• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
Does anyone have a good guide to animating objects and skinning collision models on 3ds max? There's very little/poor documentation and I'm trying to animate a button for Portal 2. I need a collision model that's in two parts so the buttons collision model animates while the base stays in place, and the Wallworm tools are just making a lot of errors.
I made an animated garage door a few months ago, just skin the collision to the bones and use $collisionjoints and $jointconstrain. As for wallworm it's terrible and will give you more issues then if you just installed max 2012 with working plugins.
[QUOTE=Short3D;45657586]I made an animated garage door a few months ago, just skin the collision to the bones and use $collisionjoints and $jointconstrain. As for wallworm it's terrible and will give you more issues then if you just installed max 2012 with working plugins.[/QUOTE] I got it working now at least, animation wise. Wallworm was alright, though it has a few issues. Now I' just gotta figure out what makes floor buttons trigger. It seems to activate when a cube touches the collision hull around the base rather then the button, but my player wont activate it. Not sure if it needs a specific name, QC line or order of hulls.
Let me ask a really stupid question. Uhm. How do you keep a reference image in the background and turn your plane into wireframe, so you can still actually look at the reference image? Do you set the viewport background as a reference image?
It depends on what program you are using. If you are using blender you can just use the built in background image setting in the view properties. If you are using 3ds max I believe you have to 'freeze the plane'. I haven't used 3ds max in years so I can't remember the exact location of this function, I believe it is in the right click menu, but I think you need to change a viewport display setting to allow textures on frozen objects. The way I used to do it in 3ds max was to create a material with three keyframed transparency settings (100,30,0) and then applied this to my working model and then use the [ and ] keys to move the timeline along changing the transparency of my working model. If you are using maya or something else I don't have a clue how to do it, sorry.
Using alt+b you can set a background image, but make sure you have match bitmap as closely as possible, or it will try to fit to the screen. From there, that will always be visable, so its just up to you to make your mesh wireframe, or use the xray.
[QUOTE=Shirky;45667480]Using alt+b you can set a background image, but make sure you have match bitmap as closely as possible, or it will try to fit to the screen. From there, that will always be visable, so its just up to you to make your mesh wireframe, or use the xray.[/QUOTE] My main problem though is that I want to zoom in and out whilst making the model and that will quite fuck the way I see the model onto the reference image, e.g if I zoom out, the reference image will stay the same but the model will become smaller for me whilst modelling. I tried applying a material with lower capacity onto the model but it only just makes it worse. I am trying to do it the same way this guy is: [url]http://cgi.tutsplus.com/tutorials/next-gen-weapon-creation-part-1-the-high-poly-model--cg-782[/url]
Looks like he is using the command Alt+X (I think that is the right command, I'm not sure if that applies to just the selected object or not though). It does look like he froze his reference plane though as he isn't accidentally selecting it when editing the base knife shape. Finally when you tried transparency did you set the viewports setting to 'best' (or whatever it is called).
[QUOTE=Sensation;45667572]My main problem though is that I want to zoom in and out whilst making the model and that will quite fuck the way I see the model onto the reference image, e.g if I zoom out, the reference image will stay the same but the model will become smaller for me whilst modelling. I tried applying a material with lower capacity onto the model but it only just makes it worse. I am trying to do it the same way this guy is: [url]http://cgi.tutsplus.com/tutorials/next-gen-weapon-creation-part-1-the-high-poly-model--cg-782[/url][/QUOTE] iirc they removed panning and zooming of the background in 2013+ so you'll need to use planes and alt+x as said above.
Basically the reason why I need to see the model which I am making in wireframe is because I also need to see the edges in order to model the blade. So basically I need the reference image to stay still and my model to be in a wireframe. Alt+X doesn't help. EDIT: Nevermind, enabled edged faces for selected viewport. If anyone has a better solution feel free to let me know. Because I still see my object shaded whereas I'd love it much more if it was in wire-frame.
Have you checked the "lock viewport" or whatever it is in window?
[QUOTE=Shirky;45668278]Have you checked the "lock viewport" or whatever it is in window?[/QUOTE] Yes, yes I have.
[IMG]http://i.imgbox.com/S08K3VVV.png[/IMG] Russian MP-512 air rifle, 282K polys, no textures yet
Working on a super low poly Combustible Lemon Launcher: [img]http://i.imgur.com/ttlmE6d.png[/img] It's both practice for Blender and working with lo poly. Loving Blender so far. [editline]12th August 2014[/editline] The plans: [t]http://i.imgur.com/RjCY9cc.png[/t]
[QUOTE=Lt_C;45649204] Thanks for the [img]https://dl.dropboxusercontent.com/u/21161113/lowpoly/fantastic.gif[/img] idea![/QUOTE] you know maybe thats what my username really stands for
[QUOTE=~ZOMG;45669477]Working on a super low poly Combustible Lemon Launcher: [img]http://i.imgur.com/ttlmE6d.png[/img] It's both practice for Blender and working with lo poly. Loving Blender so far. [editline]12th August 2014[/editline] The plans: [t]http://i.imgur.com/RjCY9cc.png[/t][/QUOTE] You should make this into a flaregun mod for TF2
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=107016809"]Someone already tried[/URL]
any advises on fixing that? [URL=http://imgur.com/5c9Ad7c][IMG]http://i.imgur.com/5c9Ad7cl.png[/IMG][/URL] wires [URL=http://imgur.com/bka84ev][IMG]http://i.imgur.com/bka84evl.png[/IMG][/URL]
try shifting the loops up a bit, unless they absolutely have to be there.
[IMG]http://i.imgbox.com/jfnjYCw7.png[/IMG] 15K quads, 4K texture
Is that a very low poly high poly or a stupidly high poly low poly?
[QUOTE=~ZOMG;45688426]Is that a very low poly high poly or a stupidly high poly low poly?[/QUOTE] It'll be a normal lowpoly after a few new console generations, let's put it in that way.
Even now it's perfectly acceptable in a game, it's just that from the looks of the relatively simply geometry it doesn't need to be that high. Could you post a wireframe? I'm kinda curious how you've distributed the polys
Learn how to get geometry out of an image as well as two new videos on adding details and a model giveaway for a hydraulic piston: [IMG]http://i.xomf.com/jnfzk.jpg[/IMG] [IMG]http://i.xomf.com/njbyl.jpg[/IMG] [IMG]http://i.xomf.com/pfhxn.jpg[/IMG] [url]https://www.youtube.com/watch?v=nMfav6oHcIY[/url] [url]https://www.youtube.com/watch?v=WiKwFGQjkTA[/url] [url]https://www.youtube.com/watch?v=-xOOCDQtqXU[/url] [url]https://www.youtube.com/watch?v=fK7doPi2GAo[/url]
Man, floating geometry and baking just opened my eyes. ._. The reason I always hated working on details is cause I never knew such things existed D'x. EDIT: Lol, okay. I happened to somehow watch the user's above video for baking and floating geometry and within the next 10 minutes meet someone who also watched his video and it only had a hundred views. ._.
-snip-
[t]http://i.imgur.com/WJ9TSbo.jpg[/t] heavy work in progress, id say im pretty happy with the metal at the moment. i havent touched the plastic/polymer grip besides laying down the base material.
I modeled a weapon from a show I don't even like. Still a wip. [T]http://fc08.deviantart.net/fs71/f/2014/227/a/1/those_aren_t_normalmapped_by_blueflytrap998-d7vbx35.png[/T]
This is now a blades thread? [vid]http://puu.sh/aUjyk.webm[/vid]
[QUOTE=BlueFlytrap;45703488]I modeled a weapon from a show I don't even like. Still a wip. [T]http://fc08.deviantart.net/fs71/f/2014/227/a/1/those_aren_t_normalmapped_by_blueflytrap998-d7vbx35.png[/T][/QUOTE] Neat RWBY
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