those eye mats need replacing, would you like some help with that?
Me and ComradIvan wanted to re-do BF4 muhreens for a while, but seeing how you're working on them already i could help you out with setting up l4d2 flexes for them if you'd like.
It's not in Source though.
Yeah, but I gotta fix the eyes and faces first since they're deformed a bit; I had to move some face bones for the render.
https://pp.userapi.com/c830409/v830409129/13edab/h_h-1ZOU-jY.jpg
https://pp.userapi.com/c830409/v830409129/13ed9c/KtJOIrNo3OM.jpg
https://pp.userapi.com/c834300/v834300818/183157/wTR3AoDiulQ.jpg
https://pp.userapi.com/c831508/v831508342/119623/j_zUwppwS2s.jpg
https://pp.userapi.com/c840333/v840333300/858b2/oYps5ldmAXs.jpg
WW1 Easten Front stuff
http://www.wduwant.com/index_uploads/uploads/a3f42e6a8d6a.jpg
This whole time, I've been trying to figure out why this was happening. Certain items of the gear were stretchy like this, but I had no idea why, as whenever I checked the rigging of the original files before I exported them to .smd everything was rigged correctly.
Today was the first day to try it the other way. I imported the .smd files into 3ds Max to see their rigging - completely messed up! I have no clue how it could've happened. I exported them again and that seemed to have fixed the problems, but I am still clueless as to how this could've happen on export.
Does anyone have MWR rigs with models?
Are you illiterate? This is NOT the thread to request models.
http://www.wduwant.com/index_uploads/uploads/8ce69d0e10e0.jpg
I've been informed that the gear, in many cases, made no sense whatsoever. I am currently in the process of re-working it into what it should be like.
This thread is the closest I found to a "General Questions" thread and I don't think this deserves it's own thread so here goes.
I'm new to modelling, have never modelled anything myself and the only small experience I have so far with models is changing stuff around in the .qc files (to add custom animations and whatnot) and sometimes opening the .smd files in blender to delete less useful bones should a model have too many for Crowbar to compile.
I'm trying to use a model from the gmod workshop to replace Mossman in hl2, but on models which have long hair, said hair just stays in crazy positions instead of being affected by gravity. I tried to put a higher value in tip_mass in the $jigglebone is_flexible properties but that didn't change anything. The only solution I've found is to remove all the $jigglebone instances from the .qc file, but that just makes the hair static which doesn't look good. Also this happens to any body part which has a $jigglebone.
What I mean:
https://files.facepunch.com/forum/upload/110175/36010232-683a-422e-b0a5-da6b719b04e2/photo_2018-07-10_09-31-26.jpg
(Hope the model author doesn't mind, this is somewhat of a private project which at this moment I don't intend to release to the public.)
hello lads, i need some help. i started porting things from fallout 4 to gmod, but the textures are a bit of a problem. can anyone help?
https://img00.deviantart.net/5a56/i/2018/193/0/1/damn_textures_by_myroflknife117-dcgzj4h.png
Hi, I'm new here.
I'm making a pack of Buildings, skyscrapers and other things you would normally see in a city! I'm making them with propper along with textures from Mirror's Edge Catalyst, some with 4k resolution but most are 2k and 1k.
The model pack will be available for Garry's mod and Source Filmmaker.
I'm inspired by movies and games for this pack, so most of the buildings may look familiar.
I'm recreating buildings from:
-Metropolis (Man of Steel).
-Cascadia (Mirror's Edge)
-Rainbow Six Siege.
-Dubai.
-Chicago.
-City 17 (from Cinematic Mod 2013)
among others.
I accept recommendations or even some building or skyscraper that you want to recreate, in fact I could use more to add to the pack.
Here are 2 posters with the models I've made so far, I plan to make more.
https://orig00.deviantart.net/10bc/f/2018/160/c/3/kss_buildings_pack_by_opty_face-dcdxr0h.jpg
https://orig00.deviantart.net/7d9e/f/2018/192/1/a/cityx_by_opty_face-dcgzdb5.jpg
@KnightSiverius08 Looks like you're going to fit right in comfortably.
Pattern applied by @-Rusty- I assume? Nice work, they look awesome!
It isn't applied by Rusty, but it is from his camo pack.
Ah yeah, I know what you're talking about. You should definitely still ask him though, he's a wizard when it comes to texturing topics like this.
Yeah, I know Rusty's great when it comes to textures, but I always feel like he might be too busy with other stuff so I don't want to bother him... I mean, when I do the texturing myself it won't come out as good, but at least it's a good way to practice, I guess.
And thanks for the textures! Finally, the US soldiers are going to have some proper towels to wipe their sweaty asses with!
You can always bug me on the RS2 discord via pm, I actually offered my help to Sgt. Joe for his mod. Sometimes I can pump out completed stuff in a day but sometimes it takes longer. I still need to do first person sleeve textures for you Sgt. Joe. Sorry for the wait.
zap zap
https://cdn.discordapp.com/attachments/387708265821372416/467828973414514709/unknown.png
jesus shit robes and other flappy fabrics are a bitch to work with
https://files.facepunch.com/forum/upload/1831/e39bd426-a1fd-4e01-9703-1586b7eeb6dd/20180716055916_1.jpg
two layer of reflections on the headlight glass
,
been modelhacking my own models
AIDS mech
https://files.facepunch.com/forum/upload/1884/5684cb4c-ffbf-4b0c-8f2f-92ec7e40853d/image.png
magic bird mech
https://files.facepunch.com/forum/upload/1884/d22b1ce1-5cfe-44f6-b024-df1b71455321/image.png
where's the sexy mech?
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