Archive for the 3d models/textures Category

Interior design IN SPACE

Posted in 3d models/textures, LT_Commander's Stuff with tags , , , , , on May 13, 2014 by ltcom

I finally released a huge project of mine, a fully realized sci-fi themed space shuttle. Not only is it (in my biased opinion) a solid entry into sci-fi shuttlecraft, but it also encapsulates a year’s worth of evolution of skill for me as a modeler. It was modeled in three distinct stages and pushed the boundaries of my capabilities at every stage. There is a ton I learned doing this project alone, and a great deal of it was born out of “this is the best idea I’ll never be stupid enough to do again.”

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Welcome to Unreal Engine 4

Posted in 3d models/textures, LT_Commander's Stuff with tags , , on March 31, 2014 by ltcom

So I decided to grab Unreal Engine 4 a few days after it was announced, and boy is it awesome. I’ve taken a ‘content first’ approach, focusing almost completely on the material system and getting models of various types into the engine. In the last two weeks, I’ve gone from mere exploration to serious consideration into dropping source altogether and refocusing my asset creation pipeline to unreal. Now I’ve done this with branches of source in the past, I now primarily target SFM and secondly target to SDK2013 usually getting full functionality in both. Now that I’ve gotten my feet wet with Unreal, I think I can implement UE4 and still build for both with a few extra layer comps in photoshop and just a few additions to the pipeline in max. I’ll spend this post talking about those modifications to my workflow and my initial critique of UE4, from a Source Engine veteran’s perspective.

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Source Eyes: Taking a closer look

Posted in 3d models/textures, LT_Commander's Stuff on February 20, 2014 by ltcom

I’ve been working on a few projects recently, but I think I have enough to talk about to write up something substantive. I’ve been doing a lot with faceposing, either doling out advice, working on commission, or doing my own projects with it. On other fronts, I’ve been breaking into high poly hard surface modeling, and have even had a chance to do a bit of mapping. Today’s focus, though, will be talking about valve’s eye shader and why it breaks. You can find that about in the middle of the post.

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The Rollover Report

Posted in 3d models/textures, LT_Commander's Stuff with tags , , on January 8, 2014 by ltcom

Alright, that’s it for 2013. I’ve still got a few lingering projects, and I’d like to write up some postmortem reports for my modding activities.

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The doctor is IN

Posted in 3d models/textures, LT_Commander's Stuff with tags , , on November 7, 2013 by ltcom

Alternate title: Making Flexes – An After Action Report

This weekend, I released Dr. Schwaiger, a scientist from Sniper Elite V2. The selling point of the release is that he has a full set of highly emotive facial flexing that uses the familiar L4D style controllers. I said I’d be discussing a ‘what I learned’ from it in hopes that if I document my mistakes, someone else won’t make them as well.

schwaiger_release

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Winter is Coming

Posted in 3d models/textures, LT_Commander's Stuff with tags , , on October 29, 2013 by ltcom

So I’ve decided to take a quick reprieve from making space stuff for a little while.

Before I begin, I finished that sniper rifle. It took ~20 revisions, 10 for the rifle itself and another 10 for the round(!). Between Nirrti and myself, we had to do some texture splitting to get the vmt parameters we wanted for certain parts of the model. It’s in the fine details of material properties that the source engine really shows its weaknesses; this is where you turn to dirty tricks and workarounds to get that subtle shine you have envisioned.

The final render of the Overwatch Sniper Rifle (from my end - there were a few microchanges after this)

The final render of the Overwatch Sniper Rifle (from my end – there were a few microchanges after this)

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Holographic Planets

Posted in 3d models/textures, LT_Commander's Stuff with tags , on October 7, 2013 by ltcom

I made a holographic planet over the weekend, and I have some nice work in progress shots still uploaded. I don’t think I’ll go too crazy in depth here as to my workflow in this post, but I will touch the basics of how these things get hammered out since I have this niche design process down to a science.

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