http://i58.photobucket.com/albums/g2...l/Texture3.jpg
Getting there?
Printable View
http://i58.photobucket.com/albums/g2...l/Texture3.jpg
Getting there?
Make the underlying texture look more metallic (shiny and streaked) - otherwise, yes, it is an improvement.
Doesn't look dark enough to me, but idk.
Stay away from highlighting entire edges, just add nicks and scratches and a faint lightness.
http://img119.imageshack.us/img119/5...msketchte7.jpg
Just a bit of random sketching...
that stump has an ear...
it's listening to me...
*runs away*
lmao ^above
E: Mind showing us your UVW template?
..... you realize that you don't have to UVW drawings right?
http://www.llamajuice.com/img/torso.jpg
WIP... obviously. Don't have a wire right now, but yea...
Also that pinch at the bottom... I didn't even notice it until I mirrored it... didn't have time to fix before snapping the render and GTFOing from the lab.
^ Looks good. I tryed making a person before... It didnt look like a person.. Lol.
Getting there?
http://i58.photobucket.com/albums/g2.../Texture_2.jpg
Without blood:
http://i58.photobucket.com/albums/g2...de_NoBlood.jpg
Nice liking it Hunter, Im not much of a texture'r but I think it looks pretty darn good.
E: Here was something I was working on. I never got to finishing it because I started working on a map.
http://i125.photobucket.com/albums/p...alWall-WIP.jpg
Ty. And thats the sort of metal effect I want. How did you make that? Lol.
Hunter, work on the blood on the blade. You've got a lot of spattered blood, but it doesn't look like it's been jammed into someone's body. Have some thicker smearing of blood and not just spattering.
Ok. I might leave the blood though. People at halomaps.org think I shouldn't have it because its no in Halo 3. So i'm going of the audiences views.
Does the actual skin seem okay though Conscars?
http://img.photobucket.com/albums/v2...reklrjfsdl.jpg
A little update, haven't touched the lower torso/leg much.
Wireframe?
The skin looks better than before, but your scratched edges look a bit blurry or thick in some places (you just have a gray blotch there). The random brown spots don't look very good either. If you want to make it dirty (which is a good idea), make it a bit more realistic.
Im modeling a new map, and I want crit as how I can make it look better ( I still need to add smoothing)
http://i162.photobucket.com/albums/t...charlie/mP.jpg
Any good?
Looks nice.
Do the UV square things need to be the same size on all parts?
http://i58.photobucket.com/albums/g2..._SAME_SIZE.jpg
Ok tweeked it a bit. I will do more tomorrow. g2g now.
http://i58.photobucket.com/albums/g2.../UVWRender.jpg
IMO you should try and keep all the squares evenly sized, or some parts will look lower/higher res than others.
Hunter what effects are you talking about on my metal? Can you please be more specific.
Also contact me on aim if possible.
http://www.llamajuice.com/img/jessiedrawing.jpg
source
http://photos-c.ak.facebook.com/phot...85570_9580.jpg
trying to get better at shading... my camera (macbook webcam) sucks ass at getting the subtle highlights (cheeks, nose, forehead)... so.. yea...
I don't think shading is the only thing you need to work on. Seems rushed to me.
Proportions are wrong. :/
before you try and burn me, know what you're talking about. btw, a tiny render in my sig hardly relates how the texture was done. you keep trying to stick your nose into business you hardly understand, be it models or textures.
sooooo, shove it where the sun don't shine and keep ignorant posts to yourself.
Hunter, you're basing your metal off of a very poor tutorial, I've seen this one. it just doesn't work well as a base, especially a dark one. It looks like you're overlaying the brushed metal tutorial with render clouds filter and darken. You don't want to do that. Now that you've also added those brown splotches, it just looks like it was spackled with porta-potty fluids. :/ keep trying though. You might want to use soft edge brushes and manually paint some stuff, give that a try.
E: you don't need to do edge wear on every single edge. try to think of what surfaces would come into contact the most with other surfaces. Even those don't need to be worn all the way up and down. my point is that the edge wear is excessive, and is overworked.
you're so smart, snaf.
[/kissing ass]
Texture needs more soul. I can always tell which textures were made by love and which ones were made for the sake of being made.
How can I make a good scratch, like Brute nail, like you said on halomaps Dane?
Only when you stop looking, will you find.
Don't ask how. Asking me is just as futile as asking another. 1 simple word.
Do.
Basically what Dane is saying is, experiment until you find something that feels right.
Why do people use riddles Lol.
I will do. How is this looking? Does the blackish part which sticks out look more realistic with the damage?
http://i58.photobucket.com/albums/g2...l/Texture4.jpg
It is looking pretty good, but the blue areas colour definition doesn't make much sense.
Looking pretty nice. You've come one hell of a long way, keep going and you might just be able to make a job out of this.
That's my aim. Lol.
i don't like it one bit. that ugly brushed metal base is showing too much. start over with a new base. this is one example of start wrong end wrong (if the brushed metal is not a separate layer). the texture would be decent if it weren't for that. it just looks overworked now and absolutely ruins it.
It looks like it is made of dirty slate and stained concrete. Too bad Spikers aren't made of those materials...
I think it looks great.
Ah-maz-ing :D I love it, it's turning out for you being a beginner at texturing.
Needs moar blue.
No. no more blue, it looks awesome the color it is now.
I agree, the metal seems a little too brushed, like someone took some kind of tough steel wool and brushed it over the metal. Unless it was made like this when it was manufactured I can't think of many other ways for this to happen to metal other then to do it manually, or possibly from sand and decay (even with the sand/decay method, the streaks wouldn't be strait). I think the texture is pretty good (I'm not looking at the real spiker right now but as a whole it seems good other than the brushed metal look which is too prevalent). Fix the brushed metal and it'll make more sense, metal is hardly ever that strongly brushed looking.
I like it though, its very nice.
I think that the brushed metal looks just fine. I figure you find it on the battlefield, and it's pretty beat up from all of the use. I mean, a little imagination helps. The thing (for example if it was put in blood gulch) wouldn't look brand new.
idk what the hell this is, some sort of space fighter or something. I was bored and started drawing a random shape and wondered if I could make something out of it, so I did.
http://img227.imageshack.us/img227/4619/33375613hi7.jpg
E: Kinda looks like it should be a gallente ship from eve mb?
haha, nice, I like.
If I weren't already so completely overloaded with projects, I'd try modeling that for fun.
I like.
Reminds me of a Combine synth, actually...
I just felt like posting this here. (doesn't deserve a thread) The texturing is god-awful, but it was the best I could do within a short time frame. The render is pretty mediocre, but it still took overnight. :/ Also, yes, there is a golden "A" on the plate. (don't ask)
It's supposed to be chicken strips if you can't tell.
pretty decent there, connie!! perspective could use plenty of work but the design is interesting. the lines are also a bit scratchy and broken, but you're on the right track.
Llama, needs more nigra hand reaching for one :awesome:
I could have sworn that that was a picture of a whole bunch of random pieces of plastic, until you said that it was a render and that they were chicken strips.
I thought they were fish sticks.
idgi. i fail at history.
no really, I literally do. :saddowns:
I've done a tad bit more work on the crate, as to give it the ability to open. The top plates are on the same plane as the surrounding case, whereas the side plates are inset, and both of the two sets remain attached to the interior structure of the crate when the two side casings are removed. The top and bottom plates support the whole unsheathed apparatus which houses multiple smaller crates holding live and loaded munitions, and are flush with the casing's top and bottom to allow easy and safe attachment and detachment, while the two side plates contain the electronic user interface and shipping data, and are inset to prevent most damage to the already-sturdy military-grade hardware. I still have to model the individual weapons crates (and the seven highly-original and fully-planned weapons that they will contain) and the interior containment structure for the crate, but that will come in due time. I haven't been working much structurally on the intended map of late, but that is just because everything is fully planned and is just a matter of finishing the tedious work of connecting the floors to the ceilings and whatnot.
I still am looking for someone who is willing to do basic skinning and HEK work for the map, and possibly help me with weapon tags - I have a crapload of questions, since I plan on removing standard grenades and replacing their role with each weapon's individual and unique secondary-fire mode, and need to know what I will and won't be able to implement.
So, here's the pictures - there's not really much to show right now, but once I start with the interior and individual weapons crates it will seem a bit more functional. I still need to get a basic concept for the clamp-lift (futuristic forklift) and a few other landmark scenery items intended for the map.
http://i45.photobucket.com/albums/f8...3/Crate001.png
http://i45.photobucket.com/albums/f8...3/Crate002.png
http://i45.photobucket.com/albums/f8...3/Crate003.png
you've got a lot of non-planars on flat surfaces, namely the corner panels.
Snaf, its just the ugly standard lighting of gmax and the way it displays triangulation in non-triangulated editable-poly planes (the hexagon is one face, rather than six triangles). I've checked the math, and its just gmax's way of sayingburn in helli<3u. And pooky, it might remind you of the Cobb crates from H2, and more specifically Elongation. Other than that, I have no idea what you're thinking of, and am probably better off not knowing.
Looks good.
I think you should keep it the same color it is now though, imo it looks better that the halo 3 spiker, which is much more blue. If your going for an exact recreation though, than yes, it needs to be more blue.
I like where this gun is going. Now finish it mister! <:mad:>
Much.
http://www.llamajuice.com/img/head.jpg
That's after hitting the meshsmooth, which... is what we're doing at the end of it all anyways... and what I'm always checking the model to see that it looks nice. The unsmoothed mesh looks like garbage because I'm building it to be smoothed eventually anyhow. Same with that body I showed earlier.
Also, <3 the 3 key in Maya 2K8. (Quick glance smooth... it's just like how NURBS is in Maya for... the few of you who have used maya...)
http://xs227.xs.to/xs227/08204/femalehead335.jpg
sorry to post this right after you llama, you just reminded me to post mine.
1x Meshsmoothe on a low poly, then worked from there, refining it by cutting, and moving individual verts
i think i made the top of the head just a bit too high, but it kinda looks weird because there's no hair there at all, which is propably the reason why it looks weird.
i made this based off a tutorial a friend of me made for me.
edit: man i really i wish i recorded the making of this.
Llama, your mesh is pretty good for a start, but the top of the head looks too large and the chin seems too pointy. EDIT: Also, Llama, the lips are too far down, and the little thing under the nose that leads to the lip is not wide enough. EDIT 2!: The nostrils look like blocks.
Tweek, fix that ear. :V
I'm amazed how you can model off of an asian guy for reference and the model looks like a black guy.
i was gonna say that.
He looks like he has a suction cup around is mouth pulling it out. also, wheres the crazy Asian hair-do?
Unfinished, mb?
not sure why a small object like that needs the hole in the top.
does that cone glow in the dark? :v: srsly take off the bloom :p
Ive never seen someone whose lips are so far away from his nose like that. everything else looks pretty good to me, but the lips are way off.
I know the lips look funny, but I matched them to my reference exactly.
http://www.llamajuice.com/img/facewire.jpg
This model is slightly older than the version I showed above. So there are a few slight changes since then (like ears). The mouth and nose haven't changed shape/location though.
Should I move it up anyway?
Nose is too pointy. Flatten it a little bit, or widen the center/bridge *whatever it's called* Also, raise the mouth a little bit along with the chin to see what it looks like.
The ears are incredibly flat.
the 'ball' part of the nose needs to be a lil wider and come down some. right now the nose is too feminine for a male. maybe move the bridge of the nose farther back to make the angle of the nose a little steeper. dunno
i also think the eyes need to go further back in the skull more. the shadow under the eye is too strong and makes it look like an alien.
The mouth sticks out a bit far, I think.
http://www.llamajuice.com/img/face5.jpg
I made the ear stick out more, but other than that all I did was throw it into 3ds and render it.
It looks less alien in 3ds to me for some reason (aside from the green eyes).
Sorry to quote the picture, but did you UVW by unwrapping the thing by yourself or is there something special you used, because I saw a picture with boxes that made me think theres some program now or something?
Please if you didn't use Texporter or whatever, what did you use? I've been trying to texture but it's a bitch to UVW manually :[
He unwrapped it. Those blocks are used for making sure the UVs are correct...
Yeah, when editing the UVs, you can click the down arrow on the drop box in the corner of the window thing, and click the checkered texture, or w/e.
That's what it's supposed to look like. What's the problem with that?
Nice one Zeph :) Is that like a door way pretty much centre of the image?