map it ignores the UVs on the items you're projecting from, right? It should just look at what your projection target is, shouldn't it?

AKA do I need to UV that extra little piece there?

neuro
November 12th, 2009, 09:47 AM
i thought you were in a school that's supposed to teach you this stuff?
if they haven't tought you how to bake a normalmap, i'm afraid you might not be in a proper school, but more of a money-grab institution.

read any normalmapping tutorial, there's a billion.

1, make highpoly.
2, make lowpoly.
3, unwrap lowpoly.
4, set up cage, and render normalmap+diffusemap+ambient occlusion (in 3 seperate renders, dont do them in 1 pass, or it'll boost rendertime EXPONENTIALLY)

you dont need to unwrap your highpoly, your highpoly's ONLY concern is a good surface, because that's the ONLY thing you'll end up seeing in your normalmap.

your lowpoly doens't need anything extra for that little thing either, since when you render it, it's all considered 1 object if it's all in your projection list.

normalmaps only store surface DIRECTION, no height information at all. thats why you can have geometry floating over your other geometry. as long as all your high res mesh fits inside your cage, there won't be any problems.

edit:
here's a few pointers to always keep in mind when doind next-gen work.
http://wiki.polycount.net/3D_Tutorials/Modeling_High-Low_Poly_Models_for_Next_Gen_Games

in addition, this tutorial handles both floaters, and the general process of building next-gen assets in general (handles Quake 4 to be exact, do don't expect a max-tutorial. this is more of a general thing.

http://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-3400c230e92ff7d57424b2a68f6e0ea75dee4afa

Llama Juice
November 12th, 2009, 11:31 AM
Yea, they brushed over floaters like that in hardly any time at all (aka he mentioned it once and moved on.) The only other time I've really baked normal maps was when I took an object into Zbrush that already had UVs, then brought that back into Maya and baked the map from that so at that point the high res object had UVs laid out and such anyhow, I was more so wondering all of that because I was playing with baking floaters to a normal map and it wasn't working out properly, was wondering if UVs were a problem or not.

Thanks a lot for the links and info sir +rep as always :P

Hunter
November 13th, 2009, 09:54 AM
Neuro, you are awesome :P I so need to learn Sub'D modelling, but I am too lazy atm, next year at Uni I will learn. Lok.

Disaster
November 13th, 2009, 04:27 PM
Neuro, you are awesome :P I so need to learn Sub'D modelling, but I am too lazy atm, next year at Uni I will learn. Lok.
Its not that hard to learn. I picked it up in a few days.

ejburke
November 13th, 2009, 05:04 PM
Neuro, you are awesome :P I so need to learn Sub'D modelling, but I am too lazy atm, next year at Uni I will learn. Lok.Subdivision modeling is just polygon modeling, except you have to be able to understand and predict how every vertex and edge will influence subdivision. Sometimes that means adding more edge loops (corners need a parallel edge flanking both sides), sometimes that means you can get away with using fewer control points than you normally would (hexagons are all you need to define simple circular objects).

You don't even have to mess with subdivision surfaces. Polygons will do the trick just fine.

t3h m00kz
November 18th, 2009, 01:42 AM
Just out of pure curiousity, what are the weapons in your avatar? one resembles the Skrith Rifle from Ballistic Weapons. If you're familiar with Unreal Tournament 2004, I'm sure you know what I'm talking about :downs:

E: found a few decent pics
http://wiki.runestorm.com/images/e/e5/Render_A73P.jpghttp://wiki.runestorm.com/images/d/d5/Render_A73Side.jpg

neuro
November 18th, 2009, 02:39 AM
its just made to be an avatar.

t3h m00kz
November 18th, 2009, 04:00 AM
oh

well shit

p legit either way

neuro
November 18th, 2009, 01:58 PM
yoink!

someone asked me about how i made these thingies so nicely evenly spaced.
here's the turorial i made to answer said question:

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/minitut_dents.jpg

feel free to request tutorials like these, these things generally only take 15 mins to make, so it's not a big deal.

Higuy
November 18th, 2009, 03:46 PM
I bet some people could find that useful, nice. I like how sub division is p easy once you get it.. :allears:

SiriusTexra
November 19th, 2009, 04:38 PM
Yay its neuro from amsterdam.

neuro
November 20th, 2009, 11:17 AM
studio went bankrupt derp.

no more NDA to keep me from posting this.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/SLS/polarvehicle_bv206.jpg
this was for Wanted 2 (obviously never going to see the daylight, because both studios working on it are now bankrupt)
made from photo reference (google BV206)

Maniac
November 20th, 2009, 11:50 AM
Thats simply amazing work.

killer9856
November 29th, 2009, 09:36 PM
Oh nice

DEElekgolo
November 29th, 2009, 09:56 PM
o cool

Rooster
January 1st, 2010, 02:58 PM
OSHI! I remember where I recognize you from (neuro). U applied to Eclipse. Did u make it in?

u models are very impressive by the way.

neuro
January 2nd, 2010, 05:57 PM
eh they never rly got back to me, i PM'd the dude, and he actually replied, but never in any serious manner iirc.

doesn't matter now though, i've got my own project to keep me busy.

BobtheGreatII
January 2nd, 2010, 06:55 PM
Your treads seem stretched on the bottom right picture.

neuro
January 3rd, 2010, 04:52 AM
they are.

really, the threads were only there for the sake of looks, i baked the actual threads in a straight piece, which wasnt bent.

i basicaly, baked it onto a box, and uv''d the final stracks to match the bake (snapping the uv's to get a perfect fit)

(no need to bake in the deformation when you can just deform the mesh basically)

kid908
January 3rd, 2010, 11:41 AM
Model looks amazing, but how does the tread stay on? The end doesn't seem to have anything to keep the tread in place nor are there any alignment pillars.

Only thing I can find that's wrong. Except what been said and justified above.

neuro
January 3rd, 2010, 04:18 PM
beats me, i just made it off reference.

neuro
May 17th, 2010, 07:40 AM
edited first post and added this thing:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_lowpolylol.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/lowpolylol.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_lowpolylowirel.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/lowpolylowirel.jpg) http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_smglowpoly2.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/smglowpoly2.jpg)<-lowpoly

finished the lowpoly, time to get cracking on giving this bitch a nice set of textures.

SiriusTexra
May 17th, 2010, 09:13 AM
What sort of colours are you going for?

I'm really interested in seeing that gun in like a greenish blueish colour, like a cyanish sort of thing. Not sure if there's a word for it.


But srsly, orange/black desert camo style /crysis warhead scar look.


Dunno?


Looks sick btw. Nice nice job on the normals, doesn't look low poly unless you really look at that silhouette. Pro job.

Could be sharper or something though, but I think a highpass slight spec stubble thing would work for that after you've finished your diffuse.

neuro
May 20th, 2010, 04:41 AM
ploink, done.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/th_SMG_final.jpg (http://s623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/?action=view&current=SMG_final.jpg)

PenGuin1362
May 20th, 2010, 12:43 PM
just curious, what size maps did you use?

neuro
May 20th, 2010, 02:36 PM
normal and spec are 1k, diffuse si 2k

ejburke
May 20th, 2010, 03:09 PM
Did you use an ambient occlusion mask in the texture? I think it would help make the screws and rail areas blend in more naturally with the overall shape. I know a lot of engines treat AO as a separate texture, but I still think it adds a nice depth to the diffuse when applied properly.

In any case, it's awesome and you've inspired me to start finishing some of my projects.

neuro
May 20th, 2010, 03:23 PM
yes i've got a baked ambient in the diffuse. (you can tell by the fuckup of the 2 dents at the back of the gun)

SiriusTexra
June 2nd, 2010, 10:14 AM
Eh :saddowns:

I dunno, looks awesome and all but I think it could look better.

Ah fuckit. It's finished, it's finished.

Good work. Just make sure next time make it more awesome.

neuro
June 2nd, 2010, 04:30 PM
i can send you the file if you want to make it more awesoem for me? :3

neuro
January 12th, 2011, 04:08 PM
vUgQgPfdwdM


timelapse of a little project i made over the course of a few days (~2 hour sessions) mostly to show a friend how to go about 'realistic' texturing (since all he knew was TF2 stuff EH SELENTIC?).

figured i might as well crop all the captured footage into a timelapse for people to watch.

Patssj6
January 12th, 2011, 05:25 PM
Corel VideoStudio? :P

Next time 16:9 (on the splash screen left bottom corner).

neuro
January 12th, 2011, 05:42 PM
sony vegas 9

first livestream added black shit to the top and bottom, and because i dont know how to like cut that shit off (not like i even looked) it got compressed into the next video
then youtube added some more vertical black shit on the side.

stupid shit, i should maybe hit F1 next time.

Patssj6
January 12th, 2011, 05:46 PM
Get an easier video editing software for stupid people like us. Nice timelaps..pitty there is no pretty render :P

I wouldn't have that much patience to put into the texturing part...

neuro
October 14th, 2011, 06:06 AM
i guess i could post this here as well.

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hoggunturret.jpg

Rest of the vehicle will follow.

Nero
October 14th, 2011, 08:52 AM
Yeaa! bout time you posted a model!
Nice!!

neuro
October 16th, 2011, 11:19 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hogfullshot.jpg

obviously far from done, but i figured i might as well show this thing as i build it.

BobtheGreatII
October 16th, 2011, 03:03 PM
Yeah, looks pretty okay I guess. :golfclap:

TeeKup
October 16th, 2011, 09:32 PM
If I ever get rich enough, I will commission someone to build me a street legal warthog.

neuro
October 17th, 2011, 03:27 AM
me too bro, me too.

though i'll propably build it myself :V

Tnnaas
October 19th, 2011, 11:20 AM
I put my credit card into the CD tray but nothing happened.

Can't wait to see the finished product. It lookes better than any warthog churned out by anyone and for that the whole of planet Earth thanks you.

neuro
October 24th, 2011, 05:47 PM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/progressftw.jpg

progress is kinda slow, since i'm only really working on this during lunchbreaks, but you can't imagine how much grief that large side-panel gave me before i found a shape that sortof works.

it still needs some tweaking i guess, but i'm happy with it for now (and that's saying alot after having gone trough like 20 versions of it)

ejburke
October 24th, 2011, 06:27 PM
That crease in the chassis is pretty glaring; you're probably not going to be happy with it later. I would make the curved side panel shape first -- having it cover the doorway completely -- and then cut the \_/ shape out of it. The bottom "_" edge can be perfectly straight, but the "\" is going to have to curve on one axis to prevent that crease.

Nero
October 24th, 2011, 08:15 PM
Looking great man.

Hunter
November 1st, 2011, 12:32 PM
Neuro, your a monster! :O

PenGuin1362
November 1st, 2011, 10:41 PM
Lookin pretty solid man. Got nothin really constructive to add, maybe once you get more. Lookin forward to see the whole thing

neuro
November 3rd, 2011, 11:06 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/panelz.jpg

added a bunch of things, mostly small things, and tweaked even more things (stuff none of you are going to notice anwyay -.- )

BobtheGreatII
November 3rd, 2011, 02:12 PM
WHY IS THIS NOT DONE YET!? <:maddowns:>

t3h m00kz
November 3rd, 2011, 09:54 PM
that's obviously way too hi-poly to stick in-game!!!!!!!! hnggg!!!!

I kid, I kid. I don't get it when people complain about poly counts on unfinished models.

so like what, are you sculpting the details in with Zbrush or something?

Nero
November 3rd, 2011, 10:55 PM
so like what, are you sculpting the details in with Zbrush or something?


Nothing here seems to be done in zbrush, as it is all hardsurface work.
E/Unless you mean in the future.. :o

neuro
November 4th, 2011, 05:10 AM
this is all 100% 3ds max.

i MAY take it into Zbrush later on, and make some battle damage and stuff like that, but to be fair, i'd rather do THAT in max as well.
it's not that hard.

i still have a whole bunch of stuff to do on the large side-panel, and the entire front-section obviously, but at this point, i just want to get the overall look fleshed out first (opposed to how i started with the back in full detail) because i just want to see it :downs:

i've got no idea how long the inside is going to take, but i don't want to skip over anything in it :P
It's going to be fun making that.
actually it's fun to make -everything- in this thing, i've thoroughly enjoyed every second i spent on this during lunchbreaks :P (that's all the time i have to spend on this, about an hour per day max.)

neuro
November 14th, 2011, 08:37 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hogcovered.jpg

more stuff added.
-mostly- finished the outside now, still need to do the underside (which i started tarted, but havent bothered to continue yet)
Starting on the interior now.

comments/suggestions etc are all still welcome.

DarkHalo003
November 14th, 2011, 11:29 AM
Looking nice. What method did you use for the tires?

neuro
November 14th, 2011, 11:43 AM
'modelling it'

Nero
November 14th, 2011, 11:57 AM
'modelling it'
haha...
I think he created the pattern, then replicated it a certain amount of times, then used the bend modifier 360 degrees.
That is how I would have done it at least.

Or you can create the pattern, then create a cylinder that represents the wheel, then go back to the pattern, setup a centered rotation for its axes (By center I mean, center of the cylinder that represents the real wheel). Then simply rotate and duplicate the pattern how many times you want and at what ever degree's you want.
That's another way of doing it I guess.

TVTyrant
November 14th, 2011, 01:58 PM
Every time I check Neuro's thread.

Nero was the last poster

...

It gets confusing sometimes.

Nero
November 14th, 2011, 03:37 PM
I'm the sexy looking one.

P.S. Looks great Neuro.

neuro
December 7th, 2011, 03:52 AM
oh look:
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hogrender_finished.jpg
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hogrender_back_finished.jpg

Tnnaas
December 7th, 2011, 08:43 AM
I can am masturbate(ing) to this.

Tnnaas
December 7th, 2011, 08:45 AM
I came. Give me ten minutes and I'll do it again.

TeeKup
December 7th, 2011, 08:50 AM
I want to fucking drive it.

Nero
December 7th, 2011, 10:47 AM
Damn beautiful. :)

neuro
December 7th, 2011, 11:10 AM
right now, what i want more than anything is the Skyrim editing kit, so i can get this thing into Skyrim and start gunning down those flying lizzards with a companion in the back!

Nero
December 7th, 2011, 11:25 AM
I think you can. If I'm not mistaken you do it with the fallout editing kit?

Reason I bring this up, is because this guy seems to be importing his own work ingame. I am not sure if its just swapping things, or actually importing, but you can ask/read up on it.

http://www.polycount.com/forum/showthread.php?t=91568&highlight=skyrim

ejburke
December 7th, 2011, 01:27 PM
Would it be backhanded to say that I like everything but the chassis?


http://img194.imageshack.us/img194/1327/whchassis.jpg


You stuck too closely to the low-res Hog's chassis (except for that part I circled furthest to the right -- that just looks weird) and as a result, you inherited a lot of the low-res pinches and facets in your high-res model.

Most of your problem is trying to make straight edges mesh with a curved chassis. You get what you get doing it that way. The better way is to make the chassis first and then let it inform whether the adjoining edges can be straight or whether they need to be curved by necessity. Most of them should be curved. This is the type of thing I would use shitloads of NURBS curves to assist in achieving a smooth, aerodynamic shape. A lot of people dismiss curves in poly modeling, but they can mean the difference between something that looks carved out of soap and something that looks like it just rolled off an assembly line.

neuro
December 7th, 2011, 04:41 PM
you're right.

but its really tricky to make straight edges work properly with curved surfaces, yous always get some funky stuff going on somewhere.
i could have modelled it flat and then FFD'd it, but i just went with whatever was the most productive at that time, and never really went back to it to fix it.
in the end, i figured it does the job plenty good, and after texturing, you won't even notice any pinches anyway.

its one of those 'in retrospect' things.
(and id call a few things artistic freedom too hehe)

thanks alot for the feedback though, much appreciated.

neuro
January 26th, 2012, 08:13 AM
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/SUPERSEXYRENDER.jpg (http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/SUPERSEXYRENDER.jpg)
been aching to post this.

DarkHalo003
January 26th, 2012, 11:38 AM
Nice. 'Nuff said.

PenGuin1362
January 26th, 2012, 04:18 PM
Lookin forward to the bake

killer9856
January 26th, 2012, 07:51 PM
Ooh my. Looks good.

neuro
January 27th, 2012, 04:35 AM
Lookin forward to the bake

been finished for a while.
Dane's texturing it. he's fucking slow.


more pix:

http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hog_1_grad.jpg
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hog_3_grad.jpg
http://i623.photobucket.com/albums/tt312/Neurologicaldisorder/stuff/Warthog/hog_4_grad.jpg\


i'm not really happy with these renders, it completely disappears against the background :/

Limited
January 27th, 2012, 09:15 AM
Wing mirrors and hearts in the tyre treads? Interesting addons :D

Love the overall hog though.

Choking Victim
January 27th, 2012, 10:08 AM
Any pics of the low poly model that will be ingame?

Tnnaas
January 27th, 2012, 11:23 AM
I like the bread box style (http://www.amishshowroom.com/images/Bread%20Box-rolltop,rail.jpg) glovebox on the passenger side. And the AC vents. And the radio.

All you need is a set of windshield wipers and it might actually be a civilian vehicle.

neuro
January 27th, 2012, 11:30 AM
Any pics of the low poly model that will be ingame?

with some luck, you'll see some ingame pictures of it soon.

Nero
January 27th, 2012, 03:11 PM
Sexy stuff.

TeeKup
January 27th, 2012, 08:38 PM
I just squee'd hard. Do want.

Hunter
January 28th, 2012, 01:02 PM
wow, it looks great :)

neuro
May 9th, 2013, 10:01 AM
*click for larger*

https://dl.dropboxusercontent.com/u/4253709/renders/smg1rendered.jpg
https://dl.dropboxusercontent.com/u/4253709/renders/smg1rendered4.jpg

still werk in progress, i want to mess around with the handle a bit, and flip some parts around, so it doesnt spit red hot casings into your collar when fired.

DarkHalo003
May 9th, 2013, 12:09 PM
Real nice. The only part that bothers me is the scope, mainly on its sides and top, perhaps even the front looking a bit disproportional. It could easily just be me though as I'm definitely no expert in guns.

The Picatinny Rails do stick out a bit too much though, mainly because you have the scope on a different plane. Although, like I said I'm not expert on guns, so do Picatinny rails have some other function aside from allowing attachments (aside from aesthetics)? Sorry if I'm sounding dumb here.

BobtheGreatII
May 9th, 2013, 01:35 PM
That's pretty sweet looking, do you have a concept you're working off of? Or just making it up as you go?

neuro
May 9th, 2013, 04:36 PM
yea had a bit of a concept for it.

i wanted to veer away from ti and make it bigger, into an assaultrifle thing, but it'll take too long and i've got other things to make, so i just cut off all the extra bits i had planned, and just finished this up quicky-style, so i can get it finished and move on.

probably giong to give Ddo a whirl on this, see what it spits out.

Warsaw
May 9th, 2013, 05:05 PM
Assuming that hole on the right-hand side above the pistol grip is the ejector port, that can't possibly work because it's right in line with the barrel. The only way that could work is if the bullet were chambered there, but you don't have anywhere near enough room for such a long travel distance on the bolt carrier group to do that with the magazine so far back.

Still, I like the look. Kind of like the futuristic spawn of an M3A1 Grease-gun and a P90.

neuro
May 9th, 2013, 05:08 PM
yeah i know it can't work haha i was gonig to make an ejector port and had a bit of an 'oh shit' moment.

then i decided 'oh well' instead!

Higuy
May 9th, 2013, 08:31 PM
Reminds me of a halo 2 smg, aug, and p90 combined