My first model, revamped.

Sabre

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So, I took my first model evar, which looked decent, but was omgtehsuxididntknowhowtomdl, and cleaned 'er up.
Before:
a2.jpg
After:
a-7.jpg

I also made another model that was decent, but omgtehsux (FER liked it ;) ) and am reduxing it.
 

PBarnum

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Hey that looks pretty good. Any idea what you want to do with it?
 

Sabre

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Well, given that our model limit is going bad, I dunno...But if we want a new awesome sexeh dagger, since we're lacking in said department, I could skin it up.
 

PBarnum

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There are not many daggers so it should be able to consolidate into the other model nicely... Only thing that would count would be its ref_model.
 

Thothie

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Alll the p_models are in two models now, (models/weapons/p_weapons1&2.mdl) so player/world model consolidation isn't much of an issue - however, viewmodels take up a slot each and can't be consolidated (so far).
 

PBarnum

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Right but now that every weapon is in 2 models (instead of every weapon class). That must have made things a lot easier to worry about.
 

FER

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Well view models could be consolidated by animation, wouldnt reduce item count too much but would help
 

Snow Wolf / RaZoR

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Humm, I don't really see a difference...
Out of you made it a big bigger at some points... (Grip, steel etc.)
 

The Man In Black

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How do you not see differences :| It's a lot smoother, more realistic, and generally BETTER looking.
 

tehrilez

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The Man In Black said:
How do you not see differences :| It's a lot smoother, more realistic, and generally BETTER looking.

Because it's coming from the guy who made this.

neubitmapbildhm9.png
 

Shurik3n

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Yeah, because this sig.gif is a much better display of photoshop skills.
 

Sabre

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MSpaint <<<<<< Photoshop... At any rate, I cleaned it up like hell...My style was different, I would trace with vertices and then adjust depth, but not use prefabs (cylinders, boxes). However, I didn't know wtf welding and snapping did. Combine old style with new knowledge, and you get this :D
 

Gaz

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Now Unwrap and texture it please :)

But congrats on the learning of smoothing groups :)
 

Sabre

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Gaz said:
Now Unwrap and texture it please :)

But congrats on the learning of smoothing groups :)
I tried that unwrap crap, and I couldn't figure it out for the life of me :?...I've just been screening certain views, and skinning thusly...
 

PBarnum

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I TOLD YOU!!! I can't do it either for my helm. :?
 

Gaz

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Sabre said:
Gaz said:
Now Unwrap and texture it please :)

But congrats on the learning of smoothing groups :)
I tried that unwrap crap, and I couldn't figure it out for the life of me :?...I've just been screening certain views, and skinning thusly...

Get a checkerd texture, apply it to the model, and move the verts in the unwrap so that the squares on the model are as square as you can get them all over, you can't get them all perfect mind.

Then once you've done that, take the sections you've made and place them inside the main unwrap square (this can all be done in milkshape btw) and fit all the sections you have as tightly as possible :)
 

Sabre

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Gaz said:
Sabre said:
Gaz said:
Now Unwrap and texture it please :)

But congrats on the learning of smoothing groups :)
I tried that unwrap crap, and I couldn't figure it out for the life of me :?...I've just been screening certain views, and skinning thusly...

Get a checkerd texture, apply it to the model, and move the verts in the unwrap so that the squares on the model are as square as you can get them all over, you can't get them all perfect mind.

Then once you've done that, take the sections you've made and place them inside the main unwrap square (this can all be done in milkshape btw) and fit all the sections you have as tightly as possible :)
Using the texture coordinate editor?
 

Gaz

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Yep, thats what I meant by the unwrap :)
 
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