Could be the Gamma/LUT settings. Those things used to fuck up my stuff, so now it's permanently turned off.
[QUOTE=Kosai106;45312805]Could be the Gamma/LUT settings. Those things used to fuck up my stuff, so now it's permanently turned off.[/QUOTE]
How would I edit that?
Made some neato picture frames.
[t]https://dl.dropboxusercontent.com/u/4112921/CatFrame01.JPG[/t]
What's bodygroup limit in Source? I don't really feel making a thread to ask it, so I posted it here.
[QUOTE=Just a guy;45324976]What's bodygroup limit in Source? I don't really feel making a thread to ask it, so I posted it here.[/QUOTE]
Well, I made a playermodel with 5 bodygroups, and about 6 models for each bodygroup. And then there's the Halo 4 spartans someone was porting, and they use 6 or 7.
I have a zer0 model somewhere with about 10 head variants. I'm pretty sure you'll hit the material limit far before the bodygroup limit, honestly.
[QUOTE=Shirky;45312832]How would I edit that?[/QUOTE]
Customize menu > Preferences and click the Gamma And LUT tab.
[url]http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-556B3B1C-D62E-48F6-A633-DCF5172219B5.htm,topicNumber=d30e570752[/url]
Two videos on designing hard surface shapes and a model giveaway for this console and a radio:
[IMG]http://i.xomf.com/xjdbn.jpg[/IMG]
[url]https://www.youtube.com/watch?v=bw0N6DLkaqU[/url]
[url]https://www.youtube.com/watch?v=eUZz8nC53AA[/url]
[url]https://www.youtube.com/watch?v=1S7tjPkYWLs[/url]
Learn about how to get a good silhouette to define your creature in Zbrush:
[IMG]http://i.xomf.com/jqzmf.jpg[/IMG]
[url]https://www.youtube.com/watch?v=UKO8fGkDDSk[/url]
Part seven of the normal map videos where I unwrap the low poly:
[url]https://www.youtube.com/watch?v=zQTFJhyd_-8[/url]
Two videos on tools and techniques to add detail to your models:
[IMG]http://i.xomf.com/hngvy.jpg[/IMG]
[url]https://www.youtube.com/watch?v=WOn6MvY3vDQ[/url]
[url]https://www.youtube.com/watch?v=SdIrX-hA_qk[/url]
And finally learn how to use a script to add more detail to your models:
[IMG]http://i.xomf.com/byfry.jpg[/IMG]
[url]https://www.youtube.com/watch?v=2uzjB-RxCW8[/url]
Hi all!
I made a Rust inspired shotgun. :)
Also, sorry for the big image!
[IMG]http://www.edgesize.com/crap/homebrew_shotgun.png[/IMG]
Other images include
wires and texture
[url]http://www.edgesize.com/crap/homebrew_shotgun_wires.png[/url]
blockout
[url]http://www.edgesize.com/crap/blockout.png[/url]
mechanism
[url]http://www.edgesize.com/crap/mechanism.png[/url]
sculpt
[url]http://www.edgesize.com/crap/sculpt.png[/url]
Modo Wood
[url]http://www.edgesize.com/crap/wood.gif[/url]
[QUOTE=Just a guy;45324976]What's bodygroup limit in Source? I don't really feel making a thread to ask it, so I posted it here.[/QUOTE]my Space Marines have ~22 bodygroups with a total of ~52 subgroups and they don't crash the game so
The homebrew shotgun is fantastic, I just saw it on the Lunchcrunch facebook page. It looks like a plausible design for a weapon, i'm guessing it would be for some kind of post-apocalyptic survival situation?
[QUOTE=Master Chris;45338841]The homebrew shotgun is fantastic, I just saw it on the Lunchcrunch facebook page. It looks like a plausible design for a weapon, i'm guessing it would be for some kind of post-apocalyptic survival situation?[/QUOTE]
Like.. for Rust :)
[t]https://dl.dropboxusercontent.com/s/cdtvzhg2fy92w4k/gasstation.png[/t]
Little mapping thing with a few people.
Testing some more FX stuff using stolen tree assets:
[img]http://puu.sh/a78tA.jpg[/img]
[QUOTE=fewes;45360757]Testing some more FX stuff using stolen tree assets:
[img]http://puu.sh/a78tA.jpg[/img][/QUOTE]
Please add at least some form of sub surface scattering to the leaves. it makes them look super sexy.
[t]http://www.stanleyrice.com/evolution_photos/Shades_maple_leaves_2009_4.JPG[/t]
Crysis 3 uses it and it really makes the foliage come alive
[t]http://www.dsogaming.com/wp-content/uploads/2012/12/crysis-3-field-122gku0.jpg[/t]
While that'd be really sweet it's easier said than done. That said it is definitely a priority should we ever get a rendering programmer that actually knows what he's doing.
Besides some inverted normal maps, my bayonets are done.
[t]https://dl.dropboxusercontent.com/u/9988278/ports/M16_2013/2014/Bayonet_M7_Finished.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/9988278/ports/M16_2013/2014/Bayonet_M9_Finished.jpg[/t]
For the first things i've modelled & textured completely from scratch, i think they turned out pretty good.
Time of day cycles hoy.
[video=youtube;OxjW2YzmyVM]http://www.youtube.com/watch?v=OxjW2YzmyVM[/video]
Does anyone have any good tutorials for creating trees in 3ds max?
[img]http://i.xomf.com/rfvzk.jpg[/img]
Master Chief there, making models.
[t]https://dl.dropboxusercontent.com/u/9988278/ports/M16_2013/2014/FH_WIP1.jpg[/t]
Some flash hiders.
I need to make the gaps on the 3 pronged one bigger.
[img]http://i19.photobucket.com/albums/b164/Soukonoung/CaptainWallpaper_zpsb5e83303.jpg[/img]
Sorry for the size, if anyone wants the actual shield, let me know. I'll see if I can't put it up for grabs. Yes, it does have a back, and no, it does NOT have the grips.
Yes and your point is?
It looks bad.
Well, if you have any ACTUALLY constructive comments, let me know. Such as other settings to try, things I can look for to make it look better.
Sorry, you need to Log In to post a reply to this thread.