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3 Dimensional Chat / Defiler's Sci fi 3D WIP thread

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defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 1st Feb 2011 09:06 Edited at: 2nd Feb 2011 06:28
Hey guys, so after making entities for a while now, i decided i should try my hand at making a weapon, for my game: Lost Contact Chapter 1.

Here is what i got so far, optimization will come soon.

Base Stock weapon (Will have different configurations ingame)



(Note: It looks like the DC-17m from Star Wars Republic Commando, i am basing the model off of that only adding in my own configurations, model wise.)

Will post possibly a update to the model tomorrow when i get back from school.

Edit: it looks blockish, especially the handle. Better add some bevel to it.

Current Project: Lost Contact: Chapter 1
defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 2nd Feb 2011 04:15 Edited at: 3rd Feb 2011 04:55
Bump...

New model, its a sci fi wall mounted storage container, i modeled the pipes in a way that i can easily change the location, which will be nice for variety.



Any crit for the two model pictures?

Edit: Textured a Static Version, need to complete the door then get it FPSC ready. (Made a Illumination map for it and it looks really nice with it on)



Update: Finished texturing the Static version, will move on to making the Dynamic one with the door that can open to reveal items inside



Current Project: Lost Contact: Chapter 1
defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 8th Feb 2011 07:39 Edited at: 8th Feb 2011 08:46
Bump



Almost done the STFU.Revenant

Edit:

Complete!



Current Project: Lost Contact: Chapter 1
Master Man Of Justice
16
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 8th Feb 2011 19:15
The texture is horrible. The model is okay. Needs ALOT more detail in the texture then a simple base fill and some black splotches. The model is good but needs some work, i would suggest giving more shape to the nose, and add some smoothing groups.

I would suggest looking at alot of texturing tutorials.
Layers,Brushes(thousands online for free), and opacity are your friend.

A good brush can determine the quality of the texture.

defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 8th Feb 2011 22:56
Alright i will work on the texture, the models here are meant for FPSC, so im used to just modeling low poly ish models.

FYI i take it you mean the Revenant texture, if so then yes i agree.

Current Project: Lost Contact: Chapter 1
Master Man Of Justice
16
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 8th Feb 2011 23:12 Edited at: 9th Feb 2011 05:46
even with FPSC you are cutting it short. And most the time its not about conserving polygons, its about placement. Ive seen inexperienced modelers (me at too yes i know) have too many polys that dont add detail (tessellation effect). I.e. you have a flat plane that has 75x75 segments, which, when thinking of shadows and rendering, isnt a bad idea, but when you do it in-game, it is useless.

PrimalBeans
14
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Joined: 14th Oct 2010
Location: The sewer.... hunting alligatiors.
Posted: 9th Feb 2011 01:26 Edited at: 9th Feb 2011 01:29
i have to agree with the texture. I cant remember what the thread was.... (I think it was a sci fi chaingun??? Ill look here in a minute.) but someone posted a link to a great metal texure tutorial... ill look it up for you... what you have going on looks like stone.\

edit:
Quote: "

camo studios

looks nothing like metal, looks like stone, and you can blame the "dont worry it'll look good with normal and spec" but it wont look good then if it doesn't look good now, and it doesn't.

http://cg.tutsplus.com/articles/news/how-to-hand-paint-convincing-metal-textures/ enjoy that tutorial, learn something, have fun "


defiler
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Joined: 4th Apr 2009
Location: Canada
Posted: 18th Feb 2011 06:11 Edited at: 18th Feb 2011 06:14
Bump

I got this in FPSC and this happened, my textures do not have anything that is black which would cause the texture to have the black part see though.



Current Project: Lost Contact: Chapter 1

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defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 28th Feb 2011 08:43 Edited at: 28th Feb 2011 19:20
Bump. Redesigned my very first PDA, suppose to be a very simple model with a funny image, that image should be self explanatory in this render of it. Edit: should i make another variant but have a cracked screen and the image on the screen fuzzy around some parts?



Edit2: going to edit the texture a bit and release v1 and v2 of my PDA for free

Current Project: Lost Contact: Chapter 1

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PrimalBeans
14
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Joined: 14th Oct 2010
Location: The sewer.... hunting alligatiors.
Posted: 28th Feb 2011 09:56 Edited at: 28th Feb 2011 09:57
k... lol i didnt notice the first time that your ship was labled... stfu... very nice.
edit actually your display there is kind of cool...good work.

defiler
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Location: Canada
Posted: 3rd Mar 2011 21:42
Thanks, I plan on possibly releasing it for free, I just need to clean up the textures.

Current Project: Lost Contact: Chapter 1
defiler
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Location: Canada
Posted: 27th Apr 2011 05:22 Edited at: 27th Apr 2011 05:23
A space station... built in a astroid.... Still need to finish the texture for this, but i know, it looks waay high poly, this is for one of the cinematic shots.



Current Project: Lost Contact: Chapter 1

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OutdoorGamer
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Joined: 23rd Dec 2009
Location: everywhere...
Posted: 27th Apr 2011 06:26
I like the ideas. They are coming along nicely.

defiler
15
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Location: Canada
Posted: 27th May 2011 07:50
Update: Since i entered a i cant believe its fpsc compo, i decided to try to recreate something portal ish in the engine.

So far i have modeled the plates which once activated you will have a couple seconds until it goes back down

i textured the floor only, have to texture the rest.

Picture:



Current Project: Lost Contact: Chapter 1
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 27th May 2011 16:58
I like it, would be pretty cool to see rigged and animated.
defiler
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Location: Canada
Posted: 27th May 2011 21:01 Edited at: 27th May 2011 21:12
Thanks, I am actually in the process of getting this rigged to bones for ease of animating this.

I plan to try to do a playable level with a bunch of custom portal stuff.

You never know, afterwards I may release everything, or use it for a personal project.

Edit: now that I think of it, I should texture first so when I rig it I can check for deformities.

Current Project: Lost Contact: Chapter 1
defiler
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Location: Canada
Posted: 30th Jun 2011 08:21 Edited at: 30th Jun 2011 08:22
Finished model: Robot version 2

This is meant to be turned into separate png images for a animated image for a 2d game i am making.



I feel good about it, now to texture it. Also its not suppose to be a ripoff of one of those portal 2 co op characters

Current Project: Lost Contact: Chapter 1

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defiler
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Location: Canada
Posted: 15th Aug 2011 10:52 Edited at: 15th Aug 2011 10:55
Bump.

I need help, i have been making this door model for my entry for defy the odds compo for FPSC X9. Would anybody be kind enough to make this door FPSC ready cause i have no clue

What does it look like? Something like this...



And should open up but the circle parts should not touch the frame.

What do you get in return? Well, if you are a FPSC X9/X10 user that needs a door similar to this, go ahead and use it.

Thanks guys.

Edit: I realize the frame texture is Terrible, i know this and i have put it on my list of things to redo.

Current Project: Lost Contact: Chapter 1

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