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DogtoothCG

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Everything posted by DogtoothCG

  1. Looks like either a vray render of some fan art or a heavily photoshopped cosplay. As far as I know, there arent any armors ingame that were made in that quality.
  2. I'm working on some stuff, and I would like to put these to good use, however, they don't really seem to do anything. Based on the ruddy red of the map, and the red that shows in the rimlighting for characters under certain conditions, I assumed (incorrectly, I once again assume) that they acted as some sort of rudimentary light scattering map. However, testing this theory, by replacing the headhuman_sk texture file with both a full white, and a full black texture, with no change in appearance, I am a bit at loss as to what they in fact do. Anyone with knowledge of this, please enlighten me, as a browse through the search results yielded me nothing but guess work. Cheers, Payton
  3. Marmoset toolbag is far more advanced than the gamebryo engine, from Ibl lighting to displacenent, you'll find many discrepencies between the two. It is however, the best choice (Imho) for rendering single assets for presentation. In regards to a similar rendering style, a simple DX viewport render from 3ds max wiould be my choice.
  4. yeah specially when i am a better 3d modeller than you.. prick... never entered a gamedev studio and you are trying to get smart with me... go learn a bit before messing with the big boys honey...and for the other, civilized people, that answered my thread... well.. i tought it was simple i quess that type of tech wasnt implemented for gamebryo at that time... i tought that it was possible like it is in UDK... got a link to your professional portfolio? I'd like to take a gander.
  5. Workin on it....for OB. I may venture into models for skyrim relatively soon, however.
  6. Ill be working on a similar design in the coming weeks for OB, ill upload it there, but feel free to ask someone to edit it for Skyrim. Hold tight bud!
  7. Have you tried collapsing your modifier and copying the skin weights? Collapse to editable poly, than reset xform and convert to editable mesh before applying the skin modifier. That should remove anything skewey from your model and leave you with an "unaltered" model ready for export.
  8. http://newvegas.nexusmods.com/images/575069-1364418851.jpg Will upload next month when the rig comes in unless someone with 3ds is willing to bug fix.
  9. I've made a mk 2 replacer, I'll upload it when I get my new rig in.
  10. Ok, so I have a macbook 2008 2.1 Ghz intel core 2 duo memory: 4gb 667 MHz DDR2 SDRAM and GMA x3100 video card. I've recently purchased new vegas for the PC only to move and not have access to a pc anymore and only my mac, and so I tried doing a wineskin install of it, ended up not working so I had to download a Wineskin installer (custom) from a "pirate" site, but it was just the skin, now... I have the hard copy of the game, and it does run, except it runs at about 5 -10 frames per second, and I was looking at some of the mods for the game that can help raise the framerate by about 30. It's completely and annoyingly impossible to play at 5-10 frames per second, and I want to be able to play the game again especially since I just bought it all over again for the PC. Now, i've seen videos, and i've had friends that have run it smoothly with the mods on mac, but for some reason the mods aren't working in the game, they show up in the data files selection screen, but the mods act like there not running in the game. I have the plugins.txt and the DLClist.txt, there all confirmed to be working by the launcher, but they don't seem to work in game. How would I go about getting them to work in game so I can run the game at a "smoother" frame rate at least? Any help is appreciated, thank you.
  11. http://newvegas.nexusmods.com/images/30829 Thats the only one I know of :P never released it though, computer blew and I still haven't bought a new one.
  12. the only problen, is my diffuse textures are based off my race texture replacers, so that would be a rquirement; and it looks best with the SSS shader from obge , but it includes all humanoid races, and cataract eyes.
  13. ew, booleans, messy creatures they are.
  14. the answer to your question is yes, you can make a living that way. there are few studios nowadays that will perma hire you (bethsoft being one of them). regretfully, you will need to change programs and workflows to get into modding, let alone game art. first off, i would imagine your working in SolidWorks, or a cad program; while these are nice for machining and cnc work, they will not execute correctly into games. for next gen game art, you need a high density mesh (solidworks will work for this), and a game resolution mesh. You will use the high density model to derive a texture that simulates the ligjting information, this is known as a normal map. you will also need to learn "uvw mapping" which is similar to a cad file for cnc, but instead of milling out the flat dimensions, you are painting over them. if your looking to do stuff similar to your current occupation, you will be as an environment artist specializing in props. when using SolidWorks, you will only need to build what you can see on the outside unless the objects opens, or can be destroyed (ie, no need to build the cylinders in an engine block, they will never be seen.) so that should make your life easier. if you have any questions, feel free to PM me, or email me at [email protected] also, 3ds max, Maya, or blender if your looking for free will be your choice 3d modeling packages for modding.
  15. If you can find a scripter, id be willing to delve into my old harddrive and extract my corpsified race textures.
  16. http://oblivion.nexusmods.com/mods/37375/ You can replace the normal maps of the drow mod with those in the dark elf download. Also, the diffuse map may fit.
  17. Before my computer broke I was working on a complete refinishing of every assetin the game. Coupled with OBGE, this creates a very nice effect, especially in characters when using OBGEs SSS shaders. Regretfully, I never got around to releasing a good 37% of the games assets. There isnt much released, but once my new computer gets here, ill start again. If your interested, its called a perfect normal.
  18. http://www.nextgenhardsurface.com/index.php?pageid=racer445 http://www.polycount.com/forum/showthread.php?t=100984 Look up "sub-division modeling tutorial" on google to learn the basics Download XNormal xnormal.net The best way to model armor is have a solid grip on the fundamentals of hard surface modeling, and work from a defined concept. Let me know if you need help.
  19. Personally, I find standard sized insects far more terrifying than any five foot scorpion. My request is for someone to make an esp. That reduces the size of rad scorpiobs, and rad roaches to near real scales (ie, madagascar roaches and emperor scorpions), up the spawn count, and simply make the higher leveled/unique variants larger, but not by much, maybe the largest being the size of a small terrier. Also, the damage would have to be lowered, but poison damage should remain the same. 'm not the kind of person who is scared therefore wants it gone, im the guy who wants it more terrifying. Thank you for reading and possibly attempting. please link back or pm if released.
  20. I dont care mate, it was just an example of what would hapoen if I was told to make "that"
  21. Cgtuts.com has some incredibly helpful tutorials catering to a multi platdorm pipeline.
  22. Hey there, This really depends in if your jury riggung vanilla models, or making your own. I know there are plenty of tutorials for mishmashing; but in all honesty, following tutorials on modelling armor from scratch will slow you down. I would recommend studying the concepts behind any complex modeling tutorial. Topology, edge loops, chamfering, poly-modeling, etc are vital to your knowledge, once you get those concepts nailed down, you can model just about anything. Let me know if you need anything.
  23. Also, if you gave me that "concept" labeled "pipboy", I would have returned to you with the coolest decoder ring you've ever seen, but alas, that would be completely innacurate.
  24. Let me share a secret with you. If you give an artist a profile view of a 1978 cereal box decoder ring, with no description, your either going to get a 1978 decoder ring labeled "pipboy", or your artist will get annoyed and drop the gig. Im sure there are quite a few amatuer artists on here (both 3d and conceptual) who would gladly work from a small description, and revise repetitively till it finally matches your vision. But that good sir/madame, is annoying beyond belief. Take 10 minutes, make a few sketches, lateral, profile, and 3/4 views, and write a detailed description with notes annoted to the sketch. If you feel your ability isn't good enough, ask a 2d artist in here to flesh it out foe yoy, multiple views as well as an annotated description will make it a breeze for them, and it guarantees you get what you wanted. After that, find a good and willing 3d modeller and give him the concept. If he knows what hes doing, he should be able to do it easily due to the concept. Start small, make sure everything on your end (as the designer) is the way you want it BEFORE asking for any help. Work your way through the chain of command with completed works for every step. Remember, you are in control, and your work influences that of your artists. If you dont show passion or professionalism, neither will they. Do it the way I described above, and I guarantee you, you will have grade A quality every time. Good luck, Payton Artist@ImaginationDesignStudios
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