1. Post #3161
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,102 Posts
    i can do the cube map in source but idk how the fucke to do it in marmosex
    But, marmoset has cube map reflections.
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  2. Post #3162
    Join the church of Kyle today.
    Rusty100's Avatar
    September 2005
    52,887 Posts
    i said i dont know how to do it not that it cant be done
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  3. Post #3163
    Wickerman123's Avatar
    February 2009
    1,909 Posts
    it's amazing how much difference turning off quadratic texture filtering makes, always wondered why my textures were blurring so much in maya.

    been working on my reel, added some improvements on my guitar.

    before:



    after:

    That looks bloody awesome!!

    Also, I want that guitar.
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  4. Post #3164
    Gold Member
    DOG-GY's Avatar
    June 2009
    12,239 Posts
    been modeling for about 15 hours straight, only stopping for food or when my hands cramp so bad i can't work.

    crunches arent fun send some sympathy or empathy my way
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  5. Post #3165
    Join the church of Kyle today.
    Rusty100's Avatar
    September 2005
    52,887 Posts
    what is ur p o box so i can mail u some sympathy
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  6. Post #3166
    Gold Member
    DOG-GY's Avatar
    June 2009
    12,239 Posts
    its C:\Users\DOGGY\POBox thanks i look forward to receiving it
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  7. Post #3167
    Gold Member
    Domino's Avatar
    August 2006
    1,299 Posts
    Dumping some details...







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  8. Post #3168
    Gold Member
    DOG-GY's Avatar
    June 2009
    12,239 Posts
    you really should make all the hard edges the same softness/hardness. something that gets talked about a lot on polycount and shit is that it looks a lot more professional if it's clear the person has great control over their edge hardness. right now yours reads as done really sloppily.
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  9. Post #3169
    Gold Member
    Domino's Avatar
    August 2006
    1,299 Posts
    Well, the mesh isn't really what is gonna be in focus.
    So yeah, the edges are quite sloppy.

    If I wanted to really do a good job with the mesh, I would have spent more time optimizing it and caring for it.

    Also, the next step is collapsing the meshsmooth modifier, and removing non needed edges before I'm gonna throw it into mudbox and add muscles.
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  10. Post #3170
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,102 Posts
    i said i dont know how to do it not that it cant be done
    Just check the "Use specularity" checkbox in the material or something, then mess around with the spec sliders.
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  11. Post #3171
    Join the church of Kyle today.
    Rusty100's Avatar
    September 2005
    52,887 Posts
    Just check the "Use specularity" checkbox in the material or something, then mess around with the spec sliders.
    yeah that's what i have on, that's just phong isn't it
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  12. Post #3172
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,102 Posts
    yeah that's what i have on, that's just phong isn't it
    No, it has cubemaps. Try changing your environment to something more interesting.
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  13. Post #3173
    Saccn's Avatar
    December 2009
    191 Posts

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  14. Post #3174
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,102 Posts
    I think the bullets look a bit plastic. But it's a tiny detail, great looking gun there.
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  15. Post #3175
    Dennab
    January 2009
    1,725 Posts
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  16. Post #3176
    I tried to pay a prostitute for a hug, but she turned me down because I'm a huge faggot.
    kirederf7's Avatar
    July 2010
    2,482 Posts
    Reduce the saturation on the bullets and they will look fine.
    Nice 1911!
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  17. Post #3177
    Saccn's Avatar
    December 2009
    191 Posts
    Better or worse?
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  18. Post #3178
    Gold Member
    dookster's Avatar
    January 2008
    4,639 Posts
    I made a Microphone for an SFM project I want to do:



    Now I just have to get past getting it compiled...
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  19. Post #3179
    Clop Enthusiast
    Stinky's Avatar
    March 2009
    2,691 Posts
    I made a Microphone for an SFM project I want to do:



    Now I just have to get past getting it compiled...
    That reminds me, I need to re-UV and retexture mine
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  20. Post #3180
    Gold Member
    Domino's Avatar
    August 2006
    1,299 Posts
    Better or worse?
    Loads better :)
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  21. Post #3181
    noforgivin's Avatar
    December 2009
    600 Posts


    Getting Back into Modelling full swing again as i have left the studio i was in.
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  22. Post #3182
    [LOA] SonofBrim's Avatar
    August 2009
    2,234 Posts


    Getting Back into Modelling full swing again as i have left the studio i was in.
    The top bit looks like it's permanently attached to the body of the grenade, as opposed to being screwable. I'm not a modeller, and I usually only lurk here, just criticizing from a visual standpoint. I've got a grenade, I'll take a few pictures to show my point.

    Edited:




    Notice how the top screws in, as opposed to it being immovable/fused to the grenade itself.
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  23. Post #3183
    noforgivin's Avatar
    December 2009
    600 Posts
    I didn't know that!! Thanks
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  24. Post #3184
    Dr. Evilcop's Avatar
    May 2011
    2,287 Posts


    Getting Back into Modelling full swing again as i have left the studio i was in.
    Looks pretty bland. Add some scratches and gouges and rust to the texture, and add a normal map and specular map and what not.
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  25. Post #3185
    noforgivin's Avatar
    December 2009
    600 Posts
    Hmph, it has a spec map only atm, i'll rough it up and make some new extra maps, thanks!
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  26. Post #3186
    Dr. Evilcop's Avatar
    May 2011
    2,287 Posts
    I made a Microphone for an SFM project I want to do:



    Now I just have to get past getting it compiled...
    Use this. Trust me, it will make your life so very much easier. Since it's a simple model, you can even have it generate the QC for you. Just plop the SMD in and define a few variables (such as the model name and path, as well as the material path), and it'll compile.

    Edited:

    Hmph, it has a spec map only atm, i'll rough it up and make some new extra maps, thanks!
    Might want to play with the specular map as well, then. The photos SonofBrim posted are a great reference for how the texture and specular would ideally look.
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  27. Post #3187
    noforgivin's Avatar
    December 2009
    600 Posts
    I will be re-doing those too ! :D
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  28. Post #3188
    woolio1's Avatar
    November 2009
    4,794 Posts
    The top bit looks like it's permanently attached to the body of the grenade, as opposed to being screwable. I'm not a modeller, and I usually only lurk here, just criticizing from a visual standpoint. I've got a grenade, I'll take a few pictures to show my point.

    Edited:




    Notice how the top screws in, as opposed to it being immovable/fused to the grenade itself.
    Sven, why do you have a grenade?
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  29. Post #3189
    Gold Member
    DOG-GY's Avatar
    June 2009
    12,239 Posts
    as i have left the studio i was in.
    just wondering, what studio did you leave and why?

    Edited:

    I made a Microphone for an SFM project I want to do:



    Now I just have to get past getting it compiled...
    either that has no normal map or you need to flip your green channel


    or you did a high-pass/sharpen like crazy, can't tell
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  30. Post #3190
    Red Member
    mr apple's Avatar
    March 2009
    7,679 Posts
    He might of gone crazy with the marmoset settings
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  31. Post #3191
    noforgivin's Avatar
    December 2009
    600 Posts
    just wondering, what studio did you leave and why?
    The Studio Commando Kiwi, we won Make Something Unreal Live, but the company just wasn't progressing at all.
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  32. Post #3192
    [LOA] SonofBrim's Avatar
    August 2009
    2,234 Posts
    Sven, why do you have a grenade?
    Well, flubbernugget said he got a shotgun, it seemed like the most logical thing to do.
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  33. Post #3193
    woolio1's Avatar
    November 2009
    4,794 Posts
    Well, flubbernugget said he got a shotgun, it seemed like the most logical thing to do.
    A grenade... That's a straight upgrade. You can't do that. Somebody tell me he can't do that.
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  34. Post #3194
    Eeshton's Avatar
    October 2010
    9,930 Posts
    You can do it.
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  35. Post #3195
    Gold Member
    DOG-GY's Avatar
    June 2009
    12,239 Posts
    A grenade... That's a straight upgrade. You can't do that. Somebody tell me he can't do that.
    it's empty so really it's just a piece of metal and stuff
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  36. Post #3196
    Gold Member
    Dennab
    May 2010
    2,809 Posts
    The Studio Commando Kiwi, we won Make Something Unreal Live, but the company just wasn't progressing at all.
    So are you on the Train2Game course?
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  37. Post #3197

    June 2011
    11 Posts


    SAR-21
    http://en.wikipedia.org/wiki/SAR_21
    Trained in this weapon when i was in the army.
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  38. Post #3198
    noforgivin's Avatar
    December 2009
    600 Posts
    So are you on the Train2Game course?
    Yep
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  39. Post #3199
    Gold Member
    dookster's Avatar
    January 2008
    4,639 Posts
    just wondering, what studio did you leave and why?

    Edited:


    either that has no normal map or you need to flip your green channel


    or you did a high-pass/sharpen like crazy, can't tell
    No normal map and I was going crazy in Marmoset

    Edited:

    Use this. Trust me, it will make your life so very much easier. Since it's a simple model, you can even have it generate the QC for you. Just plop the SMD in and define a few variables (such as the model name and path, as well as the material path), and it'll compile.

    Edited:



    Might want to play with the specular map as well, then. The photos SonofBrim posted are a great reference for how the texture and specular would ideally look.
    Thanks!
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  40. Post #3200
    Wickerman123's Avatar
    February 2009
    1,909 Posts


    SAR-21
    http://en.wikipedia.org/wiki/SAR_21
    Trained in this weapon when i was in the army.
    Looks like the bastard child of an SA80 and an F2000..

    That's one weird looking gun.
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