• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
[QUOTE=ZombieDawgs;47371603]I was making a normalmap joke :v:[/QUOTE] Oops, I got totally wooshed, haha! Anyways, which do you think looks better?
[QUOTE=Master Chris;47367964]That looks absolutely fantastic, but damn dat filesize! How do you actually make something like that? Do you just hand draw a blob moving across the texture or did you use some sort of fluid simulation and bake it down?[/QUOTE] Well a "simulation" of sorts. My method was pretty unconventional. I actually remembered that one of the plugins I use for After Effects (Trapcode Particular 2) supports input for particle XYZ velocity from a layer. (And look who's talking, your Pontiac Grand Prix is making me drool, Chris!) [thumb]http://www.ocdevelopment.net/subdomains/devin/images/videos/rainmap_normalcleanup.png[/thumb] I baked out an object-space normal map from the model and did some cleanup so I could use the vectors to control particle direction and speed when I plugged it in. Then I just gave the particles a bit of turbulence and adjusted it to get close enough to the shape of rain streaks, made sure it was loopable and then composited it in with my existing normal map, albeit animated now. [thumb]http://www.ocdevelopment.net/subdomains/devin/images/videos/rainmap_particles.png[/thumb] [QUOTE=huntingrifle;47368857]I'm guessing you used a combination of material proxies that people would normally use on the Diffuse, and instead applied it to the normal map? EDIT: I realized you must've instead made multiple normal maps, each slightly shifted/changed from the previous one, imported them into VTF-Edit, then made it into an animated texture because the material proxies are all VMT related and wouldn't change the VTF file sizes.[/QUOTE] I wish I could do it that way, It would be much easier (and probably uglier), but as it stands the only thing that can come close that's within my realm of understanding is the VortWarp shader. I would need to warp the scrolling bump over the diffuse to compensate for the existing mapping because there's AO and a dirtmap I already painstakingly baked onto the model that I don't want to screw up. :v:
That's incredible, there's probably more efficient ways of doing it, but that's amazing. In terms of the material proxies, you could create a simple rain texture+normal map with a transparent background that's animated to simulate sliding (using the same method you did previously), the create multiple texture scrolling and transforming as the rain texture is playing the "sliding" animation. On top of that, you could use the proxies to flip and rotate the texture so that it seems like it's not just going one way every time it's drawn. It'd probably take more work that what you've done now, but it should be more efficient in terms of file size.
[QUOTE=huntingrifle;47371837]That's incredible, there's probably more efficient ways of doing it, but that's amazing. In terms of the material proxies, you could create a simple rain texture+normal map with a transparent background that's animated to simulate sliding (using the same method you did previously), the create multiple texture scrolling and transforming as the rain texture is playing the "sliding" animation. It'd probably take more work that what you've done now, but it should be more efficient in terms of file size.[/QUOTE] I could try that, but proxies are my weak spot (provided half of them aren't broken or depricated in some way), plus I would have absolutely no idea how to mask each of the scrolling layers onto different areas of the UV space. More bitmaps maybe? It would probably still be too expensive, I think. I can normally fit the whole car, model and textures, under 2mb in size. [I](This model is just one of many I'm making for a vehicle prop pack. Shhhhhh...)[/I] But yeah, It's a shame we even have to consider all these workarounds just because we're using Source. It's like trying to spray air freshener on the rotting corpse at your family reunion.
Hopefully Source 2 comes out with better texturing parameters and compression methods (hopefully lossless, too). Speaking of which, anyone know anything regarding how Source 2 will work regarding modeling and texturing features?
[QUOTE=huntingrifle;47371925]Hopefully Source 2 comes out with better texturing parameters and compression methods (hopefully lossless, too). Speaking of which, anyone know anything regarding how Source 2 will work regarding modeling and texturing features?[/QUOTE] hopefully drag-n-drop your assets in the engine without having to write text files and compile those assets. just like UDK and UE4
[QUOTE=azgag;47373845]hopefully drag-n-drop your assets in the engine without having to write text files and compile those assets. just like UDK and UE4[/QUOTE] If it's the same as the alpha tools for dota, you just import an fbx, obj, textures and it compiles / converts everything in the background.
simple lada and other vehicles [IMG]https://www.dropbox.com/s/da6xeb16eua7ix6/gm_flatgrass0034.jpg[/IMG]
[QUOTE=TFA;47371714]Oops, I got totally wooshed, haha! Anyways, which do you think looks better?[/QUOTE] Looks better man. Not an expert of pie or anything but it looks better than the original.
I spent the day learning how to get models with bones into source. My next milestone is to figure out vertex animation so I can make faces. [t]http://i.imgur.com/MnT8onW.png[/t]
Help guys! I got this "colors" on baking AO from high poly. Why is this happening? [url=http://i.imgur.com/49AOWrl.png][img]http://i.imgur.com/49AOWrll.png[/img][/url]
Straightforward question here, and when I have some progress I'll share it. I'm working on some assets for my game in unity, and I don't quite have a grasp on good UV mapping practices. I have this castle tower here, and I want to use the same UV space for all of these struts. [t]http://i.gyazo.com/207a83a7cd890f1165c6f88cccd8f643.png[/t] What would be the best way to do this?
[QUOTE=Long Nange;47380317]Help guys! I got this "colors" on baking AO from high poly. Why is this happening? [url=http://i.imgur.com/49AOWrl.png][img]http://i.imgur.com/49AOWrll.png[/img][/url][/QUOTE] Post your render settings/the settings you change when you make the render.
[QUOTE=Rush_Freak;47366750] I wonder why nobody has tried using animated bumpmaps to fake rain on a prop before? Oh.[/QUOTE] Try using a noise proxy. Not as nice, but if you play with it long enough, it can give you something decent. The main issue is getting the flow direction right. Source actually has a flow map, but I think it can be only used for terrain sadly. Otherwise you could repurpose it. (dota definitely has flow maps for instance)
[QUOTE=TheGoodDoctorF;47380944]Straightforward question here, and when I have some progress I'll share it. I'm working on some assets for my game in unity, and I don't quite have a grasp on good UV mapping practices. I have this castle tower here, and I want to use the same UV space for all of these struts. [t]http://i.gyazo.com/207a83a7cd890f1165c6f88cccd8f643.png[/t] What would be the best way to do this?[/QUOTE] Extract one of them and delete the others, UV it, place the pivot point in the middle and rotate to the place where the other towers are.
[t]http://puu.sh/gN33k.jpg[/t][t]http://puu.sh/gMYQS.jpg[/t] [t]http://puu.sh/gMYOA.jpg[/t][t]http://puu.sh/gMYLA.jpg[/t] balls
[t]http://i.imgur.com/pKPDyvy.png[/t] Going for my first fully modelled and textured character model, still major WIP. How do you guys usually do things like scratchwork and edgewear? I've just been manually painting it on so far. Looking to avoid DDO in order to practice techniques more.
[QUOTE=someguyihate;47384506][t]http://i.imgur.com/pKPDyvy.png[/t] Going for my first fully modelled and textured character model, still major WIP. How do you guys usually do things like scratchwork and edgewear? I've just been manually painting it on so far. Looking to avoid DDO in order to practice techniques more.[/QUOTE] Kinda reminds me of the combine guards from the hl2 beta.
[QUOTE=Snood_1990;47381067]Post your render settings/the settings you change when you make the render.[/QUOTE] here it is [url=http://i.imgur.com/DqbbiWB.png][img]http://i.imgur.com/DqbbiWBl.png[/img][/url]
[QUOTE=Long Nange;47384803]here it is [URL="http://i.imgur.com/DqbbiWB.png"][IMG]http://i.imgur.com/DqbbiWBl.png[/IMG][/URL][/QUOTE] You'll get way better results if you use the mental ray renderer. [IMG]http://puu.sh/gNSba/f682a260ad.png[/IMG] These are my settings. Increasing the samples gives you a higher quality result, but it will increase render times. Also what you see on the render window when its finished won't be the true representative of what the end result is, so look to the .tga or whatever format you're rendering to to see the proper results. Also don't forget to make the element background black or else you'll get a big white mess.
[QUOTE=Snood_1990;47387029]You'll get way better results if you use the mental ray renderer. [IMG]http://puu.sh/gNSba/f682a260ad.png[/IMG] These are my settings. Increasing the samples gives you a higher quality result, but it will increase render times. Also what you see on the render window when its finished won't be the true representative of what the end result is, so look to the .tga or whatever format you're rendering to to see the proper results. Also don't forget to make the element background black or else you'll get a big white mess.[/QUOTE] i realized what was the problem. i had some light sources in my scene with those colors lol
[IMG]http://orig06.deviantart.net/550f/f/2015/083/7/5/zil_119_yunost__youth__by_renakryik-d8n0kdo.jpg[/IMG] I don't think anyone's ever modeled any of this model of vehicle before
[QUOTE=Long Nange;47388129]i realized what was the problem. i had some light sources in my scene with those colors lol[/QUOTE] you'll get better results from xNormal too - I don't use max, but the maya mental ray AO hasn't got anything on xNormal it's an extra step in the pipeline but the results are worth the slight annoyance of switching between programs and extra time consumption
[QUOTE=RenaFox;47389696]I don't think anyone's ever modeled any of this model of vehicle before[/QUOTE] I'm so sure I've seen this vehicle before, it looks like a soviet era tour bus, is it a ZiL 118K?
[QUOTE=Master Chris;47392069]I'm so sure I've seen this vehicle before, it looks like a soviet era tour bus, is it a ZiL 118K?[/QUOTE] ZIL 119 Yunost
very cool :D
[QUOTE=RenaFox;47392757]ZIL 119 Yunost[/QUOTE] Damn, so close. Still it's really cool to be modelling something very rare and unusual, has it been difficult to get reference images? Seeing this has made me think more about what my next vehicle modelling project will be after the Pontiac is finished and I [I]finally[/I] finish my Dodge Charger's interior. I really want to do an american semi-truck and a selection of trailers to replace the Left 4 Dead trucks and trailers in my vehicle pack. I feel there are entirely not enough decent trucks available for Gmod that can actually haul a range of different loads but that's a different story. The thing is that I can't decide whether to model a Mack RS-700 series truck, basically a high definition version of the existing Left 4 Dead longnose truck and the star of Convoy: [img_thumb]https://c2.staticflickr.com/8/7002/6482774687_01685bccfc_z.jpg[/img_thumb] Or a Dodge Bighorn which is kind of a caricatured version of the Mack on steriods: [img_thumb]https://farm5.staticflickr.com/4053/4429486329_7199332392_o.jpg[/img_thumb] I really like both of them but I feel that the Dodge is much more unique and rare which makes me want to do it more than the Mack but it could be a potential pain in the ass to get enough reference pictures, i've not managed to find any blueprints for it either but there are ones for the Mack.
Whats the best way to make this bend in the metal? [t]http://i.imgur.com/V8RCch9.png[/t]
[QUOTE=Shirky;47394380]Whats the best way to make this bend in the metal? [t]http://i.imgur.com/V8RCch9.png[/t][/QUOTE] Bend modifier and extrude, could use splines but it won't look as good.
If I was creating it from scratch, I'd just create a torus primitive and go from there
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