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  1. JudasKing

    Project Previews

    no, you forgot to introduce yourself.
  2. JudasKing

    Project Previews

    not trying to sound like a dick... but how exactly are planning to gather interest and members for a mod with no name, and no description.. well, good luck anyway.
  3. JudasKing

    stupid skin question

    lol those were the times oik posted, all in same day.
  4. JudasKing

    mapping

    well there's an option for it in the model viewer, so i can still hope :-/
  5. JudasKing

    A weapon i made

    welp, i must say you have incredible skinning skills :) the model itself looks nice too, i like how you keep the details where you can see them. i trust ur going to optimize & get rid of that center division? i do have a couple crits about the skin though. i think you should focus more on a...
  6. JudasKing

    contraptions

    haha i'm not gonna answer that just because that was such a ridiculous post.... I know it seems strange, but maybe post on garry's mod forums...? and not modelling/skinning for hl2....? just a thought. w2b guy... w2b
  7. JudasKing

    normal map

    w/e same thing -_- painting deformations on model... but u can still paint ON them too for skinning.
  8. JudasKing

    normal map

    zbrush just has painting tools implemented right in it, and you can paint on the model itself without exporting uv's & such. i know people boast about it's 'awesome' ability to smooth models too for some reason, but what program doesn't do that -_- easier to get details exactly where u want...
  9. JudasKing

    normal map

    you can also paint a normal map. you paint a grayscale (bump map) then convert it to a normal map (for photoshop u can use nvidia's dds plugin). also, since normal maps use the low poly model's projections, you can't use straight extrusions on ur model, or paint with a solid brush or it'll look...
  10. JudasKing

    My new futuristic rifle WIP

    the map filter, go to the render menu (f10), click "Renderer" tab, under Antialiasing, there's a filter dropdown. by default it's on Area, i'd suggest experimenting w/ different ones for ur renders (personally i don't use anything but Catmull-Rom for my scanline renders) :)
  11. JudasKing

    Realistic Leaf tutorial. 3DsMAX 6

    looks neat, suggest using sss on em to really make it realistic :) appreciate the tutorial, nj
  12. JudasKing

    My new futuristic rifle WIP

    front/back proportions look nice, but the handle looks a little too wide to be comfortable, and the grip part under barrel is a little thin. but it looks excellent :D cool to see some original stuff people are doing :) also, what program are u using? bcus i know 3ds max uses that crappy Area...
  13. JudasKing

    Lamp - Model

    i think the smoothing looks fine as it is. for some reason most modellers i talk to always insist on going overboard w/ smoothing, i think faceted faces are a good way of making low-poly areas look good, bcus it looks like it's supposed to be low-poly ;)
  14. JudasKing

    Tv - Model

    um, why would a tv have a huge bulge in the top like that -_-
  15. JudasKing

    Modelling...f0r r34l n0w.

    heh i understand what ur saying. i was the same way and sometimes still am. in retrospect, i was a lot more eager when i first started out, but i've definitely gained a lot more patience over the past couple years, which i think could be attributed to working on games. there's definitely a...
  16. JudasKing

    complete model request

    mk, post link or something if you finish this (i assume this is for public release?)
  17. JudasKing

    complete model request

    oy... since apparently you actually CAN make something, and aren't just some dumbshit who thinks he can code bcus he can do hello world -_- i have a pretty simple sword model you can use if u want. it's in Max form though. it's uv mapped but not skinned. if you need another format, leme know
  18. JudasKing

    Q's about UV Mapping/ Texture Projections/ Texture Sizes/ ETC!

    oic what you meant pes, mb. you could bump map it, but there wouldn't be any parallax to it, so it would look more like a small black divot than a hole. parallax mapping would fix that but source doesn't support it :/
  19. JudasKing

    Q's about UV Mapping/ Texture Projections/ Texture Sizes/ ETC!

    to make the ventholes.. -_-
  20. JudasKing

    Q's about UV Mapping/ Texture Projections/ Texture Sizes/ ETC!

    i'm not sure, but... in source, if you make a material w/ transparency, does light still go through it? if it doesn't, then it would just block the light on the model and you wouldn't see inside anyway. if that made any sense :/
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