Show your models thread...(IMAGE HEAVY)

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AquaticPenguin
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Re: Show your models thread...(IMAGE HEAVY)

Post by AquaticPenguin »

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Updated the Soldier model I was on a few pages back. Currently trying to bake down to low poly, and being driven to the brink of insanity in the process. For some reason the boots and the left hand produce completely wrong results, so wrong that I can't decipher what's breaking.
ReadMenace
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Re: Show your models thread...(IMAGE HEAVY)

Post by ReadMenace »

Super impressive is an understatement.

-REad
Tim270
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Re: Show your models thread...(IMAGE HEAVY)

Post by Tim270 »

Having another go at/with texture pallets, finding it hard not to get really obvious seems :\

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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)

Post by Z-trooper »

Yeah it isn't always as simple as it may look ;)

But looks like you got the hang of it pretty good.
Keep at it and start making some stuff that we can use around here ;)

j/k keep it up
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"Without geometry, life is pointless"
Rhino
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Re: Show your models thread...(IMAGE HEAVY)

Post by Rhino »

Take a look at the statics that use thous pallets already and see how they are done, they might have a corner pillar or something :)

Thou's pallets thou are not really like most other pallets since matt.b liked to do things quite differently from normal BF2 static texturing.
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Tim270
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Re: Show your models thread...(IMAGE HEAVY)

Post by Tim270 »

Can you use multiple pallets for a single mesh? or is it just easier to do separate objects?
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Rhino
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Re: Show your models thread...(IMAGE HEAVY)

Post by Rhino »

nope you can use as many materials as you like on an object :)

For my container crate I ended up having soo many materials I had to use a multi-sub object material :p

EDIT: this aint excatly a tutorial but you might find reading this useful :)

https://www.realitymod.com/forum/f316-2 ... crane.html
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AquaticPenguin
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Re: Show your models thread...(IMAGE HEAVY)

Post by AquaticPenguin »

That building looks pretty good, although there's some texture stretching around the window. Keep it up.


Good news for me, I finally worked out how to get the high poly to bake down :D :D :D :D :D - Although I still haven't got a clue what went wrong xD
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)

Post by Z-trooper »

looks blurry compared to the HP :s

Good job non the less!

Now you will experience the joy of cleaning up the maps in PS. I see a few places like the collar that is in need of a loving touch :)

Keep at it!
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"Without geometry, life is pointless"
DankE_SPB
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Re: Show your models thread...(IMAGE HEAVY)

Post by DankE_SPB »

i would advise to invest a bit more polies into low-poly helmet :-)
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
AquaticPenguin
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Re: Show your models thread...(IMAGE HEAVY)

Post by AquaticPenguin »

[R-DEV]Z-trooper wrote:looks blurry compared to the HP :s

Good job non the less!

Now you will experience the joy of cleaning up the maps in PS. I see a few places like the collar that is in need of a loving touch :)

Keep at it!
The texture size is 4096x4096 but nonetheless it doesn't quite have the sharpness of the high poly - I think it's the lack of depth which an AO map + specular map will (hopefully) solve. Also I had to remove the highest level of sculpting detail in order to get the baking working in the first place. :/. There's a hell of a lot of artifacts all over the place, there'll be a lot of retouching to get everything looking nice, nothing the clone brush can't solve though ^_^

Hehe Danke - Now you mention it, it is very blocky :P . I may go back and add a couple of loops, depending on whether I can be bothered to wait for the normal map + AO to bake again :/

Having trouble with the AO baking at the moment, it's annoyingly slow, and keeps crashing when it's finished :P
Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)

Post by Z-trooper »

Yeah that is a common problem. I didn't have enough ram (I have 4GB!) to bake down one of my models. Had to borrow my roomies computer, as I was using XP and it wouldn't allow my program to use the needed amount of memory to bake down the AO.

Also I can recommend using the smudge brush. If you use it to rub in circular patterns (with ~40% strength) it is great for smoothing out problem areas (unless it is near sharp details which it will blur)
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"Without geometry, life is pointless"
AquaticPenguin
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Re: Show your models thread...(IMAGE HEAVY)

Post by AquaticPenguin »

Yeah I've only got 4gb of ram, and it'll sometimes run out. I think the crashes are more to do with it being buggy alpha software than RAM limitations, since it's happening on small parts too. I've also discovered my computer doesn't really like a lot of 4096x4096 texture sheets layered on top of each other, GIMP slows to a crawl, although that might just be bad handling by the GIMP instead of my computer.

Finally managed a lot of the baking, I did AO for each individual part and then have a seperate layer for AO with all the parts together. Still missing some details, like the shoelaces - I can't decide whether to model them and bake them down or paint the normal map manually.

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(I should probably stop spamming this thread with pictures of one model :P )
Solistx001
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Re: Show your models thread...(IMAGE HEAVY)

Post by Solistx001 »

I have completed an FV430 model for a Mod I was making for a different game. This model is aproximetly 11,000 Polys. I have heard you guys weere searching for an FV430, if anyone wants to impliment this model into PR go for it! PM and I send you the model.

Here are some pics.

http://img341.imageshack.us/g/fv430render4.jpg/
Last edited by Solistx001 on 2010-06-21 14:25, edited 1 time in total.
Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)

Post by Z-trooper »

Been a while since I've posted something in here. University has been keeping me busy.

New dino. A raptor'ish thing this time.
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"Without geometry, life is pointless"
Chuc
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Re: Show your models thread...(IMAGE HEAVY)

Post by Chuc »

That's a nice little organic piece :D What kinds of refs did you use?
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)

Post by Z-trooper »

My mind. And a moodboard of a lots of random dino pics that I liked.

I'm still messing about with how I want it to look. Right now I am trying to figure out exactly what I want to do with the profile of it...

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edit: even a more bird inspired :p

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Last edited by Z-trooper on 2010-06-23 00:59, edited 1 time in total.
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"Without geometry, life is pointless"
Rudd
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Re: Show your models thread...(IMAGE HEAVY)

Post by Rudd »

the jaw seems very t-rex to me, a jaw designed for crushing rather than tearing, B makes it look young awesome model though :) and the body seems quite heavy, a lower profile and longer tail would make it more raptory imo :)
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Z-trooper
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Re: Show your models thread...(IMAGE HEAVY)

Post by Z-trooper »

Good eye :) The top one is very inspired by Jurassic Park's Rex. The second one... I don't know, 3rd one is more of a scavenger/creepy-stalker thingy and that last one is pretty bird inspired I guess.
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"Without geometry, life is pointless"
Rhino
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Re: Show your models thread...(IMAGE HEAVY)

Post by Rhino »

DON'T EAT ME!!!



looking good Z as always :D
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