• The "Model/Skin" Pimpage/WIP Thread V7
    5,003 replies, posted
my ugly version of mp5 [URL=http://imgur.com/PQeQ3FX][IMG]http://i.imgur.com/PQeQ3FX.jpg[/IMG][/URL]
making some more oilrig props, here's a drill bit (obviously still heavy WIP) [img]http://files.1337upload.net/drill_bit02.png[/img]
You have some heavy pinching on the top of that drill
What is supposed to be so good about Headus' UVLayout program? I'm looking at pictures of it and I don't really see what it so special about it compared to 3DS Max's UV modifiers.
[QUOTE=A big fat ass;41866161]What is supposed to be so good about Headus' UVLayout program? I'm looking at pictures of it and I don't really see what it so special about it compared to 3DS Max's UV modifiers.[/QUOTE] Efficiency. You mouse over a wire you want to split, hit C, it sets up that edge for a UV seam, and you just hit enter to finalize. If you want it back, just hit W and reflatten the island. Super simple. Being to see your object's UVs split in 3D space is really neat, too, as does how well something holds a 1:1 texel ratio very plainly or cleanly. I think I UV'd [URL=http://wiki.teamfortress.com/wiki/Huo-Long_Heater]this[/URL] in about 15-25 minutes, but that's having lots of experience with Headus.
[QUOTE=OpethRockr55;41866480]Efficiency. You mouse over a wire you want to split, hit C, it sets up that edge for a UV seam, and you just hit enter to finalize. If you want it back, just hit W and reflatten the island. Super simple. Being to see your object's UVs split in 3D space is really neat, too, as does how well something holds a 1:1 texel ratio very plainly or cleanly. I think I UV'd [URL=http://wiki.teamfortress.com/wiki/Huo-Long_Heater]this[/URL] in about 15-25 minutes, but that's having lots of experience with Headus.[/QUOTE] Do you work at Square Enix?
they outsource promo tf2 items afaik [QUOTE=kaine123;41863959]Juniez, why is it I'll be making something and I post it and feel satisfied at the work I did, and then you go and post and blow all of that out of the water.[/QUOTE] it looks visually complex and all but in reality it's all a bunch of small, simple shapes - the visual interest mainly comes from just how much stuff there is it's nothing compared to things like [QUOTE=azgag;41865116]making some more oilrig props, here's a drill bit (obviously still heavy WIP) [img]http://files.1337upload.net/drill_bit02.png[/img][/QUOTE] this tho [QUOTE=Civil;41861986]Some other guy from hl2 enhancement mod made a gravity gun.[/QUOTE] besides the initial motivation / idea, i've got very little to do with that mod
[QUOTE=ZombieDawgs;41865768]You have some heavy pinching on the top of that drill[/QUOTE] like I said, it was heavily WIP. It took me an hour just to get a base shape that had a good enough topology to make a high poly from; it only has a few edge loops to control to smoothness. the cones are supposed to have teeth like in this reference pic: [t]http://files.1337upload.net/tricone_bits_for_water_well_and_oil_well_drilling.jpg[/t] I still have maybe an hour of work needed to finish the high-poly.
[QUOTE=Rinfect;41867613]Anyone know any good modeling tutorials for 3dsmax 12?[/QUOTE] They might be a bit outdated and hard to find, but racer445 had some good tutorials.
[QUOTE=A big fat ass;41861685]I thought you already made a gravity gun? Or am I thinking of something else?[/QUOTE] That was me, lad. [img]http://imageshack.us/a/img854/7116/3hme.jpg[/img] A fictional sniper rifle.
Anyone know where maxofs2d released that consistent hands model source? I want to try making a custom swep, but I'm not too sure on how to get it into source. I can make animations and stuff, but I need to learn how to place it correctly for a v_model. If no one has any idea, could they perhaps give me a source model I could look at to figure it out?
[URL="http://source.maxofs2d.net/index.php?dir=gmod%2F"]Here[/URL] [sp]It may or may not contain baguettes[/sp] [editline]Wow amazing[/editline] I also made Flashlight to practice smoothing'n'shit [URL]http://p3d.in/KWfhu[/URL]
Here's the finished bear trap. Now to animate it. [IMG]http://i.imgur.com/HvX8hRe.jpg[/IMG]
Maybe you should rust up the ends a bit, and even add flecks of dried blood maybe evidence it's been used before. It needs more contrast.
[QUOTE=kaine123;41872803]Maybe you should rust up the ends a bit, and even add flecks of dried blood maybe evidence it's been used before. It needs more contrast.[/QUOTE] have several skins so people can have both clean and dirty versions of the model
[QUOTE=azgag;41873171]have several skins so people can have both clean and dirty versions of the model[/QUOTE] Texture is 1024 atm. For the W_model I'll have skins.
[t]https://dl.dropboxusercontent.com/u/16349584/attackontitan.png[/t] So um, anybody got any idea's as to why skinned objects to bones expand in size on export?
[QUOTE=Stiffy360;41872545]Here's the finished bear trap. Now to animate it. [IMG]http://i.imgur.com/HvX8hRe.jpg[/IMG][/QUOTE] You could always have just ported the bear trap from Fallout 3 and used those animations
[QUOTE=SimplePlanz69;41873930]You could always have just ported the bear trap from Fallout 3 and used those animations[/QUOTE] Not quite how video game assets work. [editline]17th August 2013[/editline] Or art in general.
[QUOTE=SimplePlanz69;41873930]You could always have just ported the bear trap from Fallout 3 and used those animations[/QUOTE] That would defeat the purpose of making a model. Besides, I don't even have fallout 3.
[QUOTE=nomad1;41873786][t]https://dl.dropboxusercontent.com/u/16349584/attackontitan.png[/t] So um, anybody got any idea's as to why skinned objects to bones expand in size on export?[/QUOTE] They shouldn't. Make sure your QC either doesn't have $scale at all, or that it's '$scale 1'. I would also use reset xform on the model before you export/assign a skin modifier to it just to be safe. [editline]18th August 2013[/editline] [QUOTE=Rinfect;41867613]Anyone know any good modeling tutorials for 3dsmax 12?[/QUOTE] I went through my bookmarks and found a bunch of links. I don't think I've ended up using them all, but I bookmarked them for a reason. I don't have any organic modeling links off-hand if that's what you're interested in [url=http://vimeo.com/7430823]3ds Max 2010 High Poly Modeling - Lesson 1 on Vimeo[/url] [url=http://vimeo.com/10941211]Hard Surface Essentials[/url] [url=http://www.polycount.com/forum/showthread.php?t=100984][TUTORIAL] Weapon creation (M37 Ithaca[/url] I think this one was linked in this thread a few pages back, it looks very good and thorough I also really like [url=http://www.chrisholden.net/tutor/tutors.htm]Chris Holden's[/url] tutorials, although they're more for game assets and usually require some knowledge of how to model beforehand.
So, uh, yea. A little test turned into a full blown project. The body was done in zBrush while everything else was done in Max. I'm turning this into a project where I will learn TopoGun for the retoplogizing [t]https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/1167347_573503446040250_1919455407_o.jpg[/t] [t]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/966052_573503442706917_1764800812_o.jpg[/t] [t]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn2/966052_573503449373583_842088654_o.jpg[/t]
[QUOTE=A big fat ass;41875033]They shouldn't. Make sure your QC either doesn't have $scale at all, or that it's '$scale 1'. I would also use reset xform on the model before you export/assign a skin modifier to it just to be safe.[/QUOTE] I tried both and nothing worked. Someone mentioned something about exporting as fbx and re importing but then the entire mesh disappears for some odd reason. I'll try fbx again to see if it will work now. Edit: Okay that did not work. So I did a new simple model and quickly rigged some stuff onto it. The cylinders did not change height from the static one. Am I able to salvage my model because I would really really hate to remodel it.
Does anyone have a working importer/exporter for .smds? Every where I look the links are either dead or useless. [editline]18th August 2013[/editline] Maya 2011
[QUOTE=ZombieDawgs;41878640]Does anyone have a working importer/exporter for .smds? Every where I look the links are either dead or useless. [editline]18th August 2013[/editline] Maya 2011[/QUOTE] didn't the link I sent you work? ([url]http://www.northcapestudios.com/blog/?p=45[/url]) I'm still using that and it's still working in Maya 2013 and 2014
So it looks like the model is unusable. I remembered I had a backup before I unwrapped the models so I'll be using that. Already I did a test rig and have had promising results. I just need to now focus on getting bones to line up with the mesh that they are rigged to. Would that involve just setting a root bone at 0, 0, 0?
[b]M3 Fighting Knife W.I.P.[/b] ([url=http://sketchfab.com/m5lje1dc0]click to view in 3D[/url]) [url=http://sketchfab.com/m5lje1dc0][img]http://sketchfab.com/urls/b4fe82416cea4a00a4c15533feff189d/1376850481/thumbnail_448.png[/img][/url] Criticism would be appreciated.
[QUOTE=kaine123;41883671][b]M3 Fighting Knife W.I.P.[/b] ([url=http://sketchfab.com/m5lje1dc0]click to view in 3D[/url]) [url=http://sketchfab.com/m5lje1dc0][img]http://sketchfab.com/urls/b4fe82416cea4a00a4c15533feff189d/1376850481/thumbnail_448.png[/img][/url] Criticism would be appreciated.[/QUOTE] The material definition looks a bit off imo. This tutorial's related to marmoset but the tips can be transferred over to almost any renderer [url]http://www.marmoset.co/toolbag/learn/materials[/url] It's really useful and explains how to achieve basic material types using spec gloss diffuse and normal. Also racer has a really good hard surface texturing tutorial but currently the mirror is down [url]http://oesterkilde.dk/racer445.html[/url] hopefully it will be back later. One of the big things I learned from it is high frequency and low frequency detail(noisy stuff vs non noisy stuff) and how you should keep a balance between the 2 and have a places where the eyes can rest on low frequency detail stuff. props for the uptown community project [thumb]http://i.imgur.com/zn6AxiV.png?1[/thumb] [thumb]http://i.imgur.com/OfJy6Qx.png?1[/thumb] [media]http://www.youtube.com/watch?v=EEkpFOGAY2I[/media] time lapse for those interested
I love time lapses thank you! How do you record yours? I wouldn't mind trying my hand at one some day.
open broadcast software (obs) [url]http://obsproject.com/[/url] Someone mentioned it on the csgo thread and I fell in love with it, best recorder I've used (haven't used many though :v: ) You can livestream with it as well
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