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Maestro Fénix´s Factory (models showcase)

Posted: Sat Jan 14, 2012 10:10 pm
by MaestraFénix
*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):
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Turnstyle (needs a new texture, used in Vicarious Traumatization):
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HL1 look-a-like Battery (Old photo, updated version used in Siege and VT):
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HL1 look-a-like MedKit (Old photo, updated version used in Siege and VT):
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Security card reader (needs a new texture, used in VT):
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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):
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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):
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[W.I.P.]H.E.V. suit:
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ID card with jigglebones, several fixes for Impetuous' Black Mesa Worker model (used by TextFAMGUY1' On a Rail Uncut addon for Black Mesa):
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[W.I.P.]M34 Ithaca:
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Eventually, all those shit models will be donated to Obsidian Conflict (once improved).

Re: Maestro Fénix´s Factory (models showcase)

Posted: Sun Jan 15, 2012 7:54 am
by RocketRunner
Ooh, HL1 Beta Security Card?

Re: Maestro Fénix´s Factory (models showcase)

Posted: Sun Jan 15, 2012 11:35 am
by MaestraFénix
RocketRunner wrote:Ooh, HL1 Beta Security Card?
Glad there is a veteran between us. Yes, it is inspired in the beta Security Card.

Re: Maestro Fénix´s Factory (models showcase)

Posted: Sat Jan 21, 2012 3:51 pm
by FreeFall89
Dem poles on the security thingy look a bit fat

Re: Maestro Fénix´s Factory (models showcase)

Posted: Sat Jan 21, 2012 5:07 pm
by MaestraFénix
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.

Re: Maestro Fénix´s Factory (models showcase)

Posted: Thu Jan 26, 2012 5:35 am
by Lt_Commander
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.

Re: Maestro Fénix´s Factory (models showcase)

Posted: Thu Jan 26, 2012 4:01 pm
by MaestraFénix
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?

Re: Maestro Fénix´s Factory (models showcase)

Posted: Fri Jan 27, 2012 5:03 pm
by Lt_Commander
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.

Re: Maestro Fénix´s Factory (models showcase)

Posted: Fri Jan 27, 2012 9:45 pm
by MaestraFénix
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).

Re: Maestro Fénix´s Factory (models showcase)

Posted: Sat Jan 28, 2012 6:47 am
by Lt_Commander
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.

Re: Maestro Fénix´s Factory (models showcase)

Posted: Wed Mar 07, 2012 8:26 pm
by MaestraFénix
Image

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

Still making experiments with textures.

Re: Maestro Fénix´s Factory (models showcase)

Posted: Thu Mar 08, 2012 1:09 am
by LivingWithGames
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.

Re: Maestro Fénix´s Factory (models showcase)

Posted: Thu Mar 08, 2012 4:01 pm
by MaestraFénix
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).

Re: Maestro Fénix´s Factory (models showcase)

Posted: Sat Mar 10, 2012 10:10 pm
by MaestraFénix
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...

Re: Maestro Fénix´s Factory (models showcase)

Posted: Sun Mar 11, 2012 1:33 am
by LivingWithGames
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.