Toast Lord
Electron
- Joined
- Oct 21, 2017
- Messages
- 768
- Nebulae
- 531
Right, So I've been away for awhile from the server, hopping on others and trying out different shit. I figured with every other server having its own content with its own imagination of their addons, I figured I'd try my hand at modeling for source. I've done tidbits here and there, from making simple hacked props from existing models, to actually swapping parts and adding onto models to my liking just for the hell of it or even swapping textures around for something a little fresh. This is basically a forum to show off the stuff I've basically been doing with my experiments in the Source Engine.
If anyone has constructive criticsm that could be given that would help me least make stuff better, I'd be happy to hear them. I use 3DS Max 2018 with a valve SMD Importer to get everything inside the program.
If theres any 3D Modelers in this community, I'd really appreciate advice and help.
Keep in mind I'm in no way shape or form a professional, so a lot of these may look crap-tastic of various degree.
These were created combining the head of the woodland rebel outfit that I found in the TnB model pack, and the original conscript models which can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=151119348&searchtext=Conscript (Yes I realize I've basically re-created the conscript models we used, but I forgotten at the time and I wanted to test my hand at transferring meshes to different models)
Male model after I finished putting the bodygroup's together in the QC
I tried making a female version of the model for giggles, but turns out transfering the mesh between different skeletons (Male to Female) Was needing some work since they didin't actually conform with the skeleton.
Ditto with the models finished. Using the vest bodygroups from the addon, and containing Half Life 2 and Garry's Mod animations, so its compatible with Clockwork, playermodels, and in Combine Control (For the few that play it.)
At the time of writing, I'm also trying my hand at transplanting other stuff from models. For example, The Molle vest thats commonly seen in the TnB Model pack, Onto the female conscript; Though to say the least I think I did a rather poor job on this one, and might need help and opinion on it. Not sure if you can see, from these angles I've provided, but the vest looks like its floating from the body, and I typically have trouble with conforming it to the shape of the body because then the clothing below clips outward from it, rather frustrating since I'm not sure how to make it better.
Male model after I finished putting the bodygroup's together in the QC

I tried making a female version of the model for giggles, but turns out transfering the mesh between different skeletons (Male to Female) Was needing some work since they didin't actually conform with the skeleton.

Ditto with the models finished. Using the vest bodygroups from the addon, and containing Half Life 2 and Garry's Mod animations, so its compatible with Clockwork, playermodels, and in Combine Control (For the few that play it.)

At the time of writing, I'm also trying my hand at transplanting other stuff from models. For example, The Molle vest thats commonly seen in the TnB Model pack, Onto the female conscript; Though to say the least I think I did a rather poor job on this one, and might need help and opinion on it. Not sure if you can see, from these angles I've provided, but the vest looks like its floating from the body, and I typically have trouble with conforming it to the shape of the body because then the clothing below clips outward from it, rather frustrating since I'm not sure how to make it better.



Using the TnB Models, I swapped a few parts around as well as using a few custom textures I've found around the workshop and FPSB.
For example as a starters, I used the casual civilian pack and swapped the bodygroups onto the TnB models. While some people may see this as mediocre, I for one was actually estatic at the moment cause I was finally learning how to create and manage bodygroups on a model.
Along with its pants counterpart
I had a friend of mine talk to me about making a simple bodygroup for a model he uses in his custom RP server called 'Dennis', a sort of soldier in 'The Left Army' faction that used to apparently be in TnB itself from what I understand, and I was given this concept art he had commissioned to least give me an Idea of where I should start.
After Swapping around parts from various other models, including the Vest from a model that I believe is from Modern Warfare, I managed to spew out this. (He requested that I don't include the cigarette in the model)
You can also see in the second picture of how I made the mistake of deleting the body except from the arms. Notice how the arms are kinda...floating a bit from the vest. Other than that there's this weird black splotch in the lower left side of the model. I think that might be cause I had to squish the vest slightly, so tri's might be overlapping each other and causing a shadow in the source engine, though thats up to anyone's opinion.
Another model I've made was a character Ian Tucker, for shits and giggles that I made.
(Something went wrong with the resistance pauldron on the right side. Not sure how I can fix this.)
For example as a starters, I used the casual civilian pack and swapped the bodygroups onto the TnB models. While some people may see this as mediocre, I for one was actually estatic at the moment cause I was finally learning how to create and manage bodygroups on a model.

Along with its pants counterpart

I had a friend of mine talk to me about making a simple bodygroup for a model he uses in his custom RP server called 'Dennis', a sort of soldier in 'The Left Army' faction that used to apparently be in TnB itself from what I understand, and I was given this concept art he had commissioned to least give me an Idea of where I should start.

After Swapping around parts from various other models, including the Vest from a model that I believe is from Modern Warfare, I managed to spew out this. (He requested that I don't include the cigarette in the model)


You can also see in the second picture of how I made the mistake of deleting the body except from the arms. Notice how the arms are kinda...floating a bit from the vest. Other than that there's this weird black splotch in the lower left side of the model. I think that might be cause I had to squish the vest slightly, so tri's might be overlapping each other and causing a shadow in the source engine, though thats up to anyone's opinion.
Another model I've made was a character Ian Tucker, for shits and giggles that I made.



(Something went wrong with the resistance pauldron on the right side. Not sure how I can fix this.)



Swapping textures I found with the sub material tool to create a sort of new-ish looking Overwatch Soldier.
I wish instead of Camo, it was a dark navy blue color with the combine symbols.
Making bone-Mergable rebel vests and MPF Belts, both are customizable by applying a different texture with the Sub-Material tool. I somewhat like the concept of Options, typically this was used with PAC3 which is easily applied by just spawning the prop and checking the 'Bone merge' box.
And showing off the customization I was speaking of:
Im also in the process of trying to recompile all the TnB Models to utilize both Garry's mod and Half Life 2 Animations, so it can be used in clockwork (If anyone is even interested in such anymore)
A custom CP model I'm practicing to create. Masks and Body would be Bodygroups.
(The C8 Texture was a placeholder since I didin't have the vanilla VMT available to be imported. Im sorry about the quality, I don't have a decent Gif Maker, it went from Gyazo to a converter.)
Various other wearables I've kinda stitched together, Generally designed to be used in PAC 3


I wish instead of Camo, it was a dark navy blue color with the combine symbols.
Making bone-Mergable rebel vests and MPF Belts, both are customizable by applying a different texture with the Sub-Material tool. I somewhat like the concept of Options, typically this was used with PAC3 which is easily applied by just spawning the prop and checking the 'Bone merge' box.

And showing off the customization I was speaking of:

Im also in the process of trying to recompile all the TnB Models to utilize both Garry's mod and Half Life 2 Animations, so it can be used in clockwork (If anyone is even interested in such anymore)

A custom CP model I'm practicing to create. Masks and Body would be Bodygroups.

(The C8 Texture was a placeholder since I didin't have the vanilla VMT available to be imported. Im sorry about the quality, I don't have a decent Gif Maker, it went from Gyazo to a converter.)
Various other wearables I've kinda stitched together, Generally designed to be used in PAC 3




If anyone has constructive criticsm that could be given that would help me least make stuff better, I'd be happy to hear them. I use 3DS Max 2018 with a valve SMD Importer to get everything inside the program.
If theres any 3D Modelers in this community, I'd really appreciate advice and help.
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