First XSI model complete and ingame! Created 17 years ago2006-06-13 14:52:30 UTC by Xyos212 Xyos212

Created 17 years ago2006-06-13 14:52:30 UTC by Xyos212 Xyos212

Posted 17 years ago2006-06-13 14:52:30 UTC Post #185004
Ok here is my very first model textured and ingame. Its a barbell for weightlifting. Its crude, but ok. I wanted a simple model to test in source first, so here it is. The next one will pwn beyond belief! :)

(BTW its in my test map too :) )

http://img161.imageshack.us/img161/7337/yaaaa6xn.jpg
Posted 17 years ago2006-06-13 15:21:19 UTC Post #185008
Looks good.... kinda.

You should acctualy make it more 3D and make the bar in the middle fatter / shorter.
Luke LukeLuke
Posted 17 years ago2006-06-13 15:33:14 UTC Post #185009
"Its crude, but ok. I wanted a simple model to test in source first"

Did you REAd the post Luke? Or just click on the picture? He obviously said he wanted a simple model first to test uploading it to source.
Posted 17 years ago2006-06-13 16:31:01 UTC Post #185013
The reason why the bar and weights are less detailed is because I wanted less on the UV map. As I said this was a test model to get into Source. A test for UV mapping and wrapping a skin.

Now the question is what do I model next? I dont want to do a gun, everyone does that. I was thinking of a useful prop_static. Maybe an interesting piece of furniture, or a vehicle?
Posted 17 years ago2006-06-13 17:34:39 UTC Post #185017
Exos, Why the fuck would he post it unless he wanted critisicm? He obviously didnt want to show off his work, so i gave him my opinion on how it could be improved if he ever wanted to use it.

Its not like i bashed it to pieces or some shit, no.

Shut the fuck up and stay on topic.
Luke LukeLuke
Posted 17 years ago2006-06-13 17:44:48 UTC Post #185018
how about makeing a bus?
Posted 17 years ago2006-06-13 17:55:21 UTC Post #185019
Thats actually a pretty good idea killer1102. A school bus, or commercial? Both would be a cool prop in the source engine since no mod has either one.

Im going to see if I can find any good reference pics. :)
Posted 17 years ago2006-06-13 18:23:12 UTC Post #185023
Nice model, but what size weights are those, 250 lb?!

Just kiddin'. Nicely done.
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 17 years ago2006-06-13 20:46:56 UTC Post #185027
Luke, the point of the post was that he wanted to show that she can sucessfully UV map, and upload a model to Source. He even said it is simple and crude. Those words in itself suggests that he didn't really care what it looks like, but just wanted to successfully upload a textured model to Source. YOUR post was offtopic, considering the topic was about uploading a model to Source, so don't tell ME to stay on topic. Also, calm your ass down and learn to talk in an argument without cursing. It makes you look like a dumbass with a low vocabulary.
Posted 17 years ago2006-06-14 09:39:13 UTC Post #185081
But Luke has been here longer Exos / Xyos and has a right to act like he does...Plus he is correct, he merely criticised and gave a reply that I pretty much would have said.

Looking fine Xyos but this is really confusing...Replying with two accounts :>
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-06-14 09:44:37 UTC Post #185086
Exos is my little brother Habboi...........
Posted 17 years ago2006-06-14 18:03:51 UTC Post #185169
Envmap it and put a quick normal detailing the weight bits (the angular ones could be modelled alternatively) and its sweet. Looking good, though, and good job, 'cause getting stuff ingame is a pain in the ass. It gets easier from here on out, though, once you've walked yourself thru the process a few times ;)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-14 21:39:06 UTC Post #185178
here is a futuristic arch door entrance I made and put ingame:

http://img221.imageshack.us/img221/5351/archpic2af.jpg

Modeling opens up a whole new way of mapping :)
Posted 17 years ago2006-06-23 17:08:01 UTC Post #186597
Here is my finished ingame top version of a parking meter. (THis will be included in my all custom CSS map coming soon)

http://img278.imageshack.us/img278/6950/meterexamplepic9fz.jpg

I put a few bullet holes in it before taking the screenie, lol :)

But anyway, its a good amount of polys, good resolution skin, and has a reflective mask on it to give it that extra umph! :)

THe pole and ground base will be a seperate model. This is because I want a drastic change in the reflective properties on the pole. Similar to the windows and cars in CSS.
Posted 17 years ago2006-06-23 17:25:26 UTC Post #186599
Nice. Your picking it up quikly!
Posted 17 years ago2006-06-23 17:55:11 UTC Post #186605
Thanks pepper :)

BTW, Ive seen some of your models. Your quite good. I was hoping if you could answer a question for me:

Do you have any good techniques for the actual creation of the skin in photoshop? What I mean is, adding variety to textures (bumps, scratches, etc)

Is this done with brushes? I only know so much when it comes to photoshop, so :(
Posted 17 years ago2006-06-23 18:34:12 UTC Post #186612
Nice Xyos! :D
I think we'll soon get a new modeling pro here at TWHL. :)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-06-23 18:59:26 UTC Post #186616
Not before me you wont!!! Only thing I hate about modelling is skinning because that's my weak point.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-06-23 19:14:54 UTC Post #186618
bumps scratches, ect are best done in the texture :)
Posted 17 years ago2006-06-23 19:17:20 UTC Post #186620
I can't texture,, if I knew how to, I would have made loads of HUD weapons! And of course I would need to know animation just a little bit better
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-06-23 19:21:00 UTC Post #186621
Great lookin' models Xyos. The map vault consists mainly of CS and HL maps, and because I dont have the original CS or HL, ill definitely grab a copy of your level when it comes out for download! :biggrin:
Posted 17 years ago2006-06-23 20:28:16 UTC Post #186623
I dont mean bumping, scratching, etc with XSI. I mean editing the image in photoshop. Ahh, anyway I found some tutorials on photoshop skills so :)

And BTW, "UV mapping" = The most boring thing ever!!!
Posted 17 years ago2006-06-23 20:40:14 UTC Post #186625
A while ago, a friend introduced me to a program called Blender3D, which is a freeware (and HIGHLY functional) 3d editing program. It also allowed you to use UV maping. So, I just wanted to say that even though i have never used UV maping in Half-Life2, i gotta tell you, it IS really boring. :glad:
Posted 17 years ago2006-06-24 05:02:46 UTC Post #186659
UV mapping is just a generic modelling process, and most modelling apps should let you do it ;P - It's boring, yes. Pelt mapping makes it easier on most things ;D - max8 ftw
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-06-24 08:50:53 UTC Post #186680
Best way for adding scratches and such is by using layers in photoshop.
eg. 1st Layer- Base coat, I tend to use textures from places such as http://www.mayang.com/textures/

2nd Layer- The undercoat ("Paint Primer") Just create a plain coloured coat and add some grunginess and small scrated with the sponge or burn tool.

3rd Layer- Paint Layer, this is just the top layer that will be seen the most. Again add some more grunginess and then ur ready to "scratch" the surface.

Now find some good grungy brushes and erase parts of the top layer slowly working down to the next layer. Remember to take your time and get as much detail as you can get into your UV map.
Good Luck,
Blackravent
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