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 The "Model/Skin" Pimpage/WIP Thread

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katatonic717
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 3:04 am

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The Dude
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 3:25 pm

Shotgunguy49 wrote:
It's me, your friendly neighborhood Shotgunguy49. You can post anything that is a Work In Progress that you created or are creating. This means models, textures, skins, hacks, whatever. Doesn't have to be in-game. Anything that isn't done and you want to show the progression of it, post it here.

I'll start off with some stuff I've been working on.

HL2 Beta Gasmask citizen remake.


Tor with eyeposing.


New Stormtrooper materials.


New Clonetrooper materials.


Republic Commando models.


You really need to work on your Gas Mask citizen. The texures a bit low quality, so you might need to polsih them up a bit. The apron is also too narrow for the model. The hands are absolutely terrible. You can just tell that the model is completely composite, even without anyone letting you know beforehand. Try to give it more proportion and/or symmetry so it becomes less obvious. Tor needs a bit mroe detail on his skin texture when up close, and the half the parts of his scepter still look like a direct port out of HL1.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 4:08 pm

Did you just quote the entire fucking OP?

Please don't do that. It shits up the thread and causes unneeded page stretching.

The Dude wrote:
The texures a bit low quality, so you might need to polsih them up a bit.
I'm planning on doing that once the mesh is done.

The Dude wrote:
The hands are absolutely terrible. You can just tell that the model is completely composite, even without anyone letting you know beforehand.
There is absolutely nothing wrong with the hands.


The Dude wrote:
Tor needs a bit more detail on his skin texture when up close, and the half the parts of his scepter still look like a direct port out of HL1.
It is a direct port...
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Shotgunguy49

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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 6:31 pm

RTB Civil Protection is a heavy WIP.
I'm just posting pictures now because I think the model looks good enough to post.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 6:57 pm

From the first picture you posted, the wrists looked too streched out. There's not a lot of consistency going on with the model; different colored pants, streched limbs, etc. Try to have a solid idea of what you're going for; at least have a reference SMD as a base and then mash everything together.

That new model just looks like the CP off of Lost Concepts.

In the future, just be aware of the flaws of your own works; look at it from every angle and not just the immediate screenshot.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 7:09 pm

The Dude wrote:
From the first picture you posted, the wrists looked too streched out.
Well, that's impossible because I didn't touch them. The only parts I edited were the front torso armor, the head, the boots, and the radio.
The Dude wrote:
There's not a lot of consistency going on with the model; different colored pants, streched limbs, etc.
It's using textures from the leak. not basing it off of the concept art colors scheme which is... well.. not there...
The Dude wrote:
Try to have a solid idea of what you're going for; at least have a reference SMD as a base and then mash everything together.
Actually, I have about 4 different ref meshes.
The Dude wrote:
That new model just looks like the CP off of Lost Concepts.
Never heard of it. I did take examples from Snood_1990's RTB Metrocop though.

The texture stretching on the bottom of his torso armor was fixed on mine, the shotgun is in the way, but he could've easily fixed it.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 8:14 pm

Then it may be how the torso connects to the wrists, or just the wrists themselves. It may also be the angle of your screenshot that throws it off. Try providing a complete face-front one if you can. If it still looks bad then, you may need to shorten the wrists so it doesn't look like the Ice Cream Man from Legion.

In the matter of consistency you may need to change the textures or lengthen the apron. Snood's model had a lengthened apron and minus the mask it turned out fine. You don't have to lengthen it as much as he did, but maybe just by a bit.

Maybe that's the problem; try to have 1, perfect ref mesh to get a complete idea of what you're going for.

Do you mean take examples or the whole damn thing? Model-wise it looks exactly the same.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 8:41 pm

The Dude wrote:
Then it may be how the torso connects to the wrists, or just the wrists themselves. It may also be the angle of your screenshot that throws it off. Try providing a complete face-front one if you can.
I didn't know wrists connected to torsos. Laughing


The Dude wrote:
In the matter of consistency you may need to change the textures or lengthen the apron. Snood's model had a lengthened apron and minus the mask it turned out fine. You don't have to lengthen it as much as he did, but maybe just by a bit.
I'll play with the textures to see what looks good. As I said before, the model is still a WIP, it just looks good enough to get the point across.
I did make the coat bottom longer though, just not as long as his.

The Dude wrote:
Maybe that's the problem; try to have 1, perfect ref mesh to get a complete idea of what you're going for.
I like to keep backups in case I fuck one up.

The Dude wrote:
Do you mean take examples or the whole damn thing? Model-wise it looks exactly the same.
Alas, it does look the same, but everything done to that model was done by me. the only thing I took from Snood's model was the backpack, which I will remodel myself, later.
There were a few things wrong with Snood's model to begin with, the boots from the combine soldier that were stretched, making them look awful.
The texture stretching on the bottom of the torso armor, and not even attempting to finish the back.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Sun Sep 05, 2010 9:07 pm

Shotgunguy49 wrote:
The Dude wrote:
Then it may be how the torso connects to the wrists, or just the wrists themselves. It may also be the angle of your screenshot that throws it off. Try providing a complete face-front one if you can.
I didn't know wrists connected to torsos. Laughing


The Dude wrote:
In the matter of consistency you may need to change the textures or lengthen the apron. Snood's model had a lengthened apron and minus the mask it turned out fine. You don't have to lengthen it as much as he did, but maybe just by a bit.
I'll play with the textures to see what looks good. As I said before, the model is still a WIP, it just looks good enough to get the point across.
I did make the coat bottom longer though, just not as long as his.

The Dude wrote:
Maybe that's the problem; try to have 1, perfect ref mesh to get a complete idea of what you're going for.
I like to keep backups in case I fuck one up.

The Dude wrote:
Do you mean take examples or the whole damn thing? Model-wise it looks exactly the same.
Alas, it does look the same, but everything done to that model was done by me. the only thing I took from Snood's model was the backpack, which I will remodel myself, later.
There were a few things wrong with Snood's model to begin with, the boots from the combine soldier that were stretched, making them look awful.
The texture stretching on the bottom of the torso armor, and not even attempting to finish the back.

The arms. Don't be a dipshit, you know what I mean.

Good; at least you're not leaving it as is.

As long as these backups are the same so it doesn't confuse the modeller.

It still looks too much like Snood's model. You should probably change the vest and head scheme just to make it look more like your own work than a retexture. The boots on your model still look pretty stretched, primarily on the side. When the model has the backpack, little work needs to be put into the back. Maybe fix the edges around the backpack, but that's really it. It saves on work time and unless you're planning to make the backpack droppable upon the NPC's death. there's really no point. It's like trying to replace test textures at a certain area of a map that the player can't even access by regular means.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 3:45 am

Calm down, folks. I'd hate to see Jenkins lock this.

Anyways, nice work so far, SGG.

Perhaps you can add the trenchcoat.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 5:19 am

Suggestion: make his clothes black like in the concept.

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katatonic717
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 8:04 am

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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 10:42 am

You already posted that shit.


Last edited by The Dude on Mon Sep 06, 2010 4:22 pm; edited 1 time in total
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 10:55 am

Shotgunguy49 wrote:
So I made a new molotov.


YESSSSSSSSSSSSSSSSSSSSSSS! affraid
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katatonic717
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 11:42 am

The Dude wrote:
Nice X you got there.

what?
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 12:28 pm

A molotov is needed in CASTE according to what Kave said to me, Plus the molotov you made looks badass.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 1:17 pm

The Dude wrote:
Nice X you got there.

Wait till you see the new one that doesn't have Lt_Commander's torso texture.
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katatonic717
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 3:04 pm

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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 4:40 pm

Shotgunguy49 wrote:
The Dude wrote:
Nice X you got there.

Wait till you see the new one that doesn't have Lt_Commander's torso texture.

Will that be before or after you fix your image links?
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 4:51 pm

The Dude wrote:
Will that be before or after you fix your image links?

What image links.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 5:17 pm

New Molotov
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 5:18 pm

Very good!

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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 5:37 pm

that's so awesome! good job SGG Very Happy

i prefer the brown one, since HL2 was supposed to be dark and not much colorful
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 6:18 pm

Shotgunguy49 wrote:
The Dude wrote:
Will that be before or after you fix your image links?

What image links.

The one's that broke, and you give me shit for it even though you did the same thing a few days later.

The molotov looks pretty damn good, but the recent ones are way too bright, even the brown one. Try to have it as dark as glassjug01.mdl for the sake of quality and consistency.

If it's a transparency issue, then try to make its transparency between your most recently posted one and the one quoted by Crash15.
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PostSubject: Re: The "Model/Skin" Pimpage/WIP Thread   Mon Sep 06, 2010 7:01 pm

The Dude wrote:
The one's that broke

Mind telling me which ones, because I can't find any broken images. It could've also been a time when filesmelt.com went down.
I use Filesmelt to host images that aren't worthy of imageshack, even though the site goes down quite alot.

The Dude wrote:
The molotov looks pretty damn good, but the recent ones are way too bright, even the brown one.
If it's a transparency issue, then try to make its transparency between your most recently posted one and the one quoted by Crash15.

Yeah, the vmt settings I was using prevented me from making them darker, but I got around that and I think this looks much better.



The Dude wrote:
Try to have it as dark as glassjug01.mdl for the sake of quality and consistency.

I plan on making more skingroups, so don't worry.
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