• Models / Skins Question Mega Thread
    283 replies, posted
I seriously want to get into modeling, preferably with Blender. I just downloaded the beta and I'm currently scouting for tutorials, any advice or links you pros might be willing to share with me?
[QUOTE=juhis815;27664405]Oh, the alpha channel. I'll have to look around it. Thanks for noting that out. And then I'll just have to look around a pre-made rig from SourceSDK? If I cannot make something out of this, then I'll submit the files for you if you can make something out of this, right?[/QUOTE] Unless you want it as a playermodel or NPC you can completely ignore the valve biped and make your very own bones.
Hi, anyone have ideas of what might be happening here? I'm importing google sketchup models to milkshape and it gets a tiled texture when i assign the vtf (Picture 1). If i make the model right on milkshape it doesn't happen (Picture 2). Picture 1: [URL=http://img262.imageshack.us/i/milkv.jpg/][IMG]http://img262.imageshack.us/img262/8922/milkv.th.jpg[/IMG][/URL] Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL] Picture 2: [URL=http://img209.imageshack.us/i/milk2.jpg/][IMG]http://img209.imageshack.us/img209/25/milk2.th.jpg[/IMG][/URL] Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL] Thanks in advance.
I just got 3DS Max 2009, and it has this weird thing where it makes every face 2-sided in the viewport and it's fucking annoying. How do I get rid of it? [img]http://gyazo.com/8a8542e74d5f66b046e6d02e47bf711f.png[/img] [editline]28th January 2011[/editline] I tried telling max to not use cached 3D meshes and it kind of works, but the black 2-sided faces flicker every few seconds (Customize >> Preferences >> Viewports >> Configure Driver, and uncheck "Use Cached D3XD Meshes")
Can someone point me in the right direction of which programs to use for Modeling and what tutorials to use? How difficult is it to Port models over to the source engine (Metro 2033 Models)
So I was able to fix everything the rig and all, but now for some reason no textures show up at all. Not even the checkered one. When I brin it up in the model veiwer, I see the model and all the animations work (other then some very odd weighting problems) but no texture. In garrys mod it is invisible. Any ideas/help? thanks
[QUOTE=cpukiller;27704070]Hi, anyone have ideas of what might be happening here? I'm importing google sketchup models to milkshape and it gets a tiled texture when i assign the vtf (Picture 1). If i make the model right on milkshape it doesn't happen (Picture 2). Picture 1: [URL=http://img262.imageshack.us/i/milkv.jpg/][img_thumb]http://img262.imageshack.us/img262/8922/milkv.th.jpg[/img_thumb][/URL] Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL] Picture 2: [URL=http://img209.imageshack.us/i/milk2.jpg/][img_thumb]http://img209.imageshack.us/img209/25/milk2.th.jpg[/img_thumb][/URL] Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL] Thanks in advance.[/QUOTE] Solved !!! Going to window and then texture coordinate editor, i sucessfuly align the texture well. thanks for any help.
-Snip- Fixed :D
I've recently tried skinning and Hexing a Custom model using SilverSpirit's hexing tutorial, I've followed the instruction throughly though whenever gmod try's to create the icon i get an engine error 'GCMDL Cache out of memory' or something like that... I've taken some shot's of the code, is there anything out of place? [IMG]http://i54.tinypic.com/ndao91.jpg[/IMG] [IMG]http://i54.tinypic.com/2vjdkaw.jpg[/IMG]
I would like to get into modeling but i need some help being pointed in the right direction, whats good for source and free and could you possibly link me some tutorials.
What is the best technique to create models with interior using 3ds max? Like spaceships with inside rooms or spacebuild props in general.
De-compiling HL2 citizen models, clean, unmodified copies from the .gcf. Re-compiling with no changes at all to either the .smds or .qc files. Yet the result seems poor. It will compile properly, there are no errors generated, yet it seems to lose some quality in the process. Several parts do not seem to bend properly or as smoothly as with the original, where joints move it is much sharper and uglier. Numerous times I have tried this, with multiple models and each time it occurs. What am I doing incorrectly? I can post some screenshots if required.
Okay so I Imported a refrence SMD into Blender saved it as a COLLADA and imported that into XSI and made animations for the crab synth. XSIs SMD import always screws up the weightmap data so I used blenders smd import. but blenders SMD export is broken so i did the animation in XSI anyway I finish my animations and compile the mdl and load it up in hlmv and this happens. [IMG]http://i264.photobucket.com/albums/ii179/aug440/animfup.png[/IMG] ive concluded that the XSI collada import changed the Z axis to up (Y up is default in XSI) is there any way to change it back in XSI on export to smd without loosing all my shit? WHAT THE FUCK DO I DO? :frown: EDIT redid the whole thing FIXED!
[QUOTE=Duuu;28524844]De-compiling HL2 citizen models, clean, unmodified copies from the .gcf. Re-compiling with no changes at all to either the .smds or .qc files. Yet the result seems poor. It will compile properly, there are no errors generated, yet it seems to lose some quality in the process. Several parts do not seem to bend properly or as smoothly as with the original, where joints move it is much sharper and uglier. Numerous times I have tried this, with multiple models and each time it occurs. What am I doing incorrectly? I can post some screenshots if required.[/QUOTE] Is anyone familiar with this at all? :(
I remember there being a qc command that placed a static bone in all the .smd's at compile time, this was handy because it kept custom collision models oriented on their visible counterparts. I can't recall which command it was will someone help me?
Quick question: Is it possible to copy/paste object coordinates (XYZ) in 3DS Max? If so, how? Lol. :P
Quick question x2 :P How to fix the model "dynamic lighting?", so the entire model would be lit evenly. Currently i have some parts darker, some more lighter. Reason for that is, i want to make room, but it looks ugly with all those shadows( and they change when i rotate model... ) Current model ingame: [url]http://img576.imageshack.us/img576/6066/2011031900001.jpg[/url] And in 3dsmax ( bit too dark, but even ): [url]http://img853.imageshack.us/img853/9928/testfw.png[/url] And litle reference to SB model that is lit evenly from inside: [url]http://img251.imageshack.us/img251/3646/2011031900002.jpg[/url]
okay, is there a way to duplicate a model, like I want to duplicate the hunter model, to make 2 hunters, because I want to reskin one and make it like an elite hunter but I also want it to have different sounds, but I want to original hunter to still have its original sounds, is there a way I can do that?
[QUOTE=stormtrooper106;28711540]okay, is there a way to duplicate a model, like I want to duplicate the hunter model, to make 2 hunters, because I want to reskin one and make it like an elite hunter but I also want it to have different sounds, but I want to original hunter to still have its original sounds, is there a way I can do that?[/QUOTE] It's called hexing. Search around, there plenty of tutorials on that. It's really easy, as simple as renaming a few things.
-snip- Noob mistake, had texture in wrong folder, don't mind this post.
Is it possible to apply an envmap to a decal? I'm sorry if this is the wrong place, but it seemed right.
Fucking Inverse Kinematics how does it work? [IMG]http://i264.photobucket.com/albums/ii179/aug440/HCsynthprog07.png[/IMG] I created this rig with IK for the limbs this is my first time using bones instead of nulls for animation in XSI (although ive used bones in 2 other programs) and whenever i start the first keyframe the IK breaks and im back to placing EVERY bone in place manually how do I fix?
I still have questions and this is a question thread, so I hereby revive this thread. How the fuck do I put in importer/exporter scripts into the newest Blender? Everybody says it's in a scripts folder, but there isn't one. The folder layout is all weird and I've tried making script folders and putting the .py files everywhere, but they won't show up in Blender.
You see I have this skin,[sp](Shotgunguy49's & Superaldo's Pyro, If you must know)[/sp]and it makes part of the Hardware Morph Pyro Invisible, so to fix this I used xvi32 to change change the texture the model uses, but doing but doing that made it unable to find any of the model's textures. I followed Silver Spirit's hexing tutorial to do that one tiny thing. Yes, I have acknowledged how incompetent I am.
[QUOTE=LV-04;30048357]You see I have this skin,[sp](Shotgunguy49's & Superaldo's Pyro, If you must know)[/sp]and it makes part of the Hardware Morph Pyro Invisible, so to fix this I used xvi32 to change change the texture the model uses, but doing but doing that made it unable to find any of the model's textures. I followed Silver Spirit's hexing tutorial to do that one tiny thing. Yes, I have acknowledged how incompetent I am.[/QUOTE] I haven't got the slightest idea how I did it but I fixed the problem. I think I just changed the folder the model used instead.
Ugh fuck I didn't even realise this thread existed. I've got a question, which I already made a thread for, but it doesn't hurt to ask here too; [url]http://www.facepunch.com/threads/1090436-Importing-WeightMap-onto-different-skeleton[/url] [quote]Currently I'm working on porting a model, and I've applied the valve.biped skeleton to it so I can give it animations and the like. Thing is, the weightmap it came with is naturally made to work with the original skeleton, and any attempts to just import it over the newly rigged model just gives me errors. The two skeletons are mostly similar, although I'm not sure if the heirachy is exactly the same. Is there any way to do this, or will I have to just import a weightmap from a valve.biped model and alter it to fit my needs? EDIT: Oh, and I'm using XSI Mod Tool 6 for all this, but if I'm required to use another program to do this I'm happy to. [/quote] I'm doing this for some Vampire: The Masquerade - Bloodlines models I'm attempting to port. Weighting is not something I'm all that capable at so if this is possible I'd love some help.
Just a quick question, does anyone know where on the TF2 Medic's textures are the straps that look like suspenders, and if they're even on the texture at all?
I've got a bit of a problem with alpha maps I need to make a plastic bag like object transparent, however all It does at the moment is that it either goes completely invisible or completely visible. I'm needing to use "$Alphatest" 1 to make it even work aswell, as with ordinary "$translucent" 1 it does this: [URL="http://imageshack.us/photo/my-images/838/bloodyhell.png/"][IMG]http://img838.imageshack.us/img838/4236/bloodyhell.png[/IMG][/URL] The bag is inside that box, and this is the only rendering error I've ever had, so I have no idea what to do with it. Anyone have any ideas? :frown:
$scale isn't affecting the collision model but it is the reference model. Why does this happen?
Well I am trying to model hack two models together, the only problem is that I don't know a way of joining two different models together smoothly. Is there anyway to create smooth joints between two different with different amounts of vertexes? I am working in 3dsMax 2010.
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