• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Hey, Ive got this problem with 3dsmax's helpers and its preventing me from doing some animations. [url]http://s15.postimg.org/8ldiabxmj/Untitled.png[/url] Fixed, turns out I needed to hit x
What are the cause of these rouge triangles in the normal map? (Older version of gun but same problem) [IMG]https://24.media.tumblr.com/b605eb4483348c215941b2dfbfb736a1/tumblr_n682hpXyO81sg9awbo3_1280.png[/IMG] There aren't huge triangles in the normal map, it seems fine. [IMG]https://24.media.tumblr.com/db809b2c2e34701919304d6f873fdb13/tumblr_n682hpXyO81sg9awbo2_500.png[/IMG] [editline]9th June 2014[/editline] also come to think of it, should normals just typically have that strong of a gradient effect?
if you don't see anything wrong in the normal map then there's simply nothing wrong with it. i'm pretty sure that's a smoothing group/vertex welding problem anyway also, it's rogue. rouge is french for red
[QUOTE=General J;45041285]What are the cause of these rouge triangles in the normal map? (Older version of gun but same problem) There aren't huge triangles in the normal map, it seems fine. [editline]9th June 2014[/editline] also come to think of it, should normals just typically have that strong of a gradient effect?[/QUOTE] First you can try welding all vertices in a small area since there might be some vertices that lie inside of eachother but aren't welded, messing up the vertex normals. Just select all vertices and Weld with a small range that won't remove any actual detail geometry. After that, check whether any of the faces are facing the wrong direction, apply a normal 3Ds Max shader and it should be visible in a triangle that are dark unlike the others. Flip those. Lastly, retry setting all of their smoothing groups to a single group again.
[img]http://files.1337upload.net/gojidoor01-d00334.jpg[/img] Started a Google hangout, feel free to join: [url]https://plus.google.com/hangouts/_/g3caqqgwi24stant4tay7hvptua?hl=en[/url]
nothing I seem to do is fixing it- but looking up more I'm seeing a lot of people such as creators of shader tools linking problems of normal map errors to 3dsmax 2013 exclusively (my version), is 2013 bad?
are you absolutely sure it's a normal map error?
I mean I tried looking into the smoothing groups, vetex welds, and faces and nothing seems to be the problem. Also messed around with different settings for the preview window lighting, and it's they're still there.
have you tried using a different renderer?
Have you tried converting to an Editable Mesh and then back to Editable Poly? Have you tried selecting those problem faces and flipping them? Have you tried exporting to .obj and then importing it back? Try those and if that doesn't work upload your file to Mediafire or FileSmelt and we'll have a look.
[QUOTE=General J;45045954]I mean I tried looking into the smoothing groups, vetex welds, and faces and nothing seems to be the problem. Also messed around with different settings for the preview window lighting, and it's they're still there.[/QUOTE] Then your 3Ds Max version is at fault. [url]http://www.laurenscorijn.com/future-xoliulshader-support.html[/url] He doesn't support xoliul shader anymore and couldn't get Autodesk to fix the problem on their end.
[t]http://i.imgur.com/H9oFUAd.png[/t] an armalite AR-18 that im working on, mostly modeled from scratch but some bits and parts were imported.
Continuing my tutorial series on the Destiny Titan, here is part three and four where I show you how to go about creating the block-out for the leg armor. [IMG]http://i.xomf.com/mgnlm.jpg[/IMG] [url]https://www.youtube.com/watch?v=ZHiFAiP6I24[/url] [url]https://www.youtube.com/watch?v=GzqLSZcXaeY[/url]
[QUOTE=cheesecurls;45051199][t]http://i.imgur.com/H9oFUAd.png[/t] an armalite AR-18 that im working on, mostly modeled from scratch but some bits and parts were imported.[/QUOTE] This would be more appropriate in this thread seeing as it's not entirely original. [url]http://facepunch.com/showthread.php?t=1250031[/url]
[QUOTE=FlyingAlien;45046839]Then your 3Ds Max version is at fault. [url]http://www.laurenscorijn.com/future-xoliulshader-support.html[/url] He doesn't support xoliul shader anymore and couldn't get Autodesk to fix the problem on their end.[/QUOTE] lol porting it over to 3ds2012 did in fact fix my problem. That's kinda lame though, in a way speaking of, is it possible to have the same 3ds2012 on both my computer and laptop? I'd love to be able to work on 3d stuff in-between classes and the like- but wouldn't that require a 2nd license? Can I just apply for a 2nd one via the student thing? Heck- is it even possible to "trail-hop" every 30 days at the very least? Any kind of workarounds like this?
[IMG]http://i.imgur.com/HGQkrmr.jpg[/IMG] moar of this shit [video=youtube;0lyhCNjC1C4]http://www.youtube.com/watch?v=0lyhCNjC1C4[/video]
so wait you have the cage modifier project on/from the low-poly and the rule of thumb is to not have high-poly parts underneath the low-poly? how does that work for smoothed corners? Low-poly has a sharp-edge angle point where the high-poly has that edge smoothed down into a curvy smooth surface, thus always being underneath it.
[QUOTE=General J;45063270]so wait you have the cage modifier project on/from the low-poly and the rule of thumb is to not have high-poly parts underneath the low-poly? how does that work for smoothed corners? Low-poly has a sharp-edge angle point where the high-poly has that edge smoothed down into a curvy smooth surface, thus always being underneath it.[/QUOTE] Your lowpoly has to take up the same volume as space as your highpoly but as optimized as possible, Once you've done that you'll find you don't need to extend the cage much (better bake). Rays get cast from the lowpoly cage inwards to the highpoly so as long as you don't have any highpoly parts poking through the cage you're good to go. So basically lowpoly and highpoly geometry have to match as close as possible, cage goes over everything as tight as possible.
Been messing around with the new Quixel Suite Beta tools, really awesome stuff! [t]http://files.gamebanana.com/bitpit/screenshot01_3.jpg[/t] Next up: Finish some of my own shit and throw in there...
is the new beta public?
[QUOTE=Johnny Guitar;45067540]is the new beta public?[/QUOTE] Yep until sep 8th.
[QUOTE=rinoz;45060333][IMG]http://i.imgur.com/HGQkrmr.jpg[/IMG][/QUOTE] What's up with the abdominal muscle definition that is going on there? They look unnaturally high and are intruding into the pectoral area.
[QUOTE=Leintharien;45068891]What's up with the abdominal muscle definition that is going on there? They look unnaturally high and are intruding into the pectoral area.[/QUOTE] Speaking of that, the pectorals kind of merge into them awkwardly. The biceps and deltoids look a tad weird to me as wlel but that might just be part of the flexing.
doing my first high poly model [IMG]http://i.imgur.com/UnHOGa9.jpg[/IMG]
[QUOTE=someguyihate;45073269]doing my first high poly model [IMG]http://i.imgur.com/UnHOGa9.jpg[/IMG][/QUOTE] I've always wanted to see a model of the Huot Automatic Rifle. The thing looks like a borderline steampunk weapon, it's incredibly badass. Shame it wasnt put into service though; [url]http://en.wikipedia.org/wiki/Huot_Automatic_Rifle[/url]
So when I touch-up the normal-map in GIMP this happens: Top is touchup and bottom is original [IMG]http://37.media.tumblr.com/472137bc29d434ac2b857666798e96e7/tumblr_n70t5a4ukp1sg9awbo1_1280.png[/IMG] What could be causing this? First I thought it was the way that I was editing the normals- but then I imported the base normal into gimp, did not edit it at all, then exported it back and the problem was exactly the same. Does anybody recognize this problem? Or can point me in the direction as to how to properly edit and export normals and gimp? I'm not coming up with many results. [editline]11th June 2014[/editline] After normals, how do you render the uhm... base image layer? (diffuse?) as something more than a solid grey so I can actually see the sides and lines of it- like a cage instead of a flat color- is that a thing? in general I'm finding tons of information on how to texture awesomely and realistically- but not as much on texturing to it's barebones- and how to do basic things without everything breaking- those kinds of guides.
[IMG]http://i.xomf.com/ljzfz.jpg[/IMG] [IMG]http://i.xomf.com/ywkpw.jpg[/IMG]
Wheres the trigger?
[QUOTE=Sprockethead;45081252]Wheres the trigger?[/QUOTE] yeah it's an awesome model but how would you grip that thick handle as well?
I assume it attaches to a mech or vehicle?
Sorry, you need to Log In to post a reply to this thread.