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Author Topic: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux  (Read 142354 times)

Thomas

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3030 on: July 19, 2017, 08:07:09 AM »
Blew the dust off.

Kids today don't pay attention to texture slippage I tell ya.

You know, i've seen a lot of skins, and i can say, that a very few people knows about UV shifting, even more "professional" ones. I think, that even if you tell them about it, they'll continue to ignore that. This may sound rude, but that's kind if impression it gives

Saw it literally the other day on a model that was posted in the Discord chat.

That's a pro fix 303, you might have taught this old dog a new trick.

SureShot

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3031 on: July 19, 2017, 08:20:27 AM »
Blew the dust off.

Kids today don't pay attention to texture slippage I tell ya.

You know, i've seen a lot of skins, and i can say, that a very few people knows about UV shifting, even more "professional" ones. I think, that even if you tell them about it, they'll continue to ignore that. This may sound rude, but that's kind if impression it gives

Saw it literally the other day on a model that was posted in the Discord chat.

That's a pro fix 303, you might have taught this old dog a new trick.

I concur, I always stuck (at the time) with doing it manually, just nudging the UV slightly in Milkshape or 3DSM to fix the UV slip. Glad to see someone with a legitimate 'fix' rather than eyeballing it like me :D

Thomas

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3032 on: July 19, 2017, 08:59:10 AM »
Blew the dust off.

Kids today don't pay attention to texture slippage I tell ya.

You know, i've seen a lot of skins, and i can say, that a very few people knows about UV shifting, even more "professional" ones. I think, that even if you tell them about it, they'll continue to ignore that. This may sound rude, but that's kind if impression it gives

Saw it literally the other day on a model that was posted in the Discord chat.

That's a pro fix 303, you might have taught this old dog a new trick.

I concur, I always stuck (at the time) with doing it manually, just nudging the UV slightly in Milkshape or 3DSM to fix the UV slip. Glad to see someone with a legitimate 'fix' rather than eyeballing it like me :D

Glad to hear I wasn't the only one eyeballing it. :2pro:

End Of Days

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3033 on: July 31, 2017, 04:40:36 PM »
This brings back memories of Milkshape 3D......

Thomas

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3034 on: July 31, 2017, 07:13:47 PM »
This brings back memories of Milkshape 3D......

Glad to see ya pal, I ran into an unwrapped MG42 today on an old hard drive that I think you modelled. Did that ever get textured?

SPRKH

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3035 on: August 01, 2017, 08:14:19 AM »
This brings back memories of Milkshape 3D......

Iirc you modeled a stinger quite a long-ass time ago. Do you still happen to have that thing laying around?

zikshadow

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3036 on: August 01, 2017, 01:18:24 PM »
Were you talking about Opposing Force Redux's one?

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3037 on: August 04, 2017, 11:30:33 AM »
Blew the dust off.

Kids today don't pay attention to texture slippage I tell ya.

Oh god I forgot how old textures didn't have padding on them, but I guess that made the slipping easier to fix :P

This brings back memories of Milkshape 3D......
LOL

Where are you at these days pal? Are you still modelling at all or have you moved on to other things?

End Of Days

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3038 on: August 09, 2017, 03:58:37 AM »
This brings back memories of Milkshape 3D......

Glad to see ya pal, I ran into an unwrapped MG42 today on an old hard drive that I think you modelled. Did that ever get textured?

I do actually haha. I ran across it the other day.

This brings back memories of Milkshape 3D......

Iirc you modeled a stinger quite a long-ass time ago. Do you still happen to have that thing laying around?

After searching through old models I did find this one. If you want it it's all yours. It's only in ms3d format. I don't have ms3d to convert it to .3ds or anything.

Blew the dust off.

Kids today don't pay attention to texture slippage I tell ya.

Oh god I forgot how old textures didn't have padding on them, but I guess that made the slipping easier to fix :P

This brings back memories of Milkshape 3D......
LOL

Where are you at these days pal? Are you still modelling at all or have you moved on to other things?

I'm still 3d modelling but moved on to other games. Working with Farming Simulator 2017 for the past several months.

Norman The Loli Pirate

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3039 on: August 24, 2017, 04:30:32 PM »




What am I even doing.
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SPRKH

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3040 on: August 24, 2017, 05:35:57 PM »
Really pro stuff

Thomas

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3041 on: August 25, 2017, 01:17:38 PM »
Really pro stuff

Was going to say  :2pro:

Norman The Loli Pirate

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3042 on: September 11, 2017, 04:35:54 PM »


LD world model sexyness.
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Geter Priffin

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3043 on: September 12, 2017, 08:36:06 PM »


It's, Beautiful.

RavenGT

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3044 on: September 17, 2017, 04:42:20 PM »
LD world model sexyness.
I need. Are you going to do the expansions and Sven Co-op as well?

Norman The Loli Pirate

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3045 on: September 17, 2017, 07:01:13 PM »
This was mainly for the new classic mode in Sven Co-op but it'll work with Half-Life, just without the nice glowing effects unless you use something like Xash3D. I was also thinking of doing Opposing Force maybe after I get the Half-Life models done with the idea of making the models more in Valve's style then Gearbox's, but who knows if I'll ever get around to doing that since I work on a modified version of Valve Time.

If I'm feeling real crazy I may put together my own LD pack for Sven Co-op because the few I've seen so far are ether broken or pretty meh.
I'm also gonna probably release my version of Ivan Co-op soonish. was already pretty much finished forever ago but like the crazy man I am I tried to make low poly world models for all of the guns, I really didn't want to release the pack without proper peewees but since I'll never finish them I'm just going to release the pack without them.
« Last Edit: September 17, 2017, 07:39:27 PM by Norman The Loli Pirate »
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JohnChronic

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3046 on: September 21, 2017, 02:08:15 PM »
I made this thing for practice. I call it ...the gaussault rifle.
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SPRKH

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3047 on: October 23, 2017, 05:35:10 AM »
Passing time. Unfinished, obviously

Norman The Loli Pirate

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3048 on: October 23, 2017, 06:40:53 AM »
Passing time. Unfinished, obviously
That looks pretty good. I'm gonna apologize for the shitty uv-map, wasn't expecting anyone would try and re-texture it.

Also I did a bunch of more shit to my ld models and made peewees for them, I should give them to you.

Signatures are for nerds

SPRKH

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3049 on: October 23, 2017, 07:22:57 AM »
That looks pretty good. I'm gonna apologize for the shitty uv-map, wasn't expecting anyone would try and re-texture it.

Thanks m8, i remapped the model because of reasons.

Also I did a bunch of more shit to my ld models and made peewees for them, I should give them to you.

Did you also alter the pistol in some way?

Norman The Loli Pirate

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3050 on: October 23, 2017, 08:59:32 AM »
I gave the barrel and trigger a texture and fixed some minor stuff on the uv-map.
« Last Edit: October 23, 2017, 09:01:12 AM by Norman The Loli Pirate »
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SPRKH

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3051 on: October 23, 2017, 05:00:53 PM »


done-ish

Thomas

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3052 on: October 23, 2017, 07:11:00 PM »
Best pistol for numerical reasons.

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3053 on: November 14, 2017, 07:56:32 AM »
I've been playing around with different renderer settings and recompiling models with the new compiler; trying to get the best image quality possible from these low res textures. Going for a sharper look without the pixelation that comes from disabling filtering.
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Norman The Loli Pirate

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3054 on: November 14, 2017, 02:19:40 PM »
I hate texture filtering. I need to ask SoloKiller for a way to disable it in his model viewer.

I ended up changing the helmet top to black because nobody liked the white.I still think the white looks better.


I swear, I'm going to finish this. One of these day.
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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3055 on: November 14, 2017, 06:48:14 PM »
Those grunts are really cool looking. I had the same ideas to give all the different grunt heads skin variants in the past as well.

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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3056 on: November 16, 2017, 04:42:53 AM »
I found that dithering blurs the image more than filtering, so I kept the filtering and ditched the dithering. Also, those npc variations are awesome! I think the top of barney's helmet does look better in black.
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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3057 on: November 16, 2017, 08:10:46 AM »
I found that dithering blurs the image more than filtering, so I kept the filtering and ditched the dithering. Also, those npc variations are awesome! I think the top of barney's helmet does look better in black.

+1. I don't know, why did he decided to make it black. Like, Barney's model is retail, but helmet is beta-like (you know, that early MP barneys)
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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3058 on: November 20, 2017, 12:03:53 AM »
+1. I don't know, why did he decided to make it black. Like, Barney's model is retail, but helmet is beta-like (you know, that early MP barneys)

Oh, sorry, seems like i had headache that day, or something. I meant white. White helmet. I don't know, why did he decided to make it white, that is

But yeah, not only it looks not very pleasant on its own, it causes major inconsistency. Like i said, the model itself "remakes" the original barney, while the helmet is white like it was on MP barneys or engineers.



Original barney had gray-blue chrome on his helmet

But what makes me question the most, is that he said, that cut HL2 Beta helmet is white too. Why? Does it really looks like white? It is gray!


For comparison, original barney's helmet colour was distinctive gray


It looks kinda white-ish under certain angles, but it's nothing compared to Norman's polished white


By the way, Ted Backman barney had black helmet
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Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Reply #3059 on: November 20, 2017, 12:10:29 AM »
Oh, one more thing. ID badge is from beta too. What concept does this model follow then? Is it remaking beta, or retail?
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