Well that was very time consuming, but Topogun is my new favorite thing. I've never done human anatomy topology before so I probably fucked myself over when I go to rig it.
[img]http://img41.imageshack.us/img41/7815/5g9k.png[/img]
Have to UV it next but I'm not too worried about that. The next part after that is probably what's going to give me the most blind rage and fury - baking the normal maps. I can tell immediately that the cage won't be very fun and will require a ton of fixing in Photoshop merely because of the way the cloth was simulated. Then I have to do the high polys and sculpting for the things I didn't do in Marvelous Designer.
[editline]21st February 2014[/editline]
I am not sure if modeled buttons or baked-on buttons would be better. I would assume modeled, but this looks strange to me right now:
[img]http://img513.imageshack.us/img513/9281/t3k4.png[/img]
[QUOTE=A big fat ass;43996637]I am not sure if modeled buttons or baked-on buttons would be better. I would assume modeled, but this looks strange to me right now:
[IMG]http://img513.imageshack.us/img513/9281/t3k4.png[/IMG][/QUOTE]
Baked may be better, simply because the rigged button mesh may skew if it's located at a part of the body that might twist or bend. Correct me if I'm wrong though.
[QUOTE=Snood_1990;43996719]Baked may be better, simply because the rigged button mesh may skew if it's located at a part of the body that might twist or bend. Correct me if I'm wrong though.[/QUOTE]
Just make sure all the verts on the button are weighed the same and it should look fine.
[QUOTE=Senscith;43996931]Just make sure all the verts on the button are weighed the same and it should look fine.[/QUOTE]
If it's at a point where the torso moves the rigid buttons will clip surely?
Something about the material feels off - have you tried darkening the metal diffuse, slightly reducing the specularity of the "noise" on flat parts while pushing apart the entirety of the levels on the specular?
Not sure how the Cryengine shaders worked but is there some way you can give the specularity a blurred cubemap? I'm assuming the makarov has no finish and therefore could use it with the chrome-y look.
New cloth studies:
[IMG]http://i.imgur.com/D2LKoAz.jpg[/IMG]
[IMG]http://i.imgur.com/i35l8q2.jpg[/IMG]
I love that face model, can you smooth group it? actually looks pretty neat.
I'm getting these errors when I try to bake my normals in xNormal. A similar error happens in 3DS Max if it's baked there but xNormal's is a lot more prominent.
xNormal:
[img]http://img856.imageshack.us/img856/6796/qc0d.png[/img]
(I know about the cube pants and those lines shh)
Max:
[img]http://img543.imageshack.us/img543/4658/o1t9.png[/img]
UV, low poly and high poly look clean to me. I couldn't figure out how to view xNormal's cage but Max's looks fine.
[quote]
UV:[img]http://img809.imageshack.us/img809/6505/xzu7.png[/img] high:[img]http://img23.imageshack.us/img23/7448/f2uq.png[/img] cage:[img]http://img703.imageshack.us/img703/791/uzpu.png[/img]
[/quote]
[editline]22nd February 2014[/editline]
Oh I'm dumb, xNormal's doing ray casts and isn't using a cage. That will probably fix it.
[editline]22nd February 2014[/editline]
Nope that's not it
[editline]22nd February 2014[/editline]
Nope that was it nevermind
[editline]22nd February 2014[/editline]
God damnit maybe not. I exported the cage that Max was using and it fixed the error xNormal was giving, but now it's exporting like Max's error and I have to go find out what's causing that. grr
Overlapping UVs?
Couldn't you just make Xnormal's cage bigger and see if that fixes it?
[editline]22nd February 2014[/editline]
Also, nice nips
[QUOTE=A big fat ass;44009186]I'm getting these errors when I try to bake my normals in xNormal. A similar error happens in 3DS Max if it's baked there but xNormal's is a lot more prominent.
xNormal:
[img]http://img856.imageshack.us/img856/6796/qc0d.png[/img]
(I know about the cube pants and those lines shh)
Max:
[img]http://img543.imageshack.us/img543/4658/o1t9.png[/img]
UV, low poly and high poly look clean to me. I couldn't figure out how to view xNormal's cage but Max's looks fine.
[editline]22nd February 2014[/editline]
Oh I'm dumb, xNormal's doing ray casts and isn't using a cage. That will probably fix it.
[editline]22nd February 2014[/editline]
Nope that's not it
[editline]22nd February 2014[/editline]
Nope that was it nevermind
[editline]22nd February 2014[/editline]
God damnit maybe not. I exported the cage that Max was using and it fixed the error xNormal was giving, but now it's exporting like Max's error and I have to go find out what's causing that. grr[/QUOTE]
try exporting the 3ds max cage in it's own file in xNormal.
xNormal is probably recreating a cage instead of loading the one from 3dsMax
[t]https://dl.dropboxusercontent.com/u/10565588/3dhit/Dakar_10.png[/t]
[t]https://dl.dropboxusercontent.com/u/10565588/3dhit/Dakar_11.png[/t]
[t]https://dl.dropboxusercontent.com/u/10565588/3dhit/Dakar_12.png[/t]
yo
Are those based on a reference or are they your own designs?
[QUOTE=Juniez;44013699][img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-hp-2.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-hp-1.jpg[/img][/QUOTE]Show me the topology.
Holy fuck that rocks. Are you planning on doing the APC too?
Maschinengewehr 42 WIP:
No subdivision.
What do you think considering it's my first 3D model?
Positive and especially negative critics are welcome.
[URL=http://imgur.com/nIc28eY][IMG]http://i.imgur.com/nIc28eY.png[/IMG][/URL]
Working on an M249 SAW:
[img]https://dl.dropboxusercontent.com/u/49245273/screenshot001.png[/img]
Constructive crits are highly appreciated.
[QUOTE=A big fat ass;44009186]
[img]http://img856.imageshack.us/img856/6796/qc0d.png[/img]
[/QUOTE]
Use Xnormal's Ray distance calculator and copy the settings, that should fix the issue.
Juniez, sick work dude!
[QUOTE=Juniez;44013699][img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-hp-2.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-hp-1.jpg[/img][/QUOTE]
Out of curiosity, how close to the original is your model? Because it looks pretty flimsy :v:
[QUOTE=Juniez;44013699][img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-hp-2.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-hp-1.jpg[/img][/QUOTE]
Would you be able to do a closeup + wire of one of the weld points between two parts of the roll cage? Just curious as to what the topology looks like.
[QUOTE=kaine123;44013595]Are those based on a reference or are they your own designs?[/QUOTE]
It's based off the Dakar Rally truck.
[editline]23rd February 2014[/editline]
[QUOTE=Juniez;44013699][img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-hp-2.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/1157653/work/buggy-hp-1.jpg[/img][/QUOTE]
It's only just occurred to me but where the fuck is the engine?
[editline]23rd February 2014[/editline]
It's the same in HL2 as well..
[QUOTE=ZombieDawgs;44017450]It's only just occurred to me but where the fuck is the engine?[/QUOTE]
"Aliens" thats all i can say.. in the mean time this is where i get off.
[QUOTE=ZombieDawgs;44017450]
It's only just occurred to me but where the fuck is the engine?
[editline]23rd February 2014[/editline]
It's the same in HL2 as well..[/QUOTE]
The engine is in that small box underneath the cargo tray, behind the seat. It appears to be based on a classic Volkswagen Beetle in that it's rear-engine, rear-wheel drive.
Nothing too crazy today, just an info kiosk thing.
[t]https://dl.dropboxusercontent.com/u/21161113/mapping/desk_reception.jpg[/t]
[QUOTE=Torcharts;44017190]Use Xnormal's Ray distance calculator and copy the settings, that should fix the issue.
Juniez, sick work dude![/QUOTE]
Where's the ray distance calculator located?
[QUOTE=A big fat ass;44019097]Where's the ray distance calculator located?[/QUOTE]
[IMG]http://i.imgur.com/y0VHC7b.gif[/IMG]
[QUOTE=assassin21;44016215]Working on an M249 SAW:
[img]https://dl.dropboxusercontent.com/u/49245273/screenshot001.png[/img]
Constructive crits are highly appreciated.[/QUOTE]
The underhand rail's vertex normals smeared the bake and makes it look bent. Get some support edges on there or fix the cage so the rays shoot out parallel to the surface and it might look a lot better. You could also just copy paste the rail you've modeled out and drop that in, too.
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