Maestro Fénix´s Factory (models showcase)

Show off work in progress models.
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Maestro Fénix´s Factory (models showcase)

Post by Maestro Fénix » Sat Jan 14, 2012 10:10 pm

*Insert P.H.O.E.N.I.X. Industries logo here* Here is where I post the stuff that I do and is related with modelling/animating. While I'm getting decent at modelling, I have to learn a lot more at texturing and animating.

Gallery:
HL1 look-a-like Security card (Photo taken when W.I.P., cut from Vicarious Traumatization): Image Turnstyle (needs a new texture, used in Vicarious Traumatization): Image HL1 look-a-like Battery (Old photo, updated version used in Siege and VT): Image HL1 look-a-like MedKit (Old photo, updated version used in Siege and VT): Image Security card reader (needs a new texture, used in VT): Image OC SPAS-12 with H.E.C.U. arms (from Romka's H.E.C.U. soldier models, expected to be redone the arms, used in VT): Image Flaregun (Needs a better texture and animation, as well as some improvements on some parts of the model, used in VT): ImageImageImageImage Missile Defense (based on Alligator's design): Image [W.I.P.]H.E.V. suit: Image ID card with jigglebones, several fixes for Impetuous' Black Mesa Worker model (used by TextFAMGUY1' On a Rail Uncut addon for Black Mesa): Image [W.I.P.]M34 Ithaca: Image Eventually, all those shit models will be donated to Obsidian Conflict (once improved).
Last edited by Maestro Fénix on Sun Jan 05, 2014 6:10 pm, edited 5 times in total.
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Re: Maestro Fénix´s Factory (models showcase)

Post by RocketRunner » Sun Jan 15, 2012 7:54 am

Ooh, HL1 Beta Security Card?
I usually run from rockets.
Pretty straightforward.

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Re: Maestro Fénix´s Factory (models showcase)

Post by Maestro Fénix » Sun Jan 15, 2012 11:35 am

RocketRunner wrote:Ooh, HL1 Beta Security Card?
Glad there is a veteran between us. Yes, it is inspired in the beta Security Card.
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Re: Maestro Fénix´s Factory (models showcase)

Post by FreeFall89 » Sat Jan 21, 2012 3:51 pm

Dem poles on the security thingy look a bit fat

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Re: Maestro Fénix´s Factory (models showcase)

Post by Maestro Fénix » Sat Jan 21, 2012 5:07 pm

FreeFall89 wrote:Dem poles on the security thingy look a bit fat
I have to reajust that part, since it have a lot of polys. Thanks to say it.
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Re: Maestro Fénix´s Factory (models showcase)

Post by Lt_Commander » Thu Jan 26, 2012 5:35 am

Mutlipass?

Also, not sure what you were going for with the security card, but if it's directly off a beta for a 12 year old game, I think it's time to bring the textures into the 21st century.

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Re: Maestro Fénix´s Factory (models showcase)

Post by Maestro Fénix » Thu Jan 26, 2012 4:01 pm

Lt_Commander wrote:Mutlipass?

Also, not sure what you were going for with the security card, but if it's directly off a beta for a 12 year old game, I think it's time to bring the textures into the 21st century.
multipass?

Also, did you read that the textures of the security card ARE WIP because i´m testing things with new methods of skin creation?
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Re: Maestro Fénix´s Factory (models showcase)

Post by Lt_Commander » Fri Jan 27, 2012 5:03 pm

Maestro Fénix wrote: multipass?

Also, did you read that the textures of the security card ARE WIP because i´m testing things with new methods of skin creation?
Mutlipass.

Yeah, I know they're WIP. Calm down. I think you should do some research into what a security pass looks like, or a similar device, and work from there.

As for the method, I noticed you're not filling over the lines of your wireframe, I can still see the bright green along the edges. Always go about 5 or so pixels past the edge, or you might end up with untextured space or unwanted results.

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Re: Maestro Fénix´s Factory (models showcase)

Post by Maestro Fénix » Fri Jan 27, 2012 9:45 pm

Lt_Commander wrote: As for the method, I noticed you're not filling over the lines of your wireframe, I can still see the bright green along the edges. Always go about 5 or so pixels past the edge, or you might end up with untextured space or unwanted results.
Yeah, because i wanted have a texture to see in the model and missed willfully some details (like the yellow stripes, or the false border). The most obvious problem is the normal map, that makes look the card paper made (played a bit with some settings).


Now i´m readjusting the triangles in the turnstile (you know, for better optimization, better have two triangles in a face than 4), so that´s the reason i didnt show it with a temporal texture. Also i reduced the number of polygons to 320 (the cylinders were the responsible).
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Re: Maestro Fénix´s Factory (models showcase)

Post by Lt_Commander » Sat Jan 28, 2012 6:47 am

There's no reason to work with normalmaps unless you know the diffuse is pretty much exactly how you want it, or they were baked from high poly. I used to make normals after major texture iterations, but I moved it to the second to last step of my workflow after wasting so much time having to propagate changes through multiple textures.

Get the diffuse exactly how you want it before thinking about anything else. You'll save tons of time, and by the time you get to them, you'll already have a clear idea what needs to have false depth and what doesn't.

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Re: Maestro Fénix´s Factory (models showcase)

Post by Maestro Fénix » Wed Mar 07, 2012 8:26 pm

Image

If you can guess what is this, you will get a thank you. Xeno, you cant participate.

Still making experiments with textures.
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Re: Maestro Fénix´s Factory (models showcase)

Post by LivingWithGames » Thu Mar 08, 2012 1:09 am

Maestro Fénix wrote:Image

If you can guess what is this, you will get a thank you. Xeno, you cant participate.

Still making experiments with textures.
This looks like the medkit I see in some videos of Sven Co-Op.

If it's not that, then I have no idea.

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Re: Maestro Fénix´s Factory (models showcase)

Post by Maestro Fénix » Thu Mar 08, 2012 4:01 pm

Yes, it is. I´m remaking the Medkit and the battery to remplace the models on the cs_siege map.

Also, if everything goes well, i will have a surprise for you (OC).
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Re: Maestro Fénix´s Factory (models showcase)

Post by Maestro Fénix » Sat Mar 10, 2012 10:10 pm

Image

Image

If we consider that have 300 polygons instead of the model that i use in the Siege map (864), that i dont know how to make decent textures (is very small, but you can notice a "blue" line if you look at the energy and then, look to the right strip), and that it took me "an entire day" to do it (3 hours on making the model, 1h wasted because i had to redo it again, and 3 hours making the UV and texture, after some strange UV resets), is pretty nice.

Oh, and the energy, apart of being self-illuminated, is animated. Enough for remplace the previous model.


I deserve play Sonic Generations, i want to remember the good old times...
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Re: Maestro Fénix´s Factory (models showcase)

Post by LivingWithGames » Sun Mar 11, 2012 1:33 am

Maestro Fénix wrote:Image

Image

If we consider that have 300 polygons instead of the model that i use in the Siege map (864), that i dont know how to make decent textures (is very small, but you can notice a "blue" line if you look at the energy and then, look to the right strip), and that it took me "an entire day" to do it (3 hours on making the model, 1h wasted because i had to redo it again, and 3 hours making the UV and texture, after some strange UV resets), is pretty nice.

Oh, and the energy, apart of being self-illuminated, is animated. Enough for remplace the previous model.


I deserve play Sonic Generations, i want to remember the good old times...
Since I know you are remaking the hl1 medkit for use to cs_siege map, let me guess.The following images above me are the hl1 energy too that you're remaking?Because I'm not sure...I don't have the original game, neither the Source version of it.

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