[IMG]http://horobox.co.uk/u/Haxxer_1389765613.jpg[/IMG]
I'm having these normal edge problems. The model has just one smoothing group and the normal map texture has nothing like this on it, so why the hell does this pop up like this?
unmerged vertices?
[QUOTE=Haxxer;43542030][IMG]http://horobox.co.uk/u/Haxxer_1389765613.jpg[/IMG]
I'm having these normal edge problems. The model has just one smoothing group and the normal map texture has nothing like this on it, so why the hell does this pop up like this?[/QUOTE]
3ds Max does that with normal maps, it's not going to happen in whatever engine you plan to put it in.
[IMG]http://i.xomf.com/wkdpr.jpg[/IMG]
Hi guys
New modeller here, was wondering what you guys think would be good to try and make for a first item?
Also if any of you guys are willing may I add any of you on Steam if I run into troubles?
Cheers!
Try modelling this:
[url]http://www.creativeuncut.com/gallery-27/bao-joker-bomb-detonator.html[/url]
I will release a video later today showing how to model it.
[QUOTE=simkas;43543712]3ds Max does that with normal maps, it's not going to happen in whatever engine you plan to put it in.[/QUOTE]
It's maya fyi, and i did put it into unity, problem still there
[QUOTE=Itauske Roken;43543304]unmerged vertices?[/QUOTE]
nope, can move the edges and verts without them splitting.
i solved it anyway, I rendered the normal map with the edge being on another smoothing group and it disappeared :P
thought i would give it a try because its not like ive got anything better to do!!
[img]https://dl.dropboxusercontent.com/u/1157653/work/hs/3.jpg[/img]
[sp]lens flaaaaaaaaare[/sp]
woo! guys! I got back from an interview at Vicious Cycle. I got the job!! I'll be helping by converting one of their games over to 3DS. Model optimization, woo! i'll take it.
[QUOTE=surfur;43550578]woo! guys! I got back from an interview at Vicious Cycle. I got the job!! I'll be helping by converting one of their games over to 3DS. Model optimization, woo! i'll take it.[/QUOTE]
Congratulations!! That's pretty awesome man!
[t]http://cloud-2.steampowered.com/ugc/486687790770433344/D69DFFF679A5561121C6762732B84957E44D2F8A/[/t]
I think this is a [i]cool[/i] model
[IMG]http://i.xomf.com/bkfdm.jpg[/IMG]
Part 13 and 14 of my 3D tutorial series are up:
[url]https://www.youtube.com/watch?v=a1PRjMyfWbg[/url]
[url]https://www.youtube.com/watch?v=3aeWoBQHUzE[/url]
[QUOTE=John117;43558722][IMG]http://i.xomf.com/bkfdm.jpg[/IMG]
[/QUOTE]
it isnt getting any less horrifying
Workin on a door
[img]https://dl.dropboxusercontent.com/u/21161113/mapping/airlock_2.JPG[/img]
Did the AO bakes with a floor last night, doing them without today. [URL="https://dl.dropboxusercontent.com/u/21161113/mapping/airlock_ao.jpg"]It produced a beautiful gradient[/URL], but it isn't very useful when you factor in all the moving parts so I'm going to need to do a less restrictive map.
You should experiment with high poly to normal map baking, Lt. C
guys, remember Blackgold?
[t]http://files.1337upload.net/screenshot000_1.jpg[/t]
added more details to the crane (lots of rivets, signs and handrails)
I really like your pretty comprehensive tutorials for 3ds Max, John117.
I started the game development school last year, and they indeed teach 3ds Max there... Still, I'm badly hooked to the modeling tools and shortcuts of Blender though.
At the moment I'll model in Blender and use Max for smoothing groups, baking and probably unwrapping UVs as well... even though I love Blender's powerful and easy UV tools. :P
[QUOTE=latuska90;43574727]I really like your pretty comprehensive tutorials for 3ds Max, John117.
I started the game development school last year, and they indeed teach 3ds Max there... Still, I'm badly hooked to the modeling tools and shortcuts of Blender though.
At the moment I'll model in Blender and use Max for smoothing groups, baking and probably unwrapping UVs as well... even though I love Blender's powerful and easy UV tools. :P[/QUOTE]
you should check out Maya, a few friends found learning Maya easier than 3Ds Max when coming from Blender.
What am I doing with myself.
[t]https://dl.dropboxusercontent.com/u/16349584/shampoomodelcomplete.png[/t]
Part 15 and 16 of my 3D modeling series are up:
[url]https://www.youtube.com/watch?v=CpSAG85Rsk0[/url]
[url]https://www.youtube.com/watch?v=_1MsQRpcIVs[/url]
Also, free examples of topology:
[IMG]http://i.xomf.com/vnrsr.jpg[/IMG]
[url]http://filesmelt.com/dl/topology_examples.obj[/url]
[QUOTE=azgag;43575764]you should check out Maya, a few friends found learning Maya easier than 3Ds Max when coming from Blender.[/QUOTE]
Do you know which version of Maya is the most used currently? At least I've heard that 3ds Max 2012 is still the best over 2013 and 2014. Especially when I wanted to use Xoliul viewport shader in it. (;
[QUOTE=latuska90;43580298]Do you know which version of Maya is the most used currently? At least I've heard that 3ds Max 2012 is still the best over 2013 and 2014. Especially when I wanted to use Xoliul viewport shader in it. (;[/QUOTE]
2010 is probably the version you are looking for. Compared to the following versions it is actually optimized and compatible with the best plugins for game modelling out there. Anything after that might have some features like better native viewport shaders but they're not worth the horrible everything-else (from my personal experience they somehow managed to fuck up some basic things such as the UV Unwrapping modifier and it always locks up for 30 seconds trying to do anything with it).
[QUOTE=John117;43579791]Part 15 and 16 of my 3D modeling series are up:
[url]https://www.youtube.com/watch?v=CpSAG85Rsk0[/url]
[url]https://www.youtube.com/watch?v=_1MsQRpcIVs[/url]
Also, free examples of topology:
[IMG]http://i.xomf.com/vnrsr.jpg[/IMG]
[url]http://filesmelt.com/dl/topology_examples.obj[/url][/QUOTE]
Your tutorials are the bomb.
[QUOTE=A big fat ass;43569453]You should experiment with high poly to normal map baking, Lt. C[/QUOTE]
I anticipated your suggestion and am using parts of it for playing with, but I had already collapsed too many edges to do the whole thing. I'm going to do some bakes of some of the bits though, see how that works in conjunction with more traditional methods.
[t]https://dl.dropboxusercontent.com/u/21161113/random/hp_test.jpg[/t]
[QUOTE=latuska90;43580298]Do you know which version of Maya is the most used currently? At least I've heard that 3ds Max 2012 is still the best over 2013 and 2014. Especially when I wanted to use Xoliul viewport shader in it. (;[/QUOTE]
I started off on max and only touched maya a TINY bit when i was already into max. I can say that i much prefer max, but my opinion is biased as all fuck.
at Vicious Cycle they use Max, and only have a few seats of Maya (because the company in japan uses maya). at Redstorm, they had both, but all of the environment art team used Max. Max seems to be the industry go to.
[QUOTE=latuska90;43580298]Do you know which version of Maya is the most used currently? At least I've heard that 3ds Max 2012 is still the best over 2013 and 2014. Especially when I wanted to use Xoliul viewport shader in it. (;[/QUOTE]
I've been sticking with Maya 2013, a few friends in the industry are using either 2012 or 2013 atm
[QUOTE=surfur;43582861]
at Vicious Cycle they use Max, and only have a few seats of Maya (because the company in japan uses maya). at Redstorm, they had both, but all of the environment art team used Max. Max seems to be the industry go to.[/QUOTE]
It depends on the company, Valve's known for using Maya and recently Modo.
here, starting a google hangout, feel free to join! [url]https://plus.google.com/hangouts/_/7ecpjga89tthj7dlcq2ghjd86o?hl=en[/url]
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