• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
Hope someone can make a crate prop that fits a sniper rifle (Standard) and some ammo).
[QUOTE=azgag;37728188]I spent a few hours on tweaking(LP mesh and/or cage), baking, tweaking, baking, tweaking, etc... and after you bake things, you kind of know how things should bake, like what to do to prevent wavy lines on cylindrical shapes etc...[/QUOTE] I know it's really just me not making the most out of the texture space. I rely on pack normalize too much.
[QUOTE=azgag;37722784]if you plan on baking a high poly onto a low poly, you should probably start by making the high poly first, keep everything as [b]quads[b] if you can. another thing you could try is ZBrush's dynamesh feature, might help here.[/QUOTE] A bit curious here as I see you use maya, do you make your LP first then make a HP out of it or you start off directly making the HP model? I'm looking for new techniques to make the whole process more fluent for me.
[QUOTE=Anthracite;37732280]A bit curious here as I see you use maya, do you make your LP first then make a HP out of it or you start off directly making the HP model? I'm looking for new techniques to make the whole process more fluent for me.[/QUOTE] here's my workflow: I start by making a mid poly with all the details I want, then I add the edge loops to make the high poly (using 1-2-3 for Maya' smooth preview). Once I'm happy with it, I duplicate it: one version gets smoothed to make the high poly; on the second version I remove the edge loops (or control edges) and details that can be baked (this makes my low poly). I import the low poly in UVLayout, once I'm done UVing, I get that back into Maya where I tweak the UVs(scale up/down the parts that could use more/less resolution) and pack them by hand. after that it's time to tweak the LP (and/or cage), bake i, tweak, bake, etc... until the bakes are clean. (I bake the normal map in Maya directly since I can see how the cage looks like and tweak it directly, the AO and other maps are baked in xNormal (because Maya is terribad at baking AO)) that's pretty much it, let me know if you have more questions
[QUOTE=azgag;37732850]xNormal[/QUOTE] I got thatfrom my Texture Mapping teacher and I never used it, that's probably why my bakes come out looking like ass. 3DSMax isn't too bad at making AO, Everything I've baked so far comes out looking fine, the edges need to be tweaked though...
Baking in Max/Maya offers better control over the end result if you know what you are doing. xNormal can be nice if you've exported something extremely high poly that will bring Max to a halt (or if you're lazy :v:). For AO bakes I'd say Mental Ray is the best since xNormals AOs look really bad in comparision to how long they take and the default lighttracer in Max doesn't do backface ray hits (making baking a mesh with floating geometry a bit of a pain in the ass sometimes). Do note that using xNormal for the AO and Maya/Max for the normal will result in maps that aren't 100% compatible with each other due to different cage setups, though In a lot of cases this is negligible.
[QUOTE=ShoTGuNGuY49;37733703]I got thatfrom my Texture Mapping teacher and I never used it, that's probably why my bakes come out looking like ass. 3DSMax isn't too bad at making AO, Everything I've baked so far comes out looking fine, the edges need to be tweaked though...[/QUOTE] usually you need to smooth any edges that are inside your UV islands and harden them when they are outside, not sure if 3dsMax still uses smoothing groups that you have to assign by hand (In Maya you can just select edges and smooth/harden them directly). I have a script that does it for me so it's fast. here a picture (them selected edges are hardened, the rest smoothed): [t]http://www.leet.cc/az_fireHydrant_05_UVs.JPG[/t] @Fewes: true, but your AO gets blended with your diffuse, plus you might even have things like a cavity map overlayed on top Also, in xNormal's AO parameters you have an "Ignore backface hits" option ;)
Wrapping up work on this armband. [img]https://dl.dropbox.com/u/21161113/holo_armband_final.jpg[/img] The keyboard is much smaller in this test picture. [t]https://dl.dropbox.com/u/21161113/bm_c3a2f0003.jpg[/t]
Inspired by the final fantasy one by any chance? [img]http://designbivouac.typepad.com/photos/uncategorized/final_fantasy_wrist_base.jpg[/img] [img]http://designbivouac.typepad.com/photos/uncategorized/final_fantasy_wrist1.jpg[/img]
Not really. I just played around with some primitives. Ideally it's like the rigs from dead space but something the user could actually use. Although that is uncanny.
[QUOTE=- Livewire -;37727652]Smudge tool in PS, 30 mins and you're sorted. It is a ballache how it bakes like that though.[/QUOTE] Why not just put more edgeloops near the cylinder caps, kills the waviness. You could then remove them later or something.
I always thought you weren't allowed to change the lowpoly after baking because they would have different vertex normals or something
[QUOTE=PLing;37737186]Why not just put more edgeloops near the cylinder caps, kills the waviness. You could then remove them later or something.[/QUOTE] Never done that myself but I can't see why it won't work.
i have more! [img]http://i.cubeupload.com/1FB6Fv.jpeg[/img] [img]http://i.cubeupload.com/iqS0Dj.jpeg[/img]
maybe it's just the lack of detail, but the eye section looks off to me.
[QUOTE=Atomicman;37741079]maybe it's just the lack of detail, but the eye section looks off to me.[/QUOTE] the whole face is wrong, but this only being my second model ever, i can't even begin to try and fix it yet so i'll finish it, and then clean it up when i learn more
The rest of the head looks fine to me. It's just the back up cameras have their own "eye socket" if you will. I'm not trying to be a jerk or anything, but I just wanted to mention the fact. [IMG]http://aboutgundamwing.com/Merchandise/other/HeavyarmsPin.JPG[/IMG] ::EDIT:: see also how the mouth area is layered instead of just one flat surface. just hit up those spots and you'll be dead on. I'm actually really glad you decided to work on a Gundam in the first place. Thank you so much for doing so.
I made a game It's called 'spot the bad modeling' [img]http://i.imgur.com/nfOE0.png[/img] [editline]21st September 2012[/editline] I was going to optimize the back a bit more once I make nice normals and such
Dean what are you doing, Dean, plz! STAHP! [IMG]http://puu.sh/1788Z[/IMG]
[QUOTE=A big fat ass;37743865]I made a game It's called 'spot the bad modeling' [img]http://i.imgur.com/nfOE0.png[/img] [editline]21st September 2012[/editline] I was going to optimize the back a bit more once I make nice normals and such[/QUOTE] you can probably make the front of the armrests flat as it doesn't change the silhouette of the prop
[QUOTE=azgag;37744725]you can probably make the front of the armrests flat as it doesn't change the silhouette of the prop[/QUOTE] Like this? [IMG]http://puu.sh/178qN[/IMG]
Cap it, it'll save you those loops youre using on the flat plane, the way you've done it in the picture above is a good way to cap highpoly models. (except the horizontal edgeloop) Like this, lowpoly. [img]http://desmond.imageshack.us/Himg405/scaled.php?server=405&filename=lowpoly.jpg&res=landing[/img] And highpoly. [img]http://desmond.imageshack.us/Himg819/scaled.php?server=819&filename=highpoly.jpg&res=landing[/img] There are different methods to capping highpoly models, but I find the one above works best for me.
You can't use that upper method on game models, only the lower one. The game engines will triangulate the mesh and will wreak havoc with that one, or not accept it at all.
[QUOTE=PLing;37747214]You can't use that upper method on game models, only the lower one. The game engines will triangulate the mesh and will wreak havoc with that one, or not accept it at all.[/QUOTE] He should triangulate the mesh before baking, if not, the game engine might triangulate it the other way. I would start doing test bakes with a non-triangulated mesh just so it's easier to tweak and when you are happy with it, triangulate it and rebake it one final time.
[img]http://puu.sh/17eCX[/img] first model how do i fix the squiggly wigglys
What... What is it?
[QUOTE=~ZOMG;37748999]What... What is it?[/QUOTE] M202 flash rocket launcher, making it for arma 2 haha [img]http://www.militaryphotos.net/forums/attachment.php?attachmentid=144943&d=1291924000[/img]
So far it just looks like a bunch of primitives stacked together with the main piece made out of booleans, which is something you're not supposed to use like, ever if you plan to put it in any game.
[QUOTE=skeligandrew;37748862][img]http://puu.sh/17eCX[/img] first model how do i fix the squiggly wigglys[/QUOTE] Just apply the un-squiggly wiggly modifier in Max.
Stopped working on the turret for now to make a taser for someone. [img]http://img152.imageshack.us/img152/9207/ss20120922at013449.jpg[/img]
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