Xyos projects! Created 17 years ago2006-08-04 17:03:15 UTC by Xyos212 Xyos212

Created 17 years ago2006-08-04 17:03:15 UTC by Xyos212 Xyos212

Posted 17 years ago2006-08-04 17:03:15 UTC Post #192471
Ive been kind of inactive when it comes to showing or submitting any work here. Ive been busy in other endeavors such as mastering texture creation, modeling, face modeling/animating, and importing any kind of model into source. (Also learning more about mapping)

I feel its time to show some of my recent work. The culmination of all my work in all mediums Ive been practicing.

Some new materials first:

http://img422.imageshack.us/img422/6184/brick1ve1.jpg

http://img187.imageshack.us/img187/1921/wall3vy4.jpg

http://img187.imageshack.us/img187/9427/pebbles2ki2.jpg

Now for my modeling work: (incomplete)

http://img422.imageshack.us/img422/174/face1oh0.jpg

And my map work (Very early in development):

http://img422.imageshack.us/img422/8883/level1wu9.jpg

http://img187.imageshack.us/img187/8670/level2xy9.jpg

http://img187.imageshack.us/img187/6168/level3nr9.jpg

http://img527.imageshack.us/img527/1289/level4rc5.jpg

And thats what Ive been up to this summer :) (modding wise)

Any comments/complaints/cheers/jeers will be taken into account :)

PS. Heres some old stuff Ive posted too if your interested:

xbox 360 model:

http://twhl.co.za/forums.php?action=viewthread&str=xbox+360&type=1&pg=1&id=11966

cs_miami map:

http://twhl.co.za/mapvault_map.php?id=3806
Posted 17 years ago2006-08-04 17:22:04 UTC Post #192477
The pebbles' normal map is rather iffy. Neat models, though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-08-04 17:24:04 UTC Post #192478
all looking great except the 3rd material.

The map look like it could use more radical displacement work
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-08-04 17:37:41 UTC Post #192483
I really like the texture, but such high levels of reflectivity, especially link number 3, make them look somewhat like plastic. Rest of the stuff looks killer though! :D
Posted 17 years ago2006-08-04 17:42:02 UTC Post #192485
For the pebbles I was trying to go for the wet rocks look. Ill tone it down a bit.
Posted 17 years ago2006-08-04 17:59:01 UTC Post #192486
If you don't know then remember to type cl_drawhud 0 and impulse 200 when taking pictures of maps.

Looking spiffy but you got that nasty ultra cubemap effect that I read about...According to the tutorial I read...That isn't the result you want...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-04 18:02:09 UTC Post #192490
Im a believer in Perfect Dark Zero's way of material creation :) I love ultra bump mapping and reflections, but I did tone the pebble's reflection down. As for the brick one, I masked the reflection completely on the bricks, but kept it full in the cracks for a really nice look :)

I didnt know about that cl_drawhud 0. Thanks ;)
Posted 17 years ago2006-08-04 18:18:50 UTC Post #192491
Holy cow! That first texture!
It looks pwnerific.
You could work with valve (cuz they suck at textures and you would do it alot better :D:D:D )
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-08-04 18:21:23 UTC Post #192492
The material in the first pic is the best looking one. Reminds me of the wet stone textures in both de_aztec and cs_italy
Posted 17 years ago2006-08-05 22:46:39 UTC Post #192629
Neat stuff, even if it is for the-Engine-which-must-not-be-named :P!

Post some pretty thumbnails for us though...I know it takes a little more time, but it's so much more appealing ;)

You can rip off multiple thumbnails using InfranView--in case you didn't know--, Or doesn't your ImageShack do them for you?

TWHL Member Projects! FTW! ^_^
Posted 17 years ago2006-08-06 00:30:36 UTC Post #192638
Those textures look absolutely amazing; you have got to teach me about bump/normal mapping sometime :nuts: !
Posted 17 years ago2006-08-06 01:00:03 UTC Post #192641
Wouldn't it be wiser to first make the outlay of the head then go into the details? Thats what I usally do while sculpting and even drawing. This way it's easier to keep everything in proportions.
I do not think modeling is the diffrent from sculture from that angle. The only diffrence is that instead of using your hands or a hammer you move verticals, bolean, extrude, bevel...ect

Now the face looks too wide, and probebly because of that it looks very flat.
Did you use a sketch as a base for the model? If not then you should start. If you don't know how to draw with good proportions then non of your models will be good. It's all connected, if you know how to sculpt you'll know how to draw, and if you know how to draw you'll know how to sculpt.
By knowing I don't mean you will be able to paint with oil colours if you sculpted before. You wont many technical stuff but the basics are quite the same in all these arts.
Posted 17 years ago2006-08-06 02:04:15 UTC Post #192648
The 1st material was awesome! :o
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-06 10:41:40 UTC Post #192668
Elon, I used a sketch of a face I rotoscoped into the picture, and projected it onto a grid. I didnt show the grid of the sketch so more of the model could be shown. :)

Example pic: http://img443.imageshack.us/img443/2315/whatididgj6.jpg

The front and side view are in proportion and projected on the grid.

The face doesnt really look flat. The left side I need to extract and delete the polygons. It was an old side I left so I could get a idea of the full face. The head will take shape as I connect everything together. As I said, its not finished. THe face will take proper shape when its finished. :)

And BTW, I draw, very well actually :)

But anyway, thanks for the helpful hints :)

About the shiny materials:

I probably should of mentioned I took the pics in locations of the materials in the map where the shiny elements were the highest. The material doesnt look like that all over. Only when its hit in the right spots.

Anyway, I know some views look kind of plastic, but it also does well resembling wet rock, and adds to the normal map creating the illusion of depth between brick and rock.

I just cant stand plain old "LightmappedGeneric" only materials with nothing in the vmt file but a $surfaceprop "blabla" in it :(

Still I have taken all your advice, Ive toned down the pebbles, and masked the reflection a bit more in lesser areas.

Thanks for all the helpful comments :)

And BTW, if anyone has any good suggestions for my map, please comment. Im kind of in a "mappers block" right now. Im having trouble thinking of what to add. :(

Oh and RotatorSplint Ive been working on a tutorial for TWHL on normal mapping reflections on normal maps, reflections, and masking reflections normally and with a normal map. Its only like 1/4 done. I keep putting it off for modeling or mapping. Whatever strikes my fancy :)
Posted 17 years ago2006-08-06 10:47:46 UTC Post #192669
What is that orange thing in your map? If it's a teleport then you could make a sort of main area like a base with those custom textures you got. And your map could have rooms that are divided by teleports with the main area being outdoors on a huge hill perhaps surrounded by water with a base.

I see Halo in your map...At least the textures remind me of it.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-06 12:41:43 UTC Post #192676
Thanks Xyos :) I'll definitely read through it when it's finished.

Yes, it sure does look like a teleport or somthing to that effect. I can picture Combine Soldiers comming through; How awesome would that be! :badass:
Posted 17 years ago2006-08-06 12:59:46 UTC Post #192681
When you cut it into half it looks good(second screen)... but the whole face looks really wide. Why wont you try copying the complete half of the face and mirroring it, maybe it will look better.

I think I know what makes it look too wide. above the chin there is a part thats not finished, the lower part of the chick.(Darn it... I forgot how to call those things) I completed the face in my mind and that extra part makes it too wide. Without it'll look perfect... from that angle. Can you show me a pic from directly in front of the face.
Posted 17 years ago2006-08-06 15:33:53 UTC Post #192693
I should explain what I did which makes it look this way:

I only modeled the right side of the face. When I was about 4/10ths done I duplicated the polygons on the right side to get a picture of the face. As I progressed I decided that the face was too flat. I changed the right and neglected to change the left. I thought I will delete the old crappy right side and duplicate the whole other side when its finished. So, in the picture the right side is about 85% done, but the right was left at its 40%. Im too lazy right now to extract and delete the right side polys, so I was saving it for the end.

Basicly ignore the right side of the face since its an old and very unfinished version of the face.

So anyway, in short, Im only modeling the left side of the face. I will then copy the polygons and mirror it. So when looking at the face close your left eye and imagine the other side mirrored :)

:)
Posted 17 years ago2006-08-06 19:27:57 UTC Post #192711
I'm really diggin' that first screenshot. The other two materials.. not so much. The normal maps look way off on the third texture and the second just looks boring and too difined.
Posted 17 years ago2006-08-06 19:32:24 UTC Post #192713
well to be fair, every material cant be snazzy and exciting. Sometimes a wall is just a wall. The second material looks very much like the grooves have 3D depth to them from a distance without using parallax. I have changed the normal map and reflective contrast in the third, but not radically. It serves the purpose of emulating wet rocks.
Posted 17 years ago2006-08-07 20:12:33 UTC Post #192794
Update time! Well Ive not had much time to get to mapping/modeling in a couple days (Had to straighten out some problems with my classes in college for the fall) But Ive got to fix and add some more to my face model :)

I took the advice into account (particularly from Elon, thanks) about rounding and changing the face. I used proportional modeling in point edit mode and translate mode to move points together to quickly mold the face where I want it. All I have now is to close the side of the face, and finish the ear canal.

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I tried thumbnails this time. hope its ok :)
Posted 17 years ago2006-08-07 21:38:48 UTC Post #192797
Nice
Posted 17 years ago2006-08-07 23:37:46 UTC Post #192809
I've noticed that you made a very common mistake concerning the eyeball, take a closer look at the mirrior. You'll probebly notice that only the side next to the nose has that flashy bit... how the heck am I sepposed to call that part, I don't even remember it's name in my languge, if there is. Well maybe I can search for the latin name... there is always one.

Whats that small gap right below it's nose. usally the socket thats right above the upper lip ends underneath the nose, there is no gap between it and the nose.

Anyway, why is he smiling? Isn't the basic model seppoesed to show no feeling and be static as possible? Only afterward when the animations are done you are sepposed to add all these things

Neat model, xyos, real life like.
Posted 17 years ago2006-08-08 06:06:38 UTC Post #192831
Maybe he wants a crazy looking Data...Looks great and I can see now how you did the eyes.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-08 06:50:50 UTC Post #192833
link the thumbnails directly to the image, not to a my.php page.

Anyways, it looks stunning. Awsome work.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-08-08 10:33:10 UTC Post #192848
I made him smiling for fun :) I can change it back in 2 secs with point proportional translating :)

Anyway Thanks for the advice. hopefully next time I post it will be finished, and maybe skinned as well :)
Posted 17 years ago2006-08-08 18:39:11 UTC Post #192872
Nice work.
Posted 17 years ago2006-08-08 18:46:30 UTC Post #192873
I was just at xsibase.com, (most of the tutorials I learned modeling from) and now I feel like such a modeling noob :( The models there are so amazing! Eye dropping! I really hope one day I can come close to the work there!
Posted 17 years ago2006-08-15 20:15:03 UTC Post #193561
Well, Im almost finished with my model. Ive got the core polygon work done, and just need to collapse and extrude some points to get proper dimensions correct. Here is the almost finished head model:

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I really need to focus my work. Im usually all around screwing with materials, mapping/ modeling/ etc.

As always, your comments/critiques are welcome :)
Posted 17 years ago2006-08-15 20:25:08 UTC Post #193563
You should skin it, just for practice.
Posted 17 years ago2006-08-15 20:28:18 UTC Post #193564
Yes, but UV mapping is so God awful boring! Its not hard, just very very time consuming. It would be some good UV practice though :)
Posted 17 years ago2006-08-15 21:04:49 UTC Post #193567
I know what you mean, I modeled once too. I shall return to it soon though.
Posted 17 years ago2006-08-23 16:32:50 UTC Post #194284
Heres some updates on some of my modeling work. Ive started the body, and some of the arm. Its very far from being done, but its a start :) I might even convert it into source. It would have to be in a room all alone with area portals closing everything else off since its so high poly :)
(BTW, I accidently put "Dents" in the back of the head because the point tool goes through geometry! Ill fix it later :) )

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Ive also been mapping, and screwing with .vmt file options to make materials do some cool stuff. Most are experiments, so I wont post them :)
Posted 17 years ago2006-08-23 19:16:04 UTC Post #194305
Any constructive feedback to offer? :(
Posted 17 years ago2006-08-23 19:26:43 UTC Post #194307
Erm... Cool? I can't model, so everything looks good to me!
Posted 17 years ago2006-08-24 01:07:12 UTC Post #194342
If you plan to use this model, will he be naked, like in the pictures, or are you practicing? Or are you just screwing around totaly for the hell of it? ;) He's pretty muscular too :cyclops: . If thats a tutorial you're following, I'd spring for XSI and start it right now!

On the note of constructive feedback: He already looks pretty damn good to begin with, so I can understand you, srry. I suppose his ribs make him look a bit gaunt compared to his head and upper torso. Perhaps a pic of the hands? Unless they're not made yet. :) My only other concern is the slope from the shoulder to the neck. The tendon in his back is definitely a necessity, but perhaps not that steeply transitioning.

Lookin great, can't wait to see the rest! :cyclops:
Posted 17 years ago2006-08-24 10:35:12 UTC Post #194388
Ill move some points around in the back to get a better transition :)

Im just practicing. Its not a tutorial, just practice. If I did export it I wouldnt use it because I cant think of a good use for a anatomicaly correct model to be used in source :)

Thanks for the feedback :)
Posted 17 years ago2006-08-24 16:02:50 UTC Post #194412
Now, lets have some fun! :badass:

The head and hand are nice but the torso is horrible. The breast is too squerish and flat, even for a muscular man. You are probebly influenced by manga/anime, which isn't good! Most of these drawers don't know to draw and don't know a thing about proportions.
The breast is flat at the top and as it get nearer to the bottom is gets bigger. It should still be quite squrish so don't round it too much, or else it will look like a woman's breast.

The top of the ribs has a small bump near the middle, feel them on your own body and understand what I mean.
The shoulders are way too low. I mean that the elevation in the upper back ribs(right below the neck) shouldn't be that high reletivly to the shoulders. If you will raise the shoulders a bit then it'll look fine.

The tendon on the neck is a bit too highlighted. The side that heads outward gently slopes while the one that head into the space between the two is bumpy.

And last but not least- What on earth did you do to his lower breast? It looks so unnatural. Half of his body is a body of a starved man and half isn't. You shouldn't make the ribs noticible like that, only make a line that marks the end of the ribs, if you like. In the middle it's not always noticible, it just slopes gently and at the sides it's a bit more bumpy.
anatomicaly correct model
Sheesh, you need to learn alot more on anatomy before you can say that. This model is way far from perfect!
Posted 17 years ago2006-08-24 16:30:47 UTC Post #194416
Ill take all that into account. :)

But I should mention this is far from done. Even though the polys are there, doesnt mean they are there to stay. I try to model low detail and low poly, then subdivide and adjust the whole model. Most of what you mentioned will be addressed later when the "base" polys are there. But some of what you mentioned I did not notice and I appreciate your notice of detail. Its nice to have someone give me some honest feedback to improve instead of "nice model" (Though I do admit I dont mind those comments :) :) )
Espically someone who is obviously artisticly inclined such as you :)
Posted 17 years ago2006-09-03 20:06:31 UTC Post #195512
UPDATE FTW!! New pic of my HL2 SP map. Well, this pic is a test map, (props, materials, lighting) I use it (and continue to use it) to check lighting, materials, and the theme of the map. The actual map has not been started yet. Ive been working on materials, and models. Most just need to get skinned to be finished. Well anyway, everything in this pic is custom, and it gives the idea of the theme of the map.

(Oh, and the model displayed here is a door arch. There will be a sliding door inbetween it. and ITS ONLY A TEMPORARY SKIN! The final skin will be much MUCH more detailed)

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Im really diggin the theme :)

EDIT: Oh, and heres what Im planning for certain parts of the ceiling. It really creates a cool effect when a nade goes off!

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Posted 17 years ago2006-09-03 20:16:51 UTC Post #195513
The textures are neat albeit toony, in a Star Wars sort of way. Neat!
Posted 17 years ago2006-09-03 20:24:53 UTC Post #195514
Im glad you noticed the Starwars theme. I was inspired by that scene in Starwars A new hope in the beginning. :)

Im also going for a clean sterile feel to the enviornment
Posted 17 years ago2006-09-04 01:21:39 UTC Post #195530
That's a fantastic job done on the bump-mapping :o !

Can you give us a little more insight as to what the SP maps will be like or what the general story-line is? I'm interested to play these maps when they're finnished :) .
Posted 17 years ago2006-09-04 07:35:58 UTC Post #195554
I'm going to guess you lowered gravity or changed the speed of the map so that the roof tiles slowly fall down when you shoot them or touch them...?

I saw this effect in a different map...that I shant mention.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-04 15:23:22 UTC Post #195630
Well, Im going for a unique HL2 theme that you cant experience anywhere else. The color scheme will match with the black and white combine. BUT, it will not be as simple as "kill the combine" Im planning some very cool ways to kill them, and some cool puzzles that if not done correctly will leave the player with a harder time later in the level.

I am planning a scripted sequence in the beginning where combine rush, blow away a door, and phys_boxes fly all over!

The map is located in a high level facility where humans are surgically prepared for integration into the combine as soldiers. Maybe. I have not decided yet. I also am having trouble as how I will deliver the story and helpful hints to the player. Ive seen how Metastasis did it. I might do something like that. Who knows.

Remember in Hl2 when you go through the teleport with Alex and come through a week later due to the "slow teleport"? Well, I might explain to the player that Gordon was actually transported to my map, then after his memory wiped, and returned to City 17. None of this is written in stone. Right now Im focusing on materials, level design, puzzles, interesting ways to fight the combine, models, and, SIGH, UV mapping. The most boring thing in this Universe is UV mapping!

Some other props in development:

Computer screens, desks, chairs (all matching the sterile theme of the map) Piping, and some cool mechanical models.

Time to get to UV mapping my damn door arch! BORING AS HELL~!
Posted 17 years ago2006-09-17 17:04:40 UTC Post #196796
Update time! (following the flow of these "INSERT NAME HERE projects!" threads.

I have not done much. Im screwing with hallway designs for my map. THinking of props, and map designs, along with unique gameplay aspects. If you really want to know whats going on, read my latest journal entry:http://twhl.co.za/userjournal.php?id=2899

Here is a concept for the main halls of the map. Bevelled wall supports, custom materials, some tweaks to them BTW. Im only looking for opinions here, things to break up the monotony of the hall. Any ideas I will appreciate.

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Posted 17 years ago2006-09-17 17:58:19 UTC Post #196800
Looks pretty cool but I dunno...My eyes say I don't like it but my brain can't think why...My brain thinks it's the ultra shiny supports...Plus those HL2 props don't do it justice.

Skin those door arches :P
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-17 18:09:36 UTC Post #196801
My opinion: both the tiled texture and the floor texture are clearly made for surfaces. However, in this hall the textures also work as edges. You might need some trim to separate them >> http://img167.imageshack.us/img167/2671/trimec3.jpg.
I like the unique feel.
Posted 17 years ago2006-09-17 18:10:09 UTC Post #196802
@ Kasperg: Thats a very good idea. It sticks to the theme of the map, and adds more variation to the walls. What do you think about having it conform to the wall, or extrude out a couple units?

Ya, I think I might just model my own light fixtures. Most of those materials are not that shiny (cept' the floor XD) I just like taking pics from the shiniest angle on them :)

Can you believe I never used smoothing groups in hammer? I just learned about them about 2 weeks ago!

I really dont feel like skinning those doors, but Im going to have to do it. Its so damn boring, my eyes bleed! Now I know why people get someone else to skin a model for them (even though I hate that practice, and dont believe in it!)

There is going to be a cool "power generator" room later on in the map. Right now Im modeling parts of it. Its based of a recent anime movie I saw. (I thought i hated all anime, but now I have a new hope) The movie "Steamboy". Anyone see it? Patrick Stewart is one of the voices, XD! But anyway my inspiration for the core comes from that movie :)

I still want to add something for the halls. Im looking for ideas, so please feel free to help :) I was thinking ropes, but the facility is not really one where wires hang in the open. Im thinking brushwork/prop work wise.
Posted 17 years ago2006-09-17 18:39:59 UTC Post #196803
I still want to add something for the halls
Some ideas.
-Energy conduits (with some sort of nice scroll texture)
-Hightech doors.
-Rooms behind bulletproof glass.
-Some sort of TV terminals with those cameras that switch target showing other parts of the map.
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