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Liking that bulge shadow! :jizz:

^OMFG shit I didn’t know that I was on this page.

I made this thing when i was supposed to scetch faces.

the cranium is super small oops

oh god faceplant. that thing should be on xen.

[COLOR=‘Red’]PREPARE TO BE ASTOUNDED, BEDAZZLED AND OTHERWISE STUPEFIED

20 minutes on paint.
i’m just kidding, i would show the aircannon i’m working on but i have no camera, so instead i post this shit.

pstt there is a thread for “x minutes in paint” stuff
https://forums.blackmesasource.com/showthread.php?t=357
it was on the first page wooaaah

i posted this in a swampfox thread and nobody sawit so here
its a remake of a hl beta creature caled charger

:jizz:
I demand a long term sexual relationship wif that thing.

heres some more , its hard to understand cos its a normal map , this creature is ready to go in game

heres other shit

one question: How do you do that tiny detailed skin? Is there some sort of algorithm for that or do you write the code for that algorithm?

btw: Extremely nice work but it looks like shit.

Long story short - A high poly render is made and then transformed into a bumpmap to make a less-poly model look more detailed. This is directly a result of lighting hitting the bumpmap.

This is what happens when you give us artistic freedom.

ITS… BEAUTIFUL

Later…

This is the turret of an APC that i modeled recently. needless to say, the turret turned out to be the showcase for me for the whole project. I did skin the whole APC but i personally thought it looked better raw.

here is the top of the turret. took this one just to show the belt feeders on the top

Those barrels are way… way… way too thin.

:smiley:

Fuck you guys we did that way better way back in 09 or something

well i try not to be a douchebag ang things just flow, just kidding buddy, its done with a normal map, thats why it doesent look so good but it is soported by game engines

stupid idea, making scout headset

Needs moar iPad 40 pack.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.