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drmidnight

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Everything posted by drmidnight

  1. drmidnight

    CIA SOG/SAD units

    Picked a material that would really extenuate the details, probably will be much more subtle in game.
  2. drmidnight

    CIA SOG/SAD units

    Again, that was the original plan form the start.
  3. drmidnight

    CIA SOG/SAD units

    EDIT: ^^^what fox said
  4. drmidnight

    CIA SOG/SAD units

    Current stuffs. Radio will be in the back, just put it there to fill out the shot. I'll throw the dump pouch on when I do the belt and holster. Also the front side pouches on the roo need to be rotated slightly to form a curve, they are currently flat, but I will get to that once I finish them, since I just started. The vest could probably do with being extended down a bit too. Just about everything is WIP.
  5. drmidnight

    CIA SOG/SAD units

    Just finished a new mag pouch base, going to sculpt it tomorrow since I'm sleepy. Vest is also about done, same with the headset and some headgear options, expect an updated shot of everything together tomorrow if I get around to it.
  6. drmidnight

    CIA SOG/SAD units

    Decided to take a quick dump, pun totally intended.
  7. drmidnight

    CIA SOG/SAD units

    Current incarnation of the vest
  8. drmidnight

    CIA SOG/SAD units

    Shot from the wip thread, vest is insanely early wip and admin pouch is going to be redone.
  9. I was thinking bolt cutters only close so far so that's why they are faced that way, but I just found mine and checked it out and they would most definitely slip through. Thanks for the suggestion, I am going to give that a shot once I make my way back to working on the pack. I also want to fix the molle webbing a bit so it gives the feeling that it is looped like on a real pack. Currently it just seems like a strip that is all on the same level. Just need to add a slight gradiant to both edges of the alpha and it should give that impression. EDIT: My hand started hurting from sculpting the vest, haven't used my tablet so much in quite awhile, so I decided to see what everything looks like together so far. I still have tons of stuff to do to the vest, only really finished roughing out one shoulder pad thingy. Probably a good 80% of the vest to go. Going to redo the admin pouch, don't really like it.
  10. Looking good. Two of the rails in the top viewport seem to be off a little, unless it got messed up from the screenshot. Extremely early wip of a RAV with a velcro front flap instead of the zipper. Just getting the basic shapes in before I sharpen up the edges a bit. And the backpack in it's current state. Still undecided on how to attach the bolt cutters properly.
  11. Thanks, definitely more to come. Fox- The first one definitely looks better at a distance, but I would have to see it ingame to compare with the other one.
  12. time to cut some stuff. I'm going to ditch the front pockets and just make it full molle and probably hang a utility pouch on the bottom instead.
  13. Another pouch basically done, just need to get it back into max to model in the strap that holds the radio down and then the headset cord once I get the plate carrier done. EDIT: All the pouches so far, ignore the scale just threw them all together as a test. Low poly sits at ~4.5k points and I can probably shave it down to 2-3k maybe lower. Hoping to keep the whole chest rig with pouches under 4k so I have some optimizing to do Only the plate carrier, backpack, possibly a pistol holster and mag pouches, and various little baubles to go.
  14. I know what you mean about the wild look. I'll give messing it up a bit a try, the low poly looks a little messier than the high poly but it could also do with a little more roughing up. That Warrior is looking fantastic by the way. EDIT: Taking a break from the beard to finish up some pouches. The components for some units I am hoping to make are slowly coming together. Only two more pouches to go and then the plate carrier and a backpack. And possible a new shemagh since I am not really a fan of the current ones. Just a general utility pouch. Base is only ~375 points. It's thicker than it looks, zbrush's default fov isnt the best. M4 pouch, two more variations of the wrinkles to go. Base is ~700 points with the mags.
  15. I'll give baking it out now a try. I have looked at quite a lot of sculpted beards in zbrush to gauge some techniques and I am beginning to think less details and more subtle layering gives a better look so I may trash it once again and start fresh. As for texturing it, I will probably just use polypaint in zbrush and bake out the materials. EDIT: Here's how it looks in max with the low poly and normals. Might just leave it as is and work on texturing it since it doesn't look half bad Messing around a bit with polypaint. Time to sleep.
  16. Taking a different approach on my 5th go at this damn goo beard. Decided to rough in some bushiness before I take it up a level for some details. Guess I will see how it turns out, but I might start over again :rolleyes:
  17. Trying to get a technique down, kind of getting there.
  18. Add a bit volume (push it outwards) to the velcro, that should do it. Do you think that it will make an impact on ingame-appearance? it's a very small part of the over all texture i mean. I increased it's overall intensity and it does look a bit better, just need to keep it somewhat subdued otherwise it becomes far to sharp. Also I doubt it will be even remotely noticeable ingame, but I like adding all the little details for the normals anyways, including the stitching :p
  19. The modeling has begun, but sculpting will give it life. How well does A2 handle transparency? its going to look funky if the edges cant blend out. EDIT: Let the bearding commence. Sub 900 poly base mesh with some preliminary shaping and yes I know its floating, already fixed it.
  20. I'm liking this, that thing is looking beastly. Just messing around with a velcro texture I just made, doesn't feel "fluffy" enough but it's getting there. Next up some cordura and stiching. Also threw the mask on Binkowski's soldier model to see how it fits sitting at ~1.2k, just a basic texture, not sure what I want to do with it aside from an array of colors. I'm thinking a big ol' bushy beard needs to be sculpted next.
  21. drmidnight

    OA desert mercs

    Finally some jeans, looking really nice. I agree with Papanowel, maybe some OD chest rigs.
  22. Yeah I have textools, I have just become lazy, but I will bite the bullet and uv my eotech sight this week.....unless someone else wants to :D Using masks makes it easier to do hard surface stuff in zbrush not to mention they added a bunch of hard surface tools in zbrush 3.5 I believe. I would never use it to hard surface model, more just for adding surface details to an already high poly model. True, but I am liking it because of ease of use and real-time results. Which I am sure is achievable by linking photoshop with max or something. I don't know I have just never been a fan of making them in PS.
  23. Same with me. It may take a bit more time, but I think the quality it produces in the long run outweighs the effort required. I've been messing around a bit with hard surface sculpting in zbrush, not the simplest of tasks, but the results are amazing. I would recommend trying it out if you haven't or don't already, its a good way to generate very detailed maps and add in the tiniest of details. I am for sure adding it to my workflow for inorganic models. It's looking great by the way, can't wait to see how it turns out.
  24. Yeah I finished modeling the sight, but it still needs to be optimized and uv'd. I just hate uving but I will eventually get to it this week.
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