Model WiP thread

Discussion in 'Mapping Questions & Discussion' started by Seba, Jul 20, 2011.

  1. Seba

    aa Seba DR. BIG FUCKER, PHD

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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:
    [​IMG]
    [​IMG]
     
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  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    [​IMG]
     
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  3. TheKieranator

    TheKieranator L6: Sharp Member

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    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:
    [​IMG]

    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?
     
    Last edited: Jul 22, 2011
  4. Ginger

    Ginger L4: Comfortable Member

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    I prefer v1, but thats just me :3 And i'm working on some crystals for maybe a winter themed map?
    [​IMG]
    Hand painting for the first time, so it looks crap in my opinion, also just to try and get a model actually working
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    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.
     
  6. Ginger

    Ginger L4: Comfortable Member

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    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.
     
  7. Prop

    Prop L3: Member

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    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.
     
  8. Sel

    Sel Banned

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    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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    Last edited: Jul 23, 2011
  9. Seba

    aa Seba DR. BIG FUCKER, PHD

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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
     
  10. Ravidge

    aa Ravidge Grand Vizier

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    If you're going to a warzone, better bring the big wrench.
    (solid grey texture to avoid the checkers)
    [​IMG]

    [​IMG]
     
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    Last edited: Jul 23, 2011
  11. Seba

    aa Seba DR. BIG FUCKER, PHD

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    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:
    [​IMG]
     
  12. Ravidge

    aa Ravidge Grand Vizier

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    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?
    [​IMG]
     
    Last edited: Jul 23, 2011
  13. Seba

    aa Seba DR. BIG FUCKER, PHD

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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
     
  14. tyler

    aa tyler snail prince, master of a ruined tower

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    This is the kind of thing you use a normal map for, correct?
     
  15. Prop

    Prop L3: Member

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    I dont understand 'a normal map' enlighten me!
     
  16. HellJumper

    aa HellJumper

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    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:
    [​IMG]

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

    Prop L3: Member

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    Ohh ok thank you!
     
  18. tyler

    aa tyler snail prince, master of a ruined tower

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  19. Ginger

    Ginger L4: Comfortable Member

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    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.
     
  20. English Mobster

    English Mobster L6: Sharp Member

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    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.