[QUOTE=azgag;42947277]I would recommend baking in xNormal, it's really simple to set up and the bakes are pretty quick depending on your hardware. The other thing is that you shouldn't be cleaning your bakes in photoshop, you should fix the mesh instead, in case you need to rebake several times (so you don't have to re-clean your bake everytime you make a change). And if you're gonna bake a normal and AO map, you should try to smooth your edges on the high poly.[/QUOTE]
Fair suggestions all around. I think this was more of a proof of concept model then anything serious.
I got the ao to bake properly and also set the mat-id's to cut out cross baking so it's clean(er) now.
[t]https://dl.dropboxusercontent.com/u/21161113/random/normals_bake2.jpg[/t]
[IMG]http://puu.sh/5qsjh.jpg[/IMG]
New thingy I'm working on... anyone have any experience with fire and smoke in Blender?
Would anyone be interested in a baking and texturing contest/challenge? A high poly mesh would be provided (probably something small to start) and people would have to build a low poly mesh, UV it, bake and textured it (no dDo).
rate agree if you would be interested in this kind of small challenges.
[QUOTE=azgag;42954370]Would anyone be interested in a baking and texturing contest/challenge? A high poly mesh would be provided (probably something small to start) and people would have to build a low poly mesh, UV it, bake and textured it (no dDo).
rate agree if you would be interested in this kind of small challenges.[/QUOTE]
I'd personally be more interested in a larger contest involving all the processes (highpoly, lowpoly, texturing, and presentation) but for that I think we'd need to join forces with the digital art thread to get enough people. I'd also suggest to have the contest begin in January, because the 2Week mod started in December and people were busy with the holidays to get much done on it. I also hope this actually goes through, there's already been 2 contest suggestions in the past 5 or so months and neither of them went through.
also some content
wip possible dota weapon (concept also by hawf again)
[img]http://i.imgur.com/SJz9sUi.png?1[/img]
[t]https://dl.dropboxusercontent.com/u/21161113/random/alien_pendant.jpg[/t]
I don't know, alien/dwarven/steampunk/techno?
[IMG]http://i.imgur.com/2jhc10O.png[/IMG]
Just a quick blocking out, I'll move on to the high polygon version in a few hours.
Got the settings for that shader?
lol it's just clay mode in 3ds max
[editline]24th November 2013[/editline]
it's in the thing on the top left of the viewport or whatever
Keyshot is cool, I tested it on a shell from a larger project I'm working on.
[img]http://i.imgur.com/4TKvgcG.jpg?1[/img]
Whats a good way to view models with custom skins on them. Im doing some reskins for the first time in a few years for some SFM movies and I cant remember how to view my skins on the models.
Well if you have an obj of said model, I'd recommend [url=http://www.marmoset.co/toolbag]Marmoset Toolbag[/url] (also holy shit the price skyrocketed since I bought it).
If you don't have the obj or don't want to lost $130, just use Source's model viewer. You'll have to resave and compile the texture each time you want to view changes (or save right to VTF if you have a plugin), but it's the cheapest way.
[QUOTE=ColossalSoft;42971332]Well if you have an obj of said model, I'd recommend [url=http://www.marmoset.co/toolbag]Marmoset Toolbag[/url] (also holy shit the price skyrocketed since I bought it).
If you don't have the obj or don't want to lost $130, just use Source's model viewer. You'll have to resave and compile the texture each time you want to view changes (or save right to VTF if you have a plugin), but it's the cheapest way.[/QUOTE]
its $130 because it's a completely new version
[QUOTE=Juniez;42971372]its $130 because it's a completely new version[/QUOTE]
I noticed right after I posted.
[QUOTE=Juniez;42971372]its $130 because it's a completely new version[/QUOTE]
It also says you still have a brief window to purchase the old version, which is still very sufficient for basic material work, and I'd wouldn't recommend waiting for the newer version unless you're certain you can spring for the cash and need the new advanced features.
[url]http://www.marmoset.co/toolbag/store[/url]
aww yiss im wanna b geddin dis shit fer chrismbus or somethin mmmhh
Is it possible to import a skin in source filmmaker
Yes, more or less. Just replace the models materials with the skin and it should overwrite them. Otherwise you will most likely have to hex the model with the new skin, although frankly I've only logged 5 minutes in SFM so that mightn't be the case.
if i get myself an obj would i be able to add the skin in zbrush
[t]http://i.cubeupload.com/g5HQPG.jpg[/t]
Table
[QUOTE=kaine123;42969905]lol it's just clay mode in 3ds max
[editline]24th November 2013[/editline]
it's in the thing on the top left of the viewport or whatever[/QUOTE]
But Maya
Got into modelling because I realized how cool this FP section is
[IMG]http://filesmelt.com/dl/blender_2.jpg[/IMG]
My first model
A stone cup :v:
Antique Table
First time doing hardwood to this extent. Was a lot of fun! Learned some poly saving techniques for the cylinders.
[t]http://i.cubeupload.com/Xmi1uJ.jpg[/t]
[t]http://i.cubeupload.com/oLaYyE.jpg[/t]
[t]http://i.cubeupload.com/xG0Ul3.jpg[/t]
[QUOTE=surfur;42979388]Antique Table
First time doing hardwood to this extent. Was a lot of fun! Learned some poly saving techniques for the cylinders.
-images-[/QUOTE]
I bow down to your dedication, sir.
Could we get some wires?
[QUOTE=kaine123;42986834]Could we get some wires?[/QUOTE]
[t]http://i.cubeupload.com/M9SxZA.jpg[/t]
[t]http://i.cubeupload.com/2T2hnw.jpg[/t]
I propably could have cut down on the chamfers, but I really wanted it to be nice and smooth.
Not even sure if this would be the right place to post this, but me and some mates are having a problem when exporting a model with animations (a reference one) into Source in the smd format. I'm not very experienced with modeling, rigging, exporting and whatnot, but I can clearly see that the exporter is slapping a texture ontop of the CAT-rig we're using. Talked to alot of people and no one seems to have an answer to why it ends up like this;
[img]http://i.imgur.com/ywmBjDE.png[/img]
Sorry if this isnt the right place for this, but I didnt think this would need its own thread.
[QUOTE=ashton93;42988253]Not even sure if this would be the right place to post this, but me and some mates are having a problem when exporting a model with animations (a reference one) into Source in the smd format. I'm not very experienced with modeling, rigging, exporting and whatnot, but I can clearly see that the exporter is slapping a texture ontop of the CAT-rig we're using. Talked to alot of people and no one seems to have an answer to why it ends up like this;
-pic-
Sorry if this isnt the right place for this, but I didnt think this would need its own thread.[/QUOTE]
You need to hide the cat rig and leave the bones and mesh visible. If you're using wallworm, goodluck. I recommend using wunderboy's exporter for cat rig animations.
[img]http://i.imgur.com/hDKjcEK.jpg[/img]
[img]http://i.imgur.com/e2WzsRH.jpg[/img]
bigger res
[url]http://media.moddb.com/images/members/1/142/141681/rem3.jpg[/url]
[url]http://media.moddb.com/images/members/1/142/141681/rem1.jpg[/url]
Having some fun with shading the eyes. Still I have to figure out what shader to use in Unity to get similar results, or even better - in real-time. And here you can see my topology as well.
But, I hate this model already, since I'm working on with a new one, much better one... especially the size of eyes and stupid hair annoy me on this. I'm sorry. :D
[img_thumb]http://i.imgur.com/MsqkxDc.jpg[/img_thumb]
[IMG]http://puu.sh/5um1V.jpg[/IMG]
how 2 lighting in Blender, anyone have any tips? All I'm using is 1 sunlamp right now
[QUOTE=latuska90;42991153]Having some fun with shading the eyes. Still I have to figure out what shader to use in Unity to get similar results, or even better - in real-time. And here you can see my topology as well.
But, I hate this model already, since I'm working on with a new one, much better one... especially the size of eyes and stupid hair annoy me on this. I'm sorry. :D
[img_thumb]http://i.imgur.com/MsqkxDc.jpg[/img_thumb][/QUOTE]
With different hair she'd look a lot like Elizabeth from BioShock Infinite
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