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| Click on the picture to open the webplayer demo |
Showing posts with label Kimi Räikkönen. Show all posts
Showing posts with label Kimi Räikkönen. Show all posts
Monday, 6 April 2015
My Räikkönen model in Unity game engine (web player demo)
So I made some tweaks on the model, like I added alpha tested hair. It was easier than I thought. Also I removed the original hair and hand drawn the whole hair from scratch. Hair color and a few things are still not perfect, but it's a nice progress. How the model will look in Killing Floor with the new hair? I don't know, but I have a bad feeling about that. I mean the the lighting is not that good in Unreal Engine 2.5, so it makes me worry. The hair looks really bad in 3ds max too (with vertex lighting, and no ambient light but it's actually not that surprising).
Sunday, 5 April 2015
My first Killing Floor character: Kimi Räikkönen
Finally! Somehow I did it. Thanks for TWI Forum members for trying to help me out! So it works finally. It's still not finished completely, but it works with ServerPerks mutator. Fantastic!
So finally, it looks like I can make custom character models for Killing Floor. I am planning to create three more characters then who knows, maybe even more.
What I would like to fix is the face itself, and the hair. Also there are seam problems yet to be fixed. I wish I could make normal map for the models, but Unreal Engine 2.5 doesn't support it. Perkele!
It looks way better in Unity game engine with custom normal map for cloth folds and other details. But I am OK with it. Maybe I'll bake the normal maps into the texture, so it won't look that flat.
It is / was a good little project to learn a few new things about Unreal Engine and modelling in general. There were things like UV unwrapping and skinning that I didn't really like to do, but it's actually easy and fun. I learnt new techniques that help to speed up the workflow by a lot. For example, I know, how to fix texture seam errors thanks to this amazing and simple tutorial.
I still need to improve, and I will!
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| Perk selection screen with my model |
What I would like to fix is the face itself, and the hair. Also there are seam problems yet to be fixed. I wish I could make normal map for the models, but Unreal Engine 2.5 doesn't support it. Perkele!
It looks way better in Unity game engine with custom normal map for cloth folds and other details. But I am OK with it. Maybe I'll bake the normal maps into the texture, so it won't look that flat.
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| There are "things" behind me and I don't give a shit... |
I still need to improve, and I will!
Labels:
Character model
,
KF
,
KF character
,
Killing Floor
,
Kimi Räikkönen
,
Unreal Engine
Thursday, 26 March 2015
My first Killing Floor character!
I am working on my first Killing Floor character. It's actually almost done. Model, texturing and skinning are all acceptable, but there are still things that I am not happy about. It's not easy to make a character based on not so good reference images, but I tried my best. He's somewhat recognizable. But I need to work more on both the textures and model.
OK, so my character is... *drumroll*
Kimi Räikkönen!
OK, so my character is... *drumroll*
Kimi Räikkönen!
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| Character added by the modification of Braindead's Stig character mutator. |
Labels:
3ds max
,
Custom Character
,
Ferrari
,
Formula 1
,
KF
,
KF character
,
Killing Floor
,
Kimi
,
Kimi Räikkönen
,
Photoshop
,
race driver
,
Räikkönen
Friday, 29 August 2014
Papercraft quest begins! Making Ferrari F14T!
I want to try out something different. I was always interested in origami and other papery things. I did a lot of Origami in my childhood which was fun. Now I want to make some papercraft! Combining my 3ds max knowledge I want to turn a 3d model into a tangible product. I never did something before. I mean I neved did papercraft before, just origami.
I started to work on my model and I started to study the program called Pepakura Designer. It's a program that can turn 3d models to papercraft templates. Very effective and easy to use. But I have no idea, what kind of paper will I need, how to glue the parts, how to print the parts on a stronger paper. Hopefully, I'll get help. Until that, let's see the model. Here is the current progress (the modelling is almost finished):
Accuracy won't be perfect. I don't have perfect, good resolution reference images, and most of them are photos with perspective distortion, they are not 2D blueprints.
I started to work on my model and I started to study the program called Pepakura Designer. It's a program that can turn 3d models to papercraft templates. Very effective and easy to use. But I have no idea, what kind of paper will I need, how to glue the parts, how to print the parts on a stronger paper. Hopefully, I'll get help. Until that, let's see the model. Here is the current progress (the modelling is almost finished):
| F14T - the beginning. Looks like a wierd vacuum cleaner... or a fly's head... fly's head? Really? |
| In Pepakura Designer |
| Finally, tyre texture! |
Labels:
F1 2014
,
F14T
,
Fernando Alonso
,
Ferrari
,
Kimi Räikkönen
,
Pepakura Designer
Sunday, 3 February 2013
Leave him alone, he knows what to do!
I just had to do this with this image! I wish, it was real! But yet, only it's my Photoshop work. It was posted on several Facebook pages:
Kimi Räikkönen unofficial fan page
Labels:
F1
,
funny
,
Kimi
,
Kimi Räikkönen
,
leave me alone
,
Lotus E21
,
Lotus Renault GP
,
Photoshop
,
Räikkönen
Wednesday, 19 September 2012
Custom level for McPixel (Unfinished)
I'm an F1 fan, so I made a McPixel level inspired by F1. It focuses in Lotus Renault GP and Kimi Räikkönen. Simple, but fun. It is unfinished. Maybe I'll finish it. Maybe I'll send it to Sos Sosowski (creator of McPixel)
A little video, doesn't contain everything. It is a little bit cut.
A little video, doesn't contain everything. It is a little bit cut.
Labels:
F1
,
Formula 1
,
indie game
,
Kimi Räikkönen
,
Lotus Renault GP
,
McPixel
,
Sos
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