• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
[QUOTE=Rusty100;36036693]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![/QUOTE] The reason they're spinning is because they're all trying to orient themselves to gravity, but because of the way the bones are set up, they affect the other bones enough to knock them off of [I]their[/I] attempts, and they're basically trying to kick the shit out of each other to get to where they want to go. And I'm a visual guy, too, so here's this: [img]http://dl.dropbox.com/u/7522717/Bandannajigglebonesetup.jpg[/img] Again, tan is intended direction, blue is what Source will read. Note the axes in my shitty bandanna. Those are the important bits.
[QUOTE=Haxxer;36038278]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.[/QUOTE] That's what I did, I just baked the normal map without having the middle smoothed out. I'll fix that in GIMP. I also need to work on my vertex weights. Is there like a cheatsheet with valve biped bones and their corresponding muscles? [img]http://puu.sh/vWff[/img] [img]http://puu.sh/vWgk[/img] [QUOTE=Haxxer;36038268]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.[/QUOTE] that's... huh.
[QUOTE=OpethRockr55;36038303]The reason they're spinning is because they're all trying to orient themselves to gravity, but because of the way the bones are set up, they affect the other bones enough to knock them off of [I]their[/I] attempts, and they're basically trying to kick the shit out of each other to get to where they want to go. And I'm a visual guy, too, so here's this: [img]http://dl.dropbox.com/u/7522717/Bandannajigglebonesetup.jpg[/img] Again, tan is intended direction, blue is what Source will read. Note the axes in my shitty bandanna. Those are the important bits.[/QUOTE] i can't seem to rotate them without the entire bone become mishapen and tiny
[QUOTE=Rusty100;36038468]i can't seem to rotate them without the entire bone become mishapen and tiny[/QUOTE] Oh, you have to unlink them if you want them to keep their shape. Source only needs the points, not the length of the bone. If you want to unlink it select all your jigglebones; click that button with the two boxes in the upper left, but with the link exploding gloriously between them; and then do your rotations. When you're done, use the one with the links to work back up the chain and to bip_head again. [t]http://www.lifemi.com/products/LSH/Artist/Art_max_impex_b2.jpg[/t]
Going to go to sleep. Don't feel like working on the leather jacket right now. But here's quick model I just sculpted. It's called a bugger. [img]http://puu.sh/vWF6[/img] Sweet dreams, don't let the buggers bite.
[QUOTE=OpethRockr55;36038579]Oh, you have to unlink them if you want them to keep their shape. Source only needs the points, not the length of the bone. If you want to unlink it select all your jigglebones; click that button with the two boxes in the upper left, but with the link exploding gloriously between them; and then do your rotations. When you're done, use the one with the links to work back up the chain and to bip_head again. [t]http://www.lifemi.com/products/LSH/Artist/Art_max_impex_b2.jpg[/t][/QUOTE] doesn't work for me at all, just breaks the bandana i give up, i got flexible ones working just fine or fine enough thanks anyway!
[QUOTE=Hentie;36038800]Going to go to sleep. Don't feel like working on the leather jacket right now. But here's quick model I just sculpted. It's called a bugger. [img]http://puu.sh/vWF6[/img] Sweet dreams, don't let the buggers bite.[/QUOTE] Goddamn I wish I knew how to model like this. I have no idea where to start.
WIP pistons/machinery [t]http://www.leet.cc/ame_midpistons_2.JPG[/t] Edit: wipwipwip update (High Poly) [t]http://www.leet.cc/ame_midpistons_3.JPG[/t]
I really wanted something to throw on the gmod 13 workshop so I did what I do best and made a top hat. [IMG]http://dl.dropbox.com/u/43356210/Modelphotos/MOTHER%20OF%20FUCKING%20GOD.png[/IMG] 526 tris and 9 minutes 20 seconds of actual modeling work. I may throw in some other classy items for a pack to make it seem less hallow.
Monocle and cane, go!
[QUOTE=- Livewire -;36066454]Monocle and cane, go![/QUOTE] Hell yea!!.... i mean indeed wot wot! Cheerio pip pip an all that!
That's a pretty [I]sharp[/I] design. [img]http://sae.tweek.us/static/images/emoticons/emot-rimshot.gif[/img]
[QUOTE=- Livewire -;36066454]Monocle and cane, go![/QUOTE] As you wish. [IMG]http://dl.dropbox.com/u/43356210/Modelphotos/cane.png[/IMG] The last two items are kind of up in the air, I am thinking possibly a cup of tea with a plate but the last thing is really up for suggestion.
low poly done, with normal map (took me 2h30 to bake a 2k normal map in Maya...) and AO [img]http://www.leet.cc/ame_midpistons_4.JPG[/img] now the fun part, texturing!
Two and a half hours for bakes? bad maya
yeah, but at least I get cleaner normal bakes in maya. I still bake my AO maps in Xnormal since Maya's is terribadly bad
[IMG]http://img88.imageshack.us/img88/8052/putoutfiresnshit.png[/IMG] Wippin Also it's my second model ever.
maybe i should start with something easier than a person. I'm struggling with vertices and welding them
If you can't weld verts then you will really struggle trying to model a person, I'd suggest constantly practicing with smaller props so you can learn how to use everything, then once you got that down move on to a beefy project.
a good prop for a beginner would be a fire hydrant, it's isn't hard but it isn't simple either, it can be a little bit tricky depending on what's your concept/reference
alright cool I'll do that
The brim of that top hat is a bit too thick, but it looks good otherwise.
If anyone here uses Maya, I'm getting a error which is 'polyExtrudeFacet works on polygonal surfaces', I'm trying to extrude the top of a cylinder like this person is doing on a tutorial I'm watching for a battery.
[QUOTE=LtKyle2;36108581]If anyone here uses Maya, I'm getting a error which is 'polyExtrudeFacet works on polygonal surfaces', I'm trying to extrude the top of a cylinder like this person is doing on a tutorial I'm watching for a battery.[/QUOTE] try using face mode?
Quick question for you guys just so I know I am on the right track. If I am correct phong masks (and specular maps) work by using a layer or vtf that is in black and white with the lighter spots appearing brighter, correct? So if I was going to make a phong map would I just take my texture, desaturated it then brighten or darken the parts that need it?
[QUOTE=confinedUser;36108659]try using face mode?[/QUOTE] I am.
[QUOTE=LtKyle2;36108581]If anyone here uses Maya, I'm getting a error which is 'polyExtrudeFacet works on polygonal surfaces', I'm trying to extrude the top of a cylinder like this person is doing on a tutorial I'm watching for a battery.[/QUOTE] [url]http://www.google.co.uk/search?sugexp=chrome,mod=3&sourceid=chrome&ie=UTF-8&q=polyExtrudeFacet+works+on+polygonal+surfaces[/url] [editline]28th May 2012[/editline] I don't mean to be a dick posting that, but it's not worth our time trying to help if you're not going to even attempt helping yourself.
[QUOTE=~ZOMG;36109746][url]http://www.google.co.uk/search?sugexp=chrome,mod=3&sourceid=chrome&ie=UTF-8&q=polyExtrudeFacet+works+on+polygonal+surfaces[/url] [editline]28th May 2012[/editline] I don't mean to be a dick posting that, but it's not worth our time trying to help if you're not going to even attempt helping yourself.[/QUOTE] I actually tried searching, but most of my results that came up were in Chinese or Japanese. The ones that did come up in english, only one person asked what happened and the guy who posted the problem went 'oh lol its fixed now nevermind'.
[QUOTE=Quinnjdq;36108818]Quick question for you guys just so I know I am on the right track. If I am correct phong masks (and specular maps) work by using a layer or vtf that is in black and white with the lighter spots appearing brighter, correct? So if I was going to make a phong map would I just take my texture, desaturated it then brighten or darken the parts that need it?[/QUOTE] Can I get a bit of help with this?
Yes, then put it in your normal map's alpha map and save it as 32 bits TGA, then convert it into a VTF with VTFEdit.
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