Model WiP thread

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
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Because people wanted one and I don't see why not, here's a model-oriented WiP thread. Post any model previews here - items, hats, player models, environment props, whatever.

I'll start off with a bad ceiling for pl_corrode:
uI9RC.png

8WAMa.png
 

TheKieranator

L6: Sharp Member
Mar 6, 2011
282
213
Good idea, Aly! Gotta keep those pesky flies away. I went to Australia once. Wish I had one of those hats.

Alas, I've hit a crossroads on my first model. Here's the concept:
ML_Concept.jpg


I have gotten to the stage where I need to add the wire from the box to the bulb up top. Unfortunately, I don't know which version to use - the one where the wire is clamped to the side of the bat, or the one where the wire is loose (and obviously jiggleboned). It probably doesn't help that I don't know how to make the wire yet (will find out soon enough), but anyway I'd like opinions: V1 or V2?
 
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Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
I prefer v1, but thats just me :3 And i'm working on some crystals for maybe a winter themed map?
qJXK8.png

Hand painting for the first time, so it looks crap in my opinion, also just to try and get a model actually working
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
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2,728
I would use a solid blue base colour, then add some slight highlights and lowlights; I don't like the white trims you've got going on atm.
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
I would use a solid blue base colour, then add some slight highlights and lowlights; I don't like the white trims you've got going on atm.

Cheers Seba, yeah it seems the white trims are a bit too much, so same kind of colours? Just without the blarish white, i'll work on it some more tomorrow, maybe get a few styles.
 

Prop

L3: Member
Jun 17, 2010
109
24
I prefer v1, but thats just me :3 And i'm working on some crystals for maybe a winter themed map?
qJXK8.png

Hand painting for the first time, so it looks crap in my opinion, also just to try and get a model actually working

Very cool! It would be sick if you could add a crack in it next time you start workin on it! Not just a drawn on crack but an indent I mean.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Because people wanted one and I don't see why not, here's a model-oriented WiP thread. Post any model previews here - items, hats, player models, environment props, whatever.

Just incase you didn't notice it before, but the little diskette button in the top left allows you to save them as a separate image file, usually with a significantly better quality than a screencap of the render window.
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
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Thanks Sel, I'll use that in the future; although for the most part I cba to go through my folders and just use Zscreen to capture the whole thing :p
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
If you're going to a warzone, better bring the big wrench.
(solid grey texture to avoid the checkers)
SS-2011.07.24-04.19.59.png


SS-2011.07.24-03.14.10.png
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Some nitpicks: open up the bigger end a bit, it looks a bit silly atm; something about the way the head is attached bothers me, maybe put the handle more in the center? Also make the hexa hole a bit bigger; in most wrenches the hole is only slightly smaller than the end itself:
40wrench-400.jpg
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Some nitpicks: open up the bigger end a bit, it looks a bit silly atm; something about the way the head is attached bothers me, maybe put the handle more in the center? Also make the hexa hole a bit bigger; in most wrenches the hole is only slightly smaller than the end itself:
40wrench-400.jpg

Thank you for that.
A problem I had with my previous set was how close to reality it was.
This time around I've gone for a more "ripped out of a comic book" feel. With a much more bulky and impractical design, much like how the default wrench is completely worthless if it was a real tool.
The shape of the head is a kind of mixture of personal taste and fitting it with the existing animations.
And it's not that weird, surely?
20081220-adjustable-wrench.jpg
 
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Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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The shape itself isn't that bad, it's just how offcenter the head is; but oh well, I might just be too picky :p
 

tyler

aa
Sep 11, 2013
5,102
4,621
Very cool! It would be sick if you could add a crack in it next time you start workin on it! Not just a drawn on crack but an indent I mean.

This is the kind of thing you use a normal map for, correct?
 
Jun 19, 2009
812
814
I dont understand 'a normal map' enlighten me!

A normal map is a separate "texture" that you apply to a model (or it can just be for a texture). "It is a technique used for faking the lighting of bumps and dents. It is used to add details without using more polygons." --Wikipedia

Here is an example of a normal map:
normal_maps.jpg


Normally that texture would be flat, but because of the normal map, in-game it would look as if it had depth.
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
I wasn't really asking Prop, just confirming that I was right.

Yeah i could do that, how i would is another thing totally :p I'll check for some tuts later, hopefully i can get it working.
 

English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
This is the kind of thing you use a normal map for, correct?
It would depend on how visible you'd like your indent to be. For a dent or a crack, a normal map would work fine, but if it's more of a bevel or inset in the actual design, it may be better to put it on the actual geometry.