[QUOTE=PLing;36423366]Modern engines can easily run that thing, textures take much more memory than polygons.[/QUOTE]
Modern engines can easily run models of 45,000 tris. That doesn't mean you can just through away polygons like that.
[QUOTE=~ZOMG;36427087]Modern engines can easily run models of 45,000 tris. That doesn't mean you can just through away polygons like that.[/QUOTE]
if it was a small model, I would agree, but since it's supposed to be pretty big using 32-sided cylinders is justified for that kind of scale
Ah, okay, I didn't really get a sense of scale from the model.
[editline]21st June 2012[/editline]
What size is it supposed to be then, roughly?
it will probably be taller than a player model
[QUOTE=Rusty100;36424152]is there a way to add an envmap to only one specific part of the material and have the rest of it just phong'd?[/QUOTE]
I guess you could make two different vmts for the same texture or something
saw millennia's shotgun tutorial and wanted to do something like it, but i really liked the kz-23 because it's super powerful and russian
[t]https://dl.dropbox.com/u/1157653/kz23_1.png[/t]
[img]https://dl.dropbox.com/u/1157653/kz23_2.png[/img]
[QUOTE=Rusty100;36424152]is there a way to add an envmap to only one specific part of the material and have the rest of it just phong'd?[/QUOTE]
It is possible, I have done exactly that on my extinguisher model. Here's the vmt:
[CODE]
"VertexLitGeneric"
{
"$basetexture" "models/Weapons/v_fire_extinguisher/extinguisher_sheet"
"$bumpmap" "models/Weapons/v_fire_extinguisher/extinguisher_normal"
"$envmap" "env_cubemap"
"$envmapsaturation" .5
"$model" 1
"$phong" "1"
"$phongexponent" "45"
"$phongboost" "2"
"$phongfresnelranges" "[.2 4 1]"
}
[/CODE]
The spec-map is stored in the alpha channel of the regular texture and the phong-map is stored in the alpha channel of the normal map.
For the spec-map:
white = very reflective
black = not reflective at all
For phong:
white = very phongy
black = not phongy
Pretty sure phong only comes from the normal alpha... having an alpha in the diffuse does nothing.
You need another map for the 'env_map', a "ref" map...
[CODE]"$envmap" "env_cubemap"
"$envmapmask" "models\weapons\v_models\<materialfolder>\reflection_ref"[/CODE]
[QUOTE=EBITUSA16;36433181]Pretty sure phong only comes from the normal alpha... having an alpha in the diffuse does nothing.
You need another map for the 'env_map', a "ref" map...
[CODE]"$envmap" "env_cubemap"
"$envmapmask" "models\weapons\v_models\<materialfolder>\reflection_ref"[/CODE][/QUOTE]
That's why the envmapmask is in the alpha of the diffuse. And with a normal map you have to put it into an alpha. As that disables external envmapmasks for some reason.
[quote]
$envmapmask will not work in model materials using [URL="https://developer.valvesoftware.com/wiki/$bumpmap"]$bumpmap[/URL]. See [URL="https://developer.valvesoftware.com/wiki/$envmapmask#Alternative_methods"]#Alternative_methods[/URL].
Rather than creating a whole new texture for a specular mask, you can embed one into the [URL="https://developer.valvesoftware.com/wiki/Alpha_channel"]alpha channel[/URL] of the [URL="https://developer.valvesoftware.com/wiki/$basetexture"]$basetexture[/URL] or [URL="https://developer.valvesoftware.com/wiki/$bumpmap"]$bumpmap[/URL]. Model materials with $bumpmap [B]must[/B] do this. Unfortunately, it [I]won't[/I] reduce memory usage.
If you do use these commands, transformations and other such parameters applied to $basetexture / $bumpmap will also apply to the specular mask.
$basealphaenvmapmask <[URL="https://developer.valvesoftware.com/wiki/Bool"]bool[/URL]> Use the alpha channel of [URL="https://developer.valvesoftware.com/wiki/$basetexture"]$basetexture[/URL] as the specular mask. [B][IMG]https://developer.valvesoftware.com/w/images/c/cc/Note.png[/IMG] Note:[/B]Alpha channels embedded in $basetexture work in reverse. Black areas are reflective, white areas are matte. This is because, say, a window texture's alpha mask would be mostly black to allow for transparency -- yet that black part of the mask would also be the most reflective part. To avoid having to duplicate a .VTF file simply to invert the alpha mask, you can use this VMT parameter instead.
[B][IMG]https://developer.valvesoftware.com/w/images/c/cc/Note.png[/IMG] Note:[/B]The alpha channel [I][B]isn't[/B][/I] inverted in the Source 2007 engine, at least for models.
[B]To do: [/B]Check if this is true for Source 2007 world materials not used on models. $normalmapalphaenvmapmask <bool> Use the alpha channel of [URL="https://developer.valvesoftware.com/wiki/$bumpmap"]$bumpmap[/URL] as the specular mask. $selfillum_envmapmask_alpha <bool> Use alpha channel of [URL="https://developer.valvesoftware.com/wiki/$selfillum"]$selfillum[/URL].
[/quote]
I'd still personally throw in the basetexturealphaenvmapmask command to be sure though.
[QUOTE=EBITUSA16;36433181]Pretty sure phong only comes from the normal alpha... having an alpha in the diffuse does nothing.
You need another map for the 'env_map', a "ref" map...
[CODE]"$envmap" "env_cubemap"
"$envmapmask" "models\weapons\v_models\<materialfolder>\reflection_ref"[/CODE][/QUOTE]
The vmt I just posted works exactly how I said it does. You don't need a ref map and you don't need basetexturealphaenvmapmask either.
Just finished baking AO and normals.
[img]http://img442.imageshack.us/img442/9383/ss20120622at034613.jpg[/img]
[img]http://img13.imageshack.us/img13/8919/ss20120622at034624.jpg[/img]
there's some weird shadows on the windows and on the part around the wheels, not sure if it's just the render or your normal map. did you smooth/hardened the edges correctly?
It's just marmoset I think, I used Xoliul shader and it looked much better, I'm not a fan of the lights in marmoset and these are just two quick screenshots to show progress.
Plus I always end up having to edit the AO/Normals at some stage even if I have a flawless bake, so I'll see what I can do when I'm texturing those areas, cheers!
Make it a universal cereal bus.
[img]http://cdn.iwastesomuchtime.com/September-25-2011-18-01-02-ScreenShot20110924at11.jpg[/img]
Didn't see a help thread so I'll stick my question here. Can someone tell me why my edges don't display correctly on this model? I'm working in 3ds Max 2012
[img_thumb]http://i46.tinypic.com/165rth.png[/img_thumb]
It only displays correctly when I'm in edge selection. I'm coming from XSI so I may have done something wrong in attaching edges/faces/points and not realize it.
This is my first model thats not a test of some kind,I tried to recreate the Asari cruiser in Mass Effect 3 since due to it being in a cutscene a model of it cant be ported.
[IMG]http://i1147.photobucket.com/albums/o559/cobminestrider17/AsariCruiser.png[/IMG]
[QUOTE=overwatch pvt;36452285]This is my first model thats not a test of some kind,I tried to recreate the Asari cruiser in Mass Effect 3 since due to it being in a cutscene a model of it cant be ported.
[IMG]http://i1147.photobucket.com/albums/o559/cobminestrider17/AsariCruiser.png[/IMG][/QUOTE]
Why every thing made by Asari have to remind of sexual organs?
Decided to model some stuff in the past 2 days:
[img]http://www.leet.cc/0knife2.png[/img]
[img]http://www.leet.cc/spray_paint.png[/img]
I'm a slow worker for only 2 models :c
Just kidding, I like how they turned out.
The knife looks pretty dull, but nice work nonetheless. :D
the top of the spraycan needs less scratches (unless it's meant to look quite damaged and dropped and stuff) and more spec/gloss on the metal parts, IMO.
Hey peeps,
I'm back as well. Made it through the application process on the uni I want to go to this year :D
So, next thing is an interview on Wednesday which is the last barrier to get over and get started with studying.
Started on a HK-G3-SG1 in the meantime:
[img]http://pac.gmod.de/Bilder/Models/HK_G3SG1/g3_23_06_2012.jpg[/img]
Trigger guard looks really thin, but as usual, your abilities make me feel vastly inferior.
[QUOTE=Juniez;36451804][t]http://media.moddb.com/images/members/1/96/95390/ks23-1.png[/t]
[t]http://media.moddb.com/images/members/1/96/95390/screenshot3.png[/t][/QUOTE]
Fucking love the ks-23, nice job.
Doing private model request for banned guy
[IMG]http://uppix.com/f-666d2598d3e4bc374fe642fe00104588.jpg[/IMG]
And before you ask:YES IT NATHAN FUCKING DRAKE :v:
[QUOTE=SuperCheater5;36460647]Doing private model request for banned guy
[IMG]http://uppix.com/f-666d2598d3e4bc374fe642fe00104588.jpg[/IMG]
And before you ask:YES IT NATHAN FUCKING DRAKE :v:[/QUOTE]
Is that Nathan drake?
[QUOTE=SuperCheater5;36460647]Doing private model request for banned guy
[IMG]http://uppix.com/f-666d2598d3e4bc374fe642fe00104588.jpg[/IMG]
And before you ask:YES IT NATHAN FUCKING DRAKE :v:[/QUOTE]
that looks like nathan drake
intentional?
[QUOTE=SuperCheater5;36460647]Doing private model request for banned guy
[IMG]http://uppix.com/f-666d2598d3e4bc374fe642fe00104588.jpg[/IMG]
And before you ask:YES IT NATHAN FUCKING DRAKE :v:[/QUOTE]
is it lara croft?
[QUOTE=SuperCheater5;36460647]Doing private model request for banned guy
[IMG]http://uppix.com/f-666d2598d3e4bc374fe642fe00104588.jpg[/IMG]
And before you ask:YES IT NATHAN FUCKING DRAKE :v:[/QUOTE]
I'm not seeing the resemblance at all... :tinfoil:
[QUOTE=SuperCheater5;36460647]Doing private model request for banned guy
[IMG]http://uppix.com/f-666d2598d3e4bc374fe642fe00104588.jpg[/IMG]
And before you ask:YES IT NATHAN FUCKING DRAKE :v:[/QUOTE]
[img_thumb]http://s3.garrysmod.org/img/dl/99919_1.jpg[/img_thumb]
you hacked that model together from the splinter cell conviction model.... that is clearly sam fisher
[QUOTE=RiceWarrior;36448566]Didn't see a help thread so I'll stick my question here. Can someone tell me why my edges don't display correctly on this model? I'm working in 3ds Max 2012
[img_thumb]http://i46.tinypic.com/165rth.png[/img_thumb]
It only displays correctly when I'm in edge selection. I'm coming from XSI so I may have done something wrong in attaching edges/faces/points and not realize it.[/QUOTE]
I'm not sure if this will help but if you have shadows and AO on try turning those off and only using shaded mode, and display edges, or mess around with the graphics settings, last thing is if your using max 2012 make sure you get the patches cause 2012 was so broken on release.
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