• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[QUOTE=azgag;36016870]are you "plugin in" your image into a new material using Maya's material editor? png and jpeg are supported (Even psd are supported)[/QUOTE] "plugin in" no, but I'll try and figure that out right now.
[QUOTE=LtKyle2;36017073]"plugin in" no, but I'll try and figure that out right now.[/QUOTE] check the maya documentation on Hypershade, it shouldn't be too hard to figure out, let me know if you still need help
[QUOTE=azgag;36017337]check the maya documentation on Hypershade, it shouldn't be too hard to figure out, let me know if you still need help[/QUOTE] This is for the image plane, right? As in for making references?
[QUOTE=LtKyle2;36017503]This is for the image plane, right? As in for making references?[/QUOTE] Hypershade is where you create materials by plugin in different textures, then you apply your materials to w/e you want (image plane, sword blade, wall, etc...)
[QUOTE=azgag;36017909]Hypershade is where you create materials by plugin in different textures, then you apply your materials to w/e you want (image plane, sword blade, wall, etc...)[/QUOTE] For this guy it all seems very easy since he just selects a image and boom, image plane. [media]http://www.youtube.com/watch?v=8zqZrRqXbSA[/media]
oh wow, I've never heard/seen that feature. it works in maya 2011/12/13. are you in a 2D view?
ok so i've tried and tried and tried and failed many times to add cloth jiggle bones to a model who wants to do it for me and have my eternal praise :(
[QUOTE=Rusty100;36022123]ok so i've tried and tried and tried and failed many times to add cloth jiggle bones to a model who wants to do it for me and have my eternal praise :([/QUOTE] If you use Max, I can do it when I get back from work.
[QUOTE=A big fat ass;36017057] What are you using to model that? I'm tempted to say Sketchup.[/QUOTE] Sketchup was used to make the original body, yes. I've been doing detailing in blender. Photos are done in sketchup since the tower where I use blender is kind of a mess, since I preparing to upgrade the OS. Going to see if that solves some of the installation issues I've been having with autodesk programs.
[QUOTE=OpethRockr55;36023877]If you use Max, I can do it when I get back from work.[/QUOTE] I do, but I actually figured it out, ALMOST. I have the jiggle bones working perfectly, except they (bandana) is not attached to his head. in the ragdoll pose it looks perfect. in animation, the bandana remains in the air. how do i attach the roots to his head? [T]http://dl.dropbox.com/u/1482927/bandanaalmost.jpg[/T] how do attach to head
[QUOTE=Rusty100;36025476]I do, but I actually figured it out, ALMOST. I have the jiggle bones working perfectly, except they (bandana) is not attached to his head. in the ragdoll pose it looks perfect. in animation, the bandana remains in the air. how do i attach the roots to his head? [T]http://dl.dropbox.com/u/1482927/bandanaalmost.jpg[/T] how do attach to head[/QUOTE] There's an tool in the upper left corner that's like 2 boxes connected, it's titled "select and link", select both of the bandana root bones (the top ones), then click on that tool and drag to the head bone.
[QUOTE=simkas;36025847]There's an tool in the upper left corner that's like 2 boxes connected, it's titled "select and link", select both of the bandana root bones (the top ones), then click on that tool and drag to the head bone.[/QUOTE] i can't find the tool you mean edit nevermind!! thank you!
[QUOTE=Rusty100;36026035]i can't find the tool you mean[/QUOTE] (I just took the first "3ds max" image result from google) [img]http://www.lifemi.com/products/LSH/Artist/Art_max_impex_b2.jpg[/img] First one to the right of the undo/redo buttons
could you recommend any good settings for wavey cloth? so it kinda flows in the breeze. i have $jigglebone "jiggle1" { is_flexible { yaw_stiffness 10 yaw_damping 3 pitch_stiffness 10 pitch_damping 3 along_stiffness 100 along_damping 0 length 5 tip_mass 0 angle_constraint 60 } but it's a bit weird and i don't know what any of it means
[QUOTE=Rusty100;36026149]could you recommend any good settings for wavey cloth? so it kinda flows in the breeze. i have $jigglebone "jiggle1" { is_flexible { yaw_stiffness 10 yaw_damping 3 pitch_stiffness 10 pitch_damping 3 along_stiffness 100 along_damping 0 length 5 tip_mass 0 angle_constraint 60 } but it's a bit weird and i don't know what any of it means[/QUOTE] "is_flexible"s are more used for springy type things. "is_rigid" is affected by gravity and is what you'll want, I assume. I'd use "is_rigid" alone for multiple bones, like you have, but a combination of "is_rigid" and "has_base_spring" for just one bone. Example: [code]$jigglebone "jiggle1" { is_rigid { tip_mass 100 length 50 } }[/code] That'll be all you need to get started. Increased mass changes its inertia (how much it's affect by walking back and forth, etc.), and length changes how rapidly changes in motion are put into effect. Just mess with the values and see what happens. EDIT: Another quick note: how you have your bones aligned might cause problems with jigglebones. Because of how Max defines the orientation of bones, you have to do some rotational trickery to get them to work. The tan arrow is your intended direction, but the blue arrow is how Source will read the bone. [IMG]http://dl.dropbox.com/u/7522717/JigglebonesMax.jpg[/IMG] Make sure that your Z axis is pointing down the bone, and that the Y is pointing up, with the X pointing out from the right of those two, like above. You can check this by selecting the move tool, then changing your translation basis dropdown (the dropdown that says "View" up top) to Local, then selecting the bone. And just to be clear, this is only done on your jigglebones. Just so you know. DOUBLE EDIT: And you've probably tried rotating the bone and all the children went with it and it pissed you off. Well, go to Animation>Bone Tools... Then click on Bone Edit Mode at the top. Now you can rotate and do whatever to your bones without editing the children along with it.
[QUOTE=OpethRockr55;36026447]"is_flexible"s are more used for springy type things. "is_rigid" is affected by gravity and is what you'll want, I assume. I'd use "is_rigid" alone for multiple bones, like you have, but a combination of "is_rigid" and "has_base_spring" for just one bone. Example: [code]$jigglebone "jiggle1" { is_rigid { tip_mass 100 length 50 } }[/code] That'll be all you need to get started. Increased mass changes its inertia (how much it's affect by walking back and forth, etc.), and length changes how rapidly changes in motion are put into effect. Just mess with the values and see what happens. EDIT: Another quick note: how you have your bones aligned might cause problems with jigglebones. Because of how Max defines the orientation of bones, you have to do some rotational trickery to get them to work. The tan arrow is your intended direction, but the blue arrow is how Source will read the bone. [IMG]http://dl.dropbox.com/u/7522717/JigglebonesMax.jpg[/IMG] Make sure that your Z axis is pointing down the bone, and that the Y is pointing up, with the X pointing out from the right of those two, like above. You can check this by selecting the move tool, then changing your translation basis dropdown (the dropdown that says "View" up top) to Local, then selecting the bone. And just to be clear, this is only done on your jigglebones. Just so you know. DOUBLE EDIT: And you've probably tried rotating the bone and all the children went with it and it pissed you off. Well, go to Animation>Bone Tools... Then click on Bone Edit Mode at the top. Now you can rotate and do whatever to your bones without editing the children along with it.[/QUOTE] this seems to make it just spin around in vertical cirlces nonstop it looked better before (apart from it's gravity working in reverse)
Other than adding more mass, I don't know what else to tell you. I whipped a chain of four "is_rigid" jigglebones, set up like above, real fast as a proof-of-concept to show it works: [img]http://dl.dropbox.com/u/7522717/Robroflagtest.jpg[/img][img]http://dl.dropbox.com/u/7522717/JiggleboneVisual.jpg[/img]
[QUOTE=azgag;36020761]oh wow, I've never heard/seen that feature. it works in maya 2011/12/13. are you in a 2D view?[/QUOTE] I'm using Maya 2013, I tried importing through a 2D view and doesn't work, tried with 3D and still doesn't.
i don't really get the bone direction thing. so instead of the bone going straight down with his bandana, it should go straight above it?
[QUOTE=Rusty100;36033629]i don't really get the bone direction thing. so instead of the bone going straight down with his bandana, it should go straight above it?[/QUOTE] If you line up the axises completely perfect, it should poke out the right side, kinda like it is in that arrow. The important thing which way the axis is pointing. Really, as long as the Z-Axis of your bone is pointing down to the next bone or where you want to go, you should be all right (as long as the others follow that same orientation). In the HLMV picture, my bones are actually pointing in the direction of the red line. HLMV's colors for X, Y, Z and Max's are the same, too, so that might help you figure out what's going on.
How do you fix green normal maps so they're purple? Advice specifically catered to using Gimp would be great.
There's some amazing talent in this thread. Damn I wish I could model. Nexus_Elite was gracious enough to hack Ellis's Hat as a separate prop, Here's Shane's Police Hat from The Walking Dead. I still need to do some tweaks though. [img]http://i.cubeupload.com/aMooYo.jpg[/img]
so I needed to make my model a bit more low poly so that it would be usable in game. [img]http://puu.sh/vUhS[/img] looks like poop :( and then I baked normal maps onto it [img]http://puu.sh/vUr2[/img] ORGAAASSMMMMM no wonder people enjoy modelling so much, it's so satisfying when things just come out. [editline]20th May 2012[/editline] the flaps look like really long nipples
[QUOTE=OpethRockr55;36033793]If you line up the axises completely perfect, it should poke out the right side, kinda like it is in that arrow. The important thing which way the axis is pointing. Really, as long as the Z-Axis of your bone is pointing down to the next bone or where you want to go, you should be all right (as long as the others follow that same orientation). In the HLMV picture, my bones are actually pointing in the direction of the red line. HLMV's colors for X, Y, Z and Max's are the same, too, so that might help you figure out what's going on.[/QUOTE] I'm still pretty confused my bones are how they are in this picture [url]http://dl.dropbox.com/u/1482927/bandanaalmost.jpg[/url] and when set to rigid, they spin like a ferris wheel even when there's no movement. When it's flexible, they work fine, but they go in the wrong direction (blow forward when walking forward instead of blowing backward) how do i fix this? if i need to edit my bone direction can you like, draw on my pic the direction they should go? i'm pretty shit unless i see something visual to work with i really appreciate any help i can get!
[img]http://puu.sh/vV5t[/img] Does anyone know how I can determine how much phong intensity there should be for parts of the texture? Like for the shirt and skin, I don't want it to have any phong.
[QUOTE=Biaxailemperor;36002721][IMG]http://1.bp.blogspot.com/-4Fa9cTowRsc/T7Yw6OsuJhI/AAAAAAAAAos/3ZxygEQEF6k/s1600/revenant+MK+III+base.png[/IMG] Random exercise in modeling while I was at school. A pickup of the future or so to speak. I went for a retro-futuristic look, with the main body's lines inspired by the 60's muscle cars and their modern derivatives, while the flared wheelwells (incorporated to lower the center of gravity by widening the wheelbase) were inspired by the 40's and 50's. I'm wondering if I should continue this or scrap it. C&C welcome.[/QUOTE] Is that in Sketchup? You should move to real modeling applications if you want to keep doing vehicles, sketchup is an architectural CAD style program.
[QUOTE=Hentie;36037186][img]http://puu.sh/vV5t[/img] Does anyone know how I can determine how much phong intensity there should be for parts of the texture? Like for the shirt and skin, I don't want it to have any phong.[/QUOTE] Uh, The source engine uses a greyscale map with black being no phong/specular, and white being more. I think it's called a gloss map in max, but I'm not 100% on that.
[QUOTE=Hentie;36037186][img]http://puu.sh/vV5t[/img] Does anyone know how I can determine how much phong intensity there should be for parts of the texture? Like for the shirt and skin, I don't want it to have any phong.[/QUOTE] Souce uses the normal map's alpha channel as its specular map, which is controlled by phong. Add me on Steam and I can explain some more stuff.
Use this [url]http://www.modwiki.net/wiki/Start_a_Specular_map_with_a_Normal_map[/url] to make the specular map, then just brighten the areas you want to be shiny and darken the areas you don't want to be shiny. I do that all the time and it works really well.
Also I would not suggest having the seam in the middle of the shirt, I'd rather place them on the edges to the jacket.
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