• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=Mpizou;46870578]Hey guys sorry for posting here but do u think zbrush is easier than tha blender?i want to learn how to make models :)[/QUOTE] zbrush is for sculpting more organic things like people, creatures, and clothing. also, it's pretty expensive. blender is free, but it's more for base meshes and inorganic stuff. if you want to play around with sculpting, download Sculptris for free from the zbrush site.
[QUOTE=krigulv;46870384]well, everything you need is there. it seems like just the Blue channel is maybe 50% gray, or black? not sure. anyway, the Blue channels are normally all white, which is why there's so much blue in normal maps.[/QUOTE] So would I be okay just to leave it like that?
[QUOTE=krigulv;46870671]zbrush is for sculpting more organic things like people, creatures, and clothing. also, it's pretty expensive. blender is free, but it's more for base meshes and inorganic stuff. if you want to play around with sculpting, download Sculptris for free from the zbrush site.[/QUOTE] Blender and zbrush are two different things. Although zbrush can do hard surface and low poly if you wrangle it, it's designed for ultra-high poly sculpting and organics. In the same light, although blender has [I]some[/I] sculpting tools, it's designed for generalist 3d, so it would be better to compare it to 3dsmax or maya. Or modo I guess. It's good for free, but it's a little like making a decision between photoshop and the gimp or MS office or Libre Office. At the end of the day, zbrush very specialized and is more of a piece of the pipeline used in conjunction with other tools like blender, not in lieu of it. [QUOTE=Kimchi;46867130][IMG]http://i61.tinypic.com/24d1wea.png[/IMG] hey fellas, do any of you have an idea why this normal map is only pink and white without blue? is this normal? i need to fix it but i suck and have no experience with normal maps.[/QUOTE] I looked at the channels, that's not a whole normalmap. Did it have an alpha, was it another greyish texture? Right now, it looks like you have a +X, +XY(?), +X, which is kind of useless. I've seen normals compress with +X, +X, +X, +Y, but you need that +Y by itself. [URL="https://dl.dropboxusercontent.com/u/21161113/vertexlitgeneric2.jpg"]Here's a little writeup I did on normals in source a bit back[/URL].
[QUOTE=Crossradeon;46867325]i'm working on a mesh mod for milla and got that "face inside face" problem. so when i using faceposing and, for example, trying to open her mouth there are another mouth inside! it's kinda creepy and i dunno how to solve it. any tips? [IMG]http://s2.postimg.org/9548znau1/hl2_2015_01_06_14_53_36_08.jpg[/IMG][/QUOTE] Check your body groups. If the part that has flexes is listed with the body groups then you'll have this issue. Happened to me once or twice with a model to a friend.
[QUOTE=krigulv;46870384]well, everything you need is there. it seems like just the Blue channel is maybe 50% gray, or black? not sure. anyway, the Blue channels are normally all white, which is why there's so much blue in normal maps.[/QUOTE] Actually the blue channel does have some information, at least when baking with xNormal. It is possible tho to "rebuild" that blue channel in the shader, as long as you have the red and green channel intact. Thanks to this you can pack 2 more greyscale textures in your normal map (AO, height, roughness, etc...)
[QUOTE=krigulv;46870671]zbrush is for sculpting more organic things like people, creatures, and clothing. also, it's pretty expensive. blender is free, but it's more for base meshes and inorganic stuff. if you want to play around with sculpting, download Sculptris for free from the zbrush site.[/QUOTE] I want to make a model of this soldier [url]http://www.imfdb.org/wiki/File:MAOSS2E04_00.jpg[/url] which modeling program is going t help me more?oh and do u think marvelous designer is good?
[QUOTE=Itauske Roken;46872154]Check your body groups. If the part that has flexes is listed with the body groups then you'll have this issue. Happened to me once or twice with a model to a friend.[/QUOTE] thanks for giving direction, problem solved.
[t]http://i.imgur.com/EvZFy5E.png[/t] Not really planning to release it to Source. Since it's mainly a dummy that I recreated when I gave myself the task to remodel a program-generated model using images of it as reference. To remark more special about this, this is the second model I've created for long time and I'm still yet struggle to become a familiar with the Blender tool. Even if it's not fitted to model organics. Let's say it's bit of a study of non-human/humanoid anatomy and muscle study. But I'm myself happy with what I've got for now.
Nevermind, it's been resolved
I took an intro to 3DS max class last semester, and I pooped this out over break so I wouldn't forget everything. [video=youtube;KioUv818L4Q]http://www.youtube.com/watch?v=KioUv818L4Q[/video]
anyone knows what is that mean? i just worked on a model as i do usual and suddenly compiler doesn't want to finish his job ,_, [IMG]http://s21.postimg.org/5e3hkn6bb/image.jpg[/IMG]
Made my first PBR texture yay [t]http://i.imgur.com/mZ7mHKI.png[/t]
Chinese goat horse dragon thing. Still quite WIP. [img]http://puu.sh/ekq4Z.jpg[/img]
HEY GUYS: [url]https://forums.unrealengine.com/showthread.php?1929-Mirror-s-Edge-Fanart&p=203988&viewfull=1#post203988[/url]
So I spent the weekend learning Substance Designer. It's pretty damn sweet. I might have gone a bit overboard on the wear and weathering. It's also to the point of being to noisy in programs outside of Substance. Still a lot to learn but I feel like I've really grasped the basics! (also my graph is a bit nuts and I'm sure it could be toned down with further knowledge). Only bit of painter I used was to get the text on the back of the object to line up correctly. I used a stencil to paint on the mask for designer seeing as the back is nothing but UV splits. [t]http://s12.postimg.org/73ibitf2z/New3.png[/t] [t]http://s17.postimg.org/6lm47npel/new.png[/t] [t]http://s17.postimg.org/txa7wr3oe/new2.jpg[/t]
This is one reason I wish I'd be able to learn modelling myself, although I'd mostly be doing it for the Source engine as I do my mapping there. And I'm pretty sure such a level of detail is not possible in Source. It would be a great idea to start doing so, because my brother takes an awful long time to make models which he promised to do so. On the other hand, I shouldn't complain because the model he made so far looks alright compared to the fixture underneath the clock. [T]http://i.imgur.com/TNG4K3s.jpg[/T]
[IMG]http://i.xomf.com/lyfyh.jpg[/IMG]
[QUOTE=John117;46913374][IMG]http://i.xomf.com/lyfyh.jpg[/IMG][/QUOTE] when cra0kalo's tool comes out, you going to consider making stuff for Metal Gear Solid Ground Zeroes? :p
RIP Oh shit we're not dead wtf
[QUOTE=ZombieDawgs;46939508]RIP Oh shit we're not dead wtf[/QUOTE] The new post limit locks at 125 or more pages, all threads at or over that locked as soon as their post count increased because it's the act of making a post that triggers it, but this thread was under the limit, although not by much.
Does anyone know a hair or character that have the hair similiar to Daryl's from season 4 to 5?: [QUOTE][IMG]https://cmgajcradiotvtalk.files.wordpress.com/2014/10/daryl-season-5-ep-2.jpg[/IMG][/QUOTE] And also a shirt that looks like the one from the picture.
[QUOTE=trololguy;46940789]Does anyone know a hair or character that have the hair similiar to Daryl's from season 4 to 5?: And also a shirt that looks like the one from the picture.[/QUOTE] If I'm remembering correctly, I think there MIGHT be something in Vindictus for the hairs available to Kai (the ranger guy).
[QUOTE=Katra804;46940865]If I'm remembering correctly, I think there MIGHT be something in Vindictus for the hairs available to Kai (the ranger guy).[/QUOTE] Yeah there's atleast 3 hairs that are quite similiar, and one of these would require minimum editing to look like Daryl's, the problem is my internet is slow these days so will be a pain to download the game, sigh.
[QUOTE=trololguy;46940978]Yeah there's atleast 3 hairs that are quite similiar, and one of these would require minimum editing to look like Daryl's, the problem is my internet is slow these days so will be a pain to download the game, sigh.[/QUOTE] Believe me, it's honestly a bit easier to download the 9 GB of data for the game itself and extract the content manually than it is to upload the 14+ GB of data that ends up being extracted from the .HFS archives the game stores everything in.
[QUOTE=trololguy;46940789]Does anyone know a hair or character that have the hair similiar to Daryl's from season 4 to 5?[/QUOTE] i know i've seen a lot of custom hair models like that for skyrim and fallout 3/new vegas. you could look there.
[QUOTE=krigulv;46941507]i know i've seen a lot of custom hair models like that for skyrim and fallout 3/new vegas. you could look there.[/QUOTE] Most Skyrim/Fallout hairs that even remotely looks like this one are way too long.
Remade my bluntie sharpie in glorious PBR :v: [t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/bluntiev2render.PNG[/t] [del]Now to rig it for source.[/del] Or not since I need to fix some normals / text tracking needs to be fixed / new font.
Did a thing [IMG]https://dl.dropboxusercontent.com/u/37546036/RETURN_THE_SLAB_NoWaitTabletShit.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/37546036/RETURN_THE_wait.png[/IMG] Tablet buddies!
[t]https://dl.dropboxusercontent.com/u/16349584/3d%20models%202015/bluntie%20shot%2003.PNG[/t] Hopefully it looks a bit better. I wanted to make it a bit more interesting to look at so I added some imperfections to the roughness map for the darker plastic bits.
Working on a tank. [IMG]http://fc07.deviantart.net/fs70/i/2015/016/5/6/assault_gun_draft_by_khesm-d8e1vdo.jpg[/IMG]
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