Okay so this is a little late going out. the main reason for the delay has been good news, and I wanted to make sure it stuck before I wrote up something on it. Also, here’s a fan!
Archive for SFM
I decided to do a video stream of making a poster in Source Filmmaker last night with the intention of helping people transition from Garry’s Mod to SFM.
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.”
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.
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.
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.
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.