Haha, thanks guys!
Just a quick update while I get stuck into some more detailing:
Thanks,
Harry.
Haha, thanks guys!
Just a quick update while I get stuck into some more detailing:
Thanks,
Harry.
Damn, these cables are time-consuming. :fffuuu:
Thanks,
Harry.
Alright, a few more details and this baby is finished! Woo!
I added some more details that you can hardly see; doubled the amount of cables on the big ‘arm’ and tweaked some of the proportions:
There are still one or two minor errors which I’ll fix later.
I’ll also be making a short 360 degree video of it when I get time as well; although that will take a while because my computer will implode when I start rendering 100’s of HD frames. :rolleyes:
Let me know what you think!
Thanks,
Harry.
The first page is now fully up-to-date!
Made a start on Atlas;
Thanks,
Harry.
How in the name of Iron Maiden did you get this quality?
Who’s atlas? (apart from the guiding voice of Bioshock) is it the Blue-cored robot from portal 2?
Atlas is the personality core one, P-Body is the turret one.
I didn’t know that they were related to any other existing portal stuff. I thought they were simple androids.
They are important to the Portal 2 storyline; they have a large coop plot to themselves featuring GLaDOS.
The one on the left, yes.
Lots of practice lol.
Quick update;
Thanks,
Harry.
Awesome, can’t wait to see the final one awesomeface.jpg
And why exactly aren’t you working at Valve yet?
simply awesome, eh.
Who says I’m not?
your updates in this forum
I have a question: Is it hard for you to make the textures in photoshop and then putting them onto the model or is it an easy routine for you?
After hours and hours of learning softimage I realized that I also had to learn photoshop to make textures. At that part I gave up because it was way too much.
I’m still fairly new to texturing models, although I’ve been using Photoshop longer than 3DS MAX so creating textures isn’t the hardest part. I’m still learning the ins and outs of UV Mapping which is what enables you to map where the texture is placed on parts of the models. Just like game models.
So far, the only model I have fully textured is Wheatley; the others all use MAX procedural materials at the moment.
This?
P.S. Nothing like yours Harry, but I’ve been having my own dabble with Portal objects. Here’s my first attempt at a turret.
Haha, I know, it was a terrible attempt at a joke. I never meant anyone to take it seriously and start looking for evidence of me not working for them.
ManlyStump - that’s pretty awesome! Although the legs are tiny! :3
Ya know, we have a smiley for that. :awesome:
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.