• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
Here's the lowpoly, I've unwrapped everything apart from the wipers, I'll do those tommorrow. [img]http://img109.imageshack.us/img109/5232/ss20121108at122611.jpg[/img]
[QUOTE=Tobba;38361556]I'm not, its a simple material proxy You'd be seeing a lot of cooler shit if I could do that, although Inaki made something that maps the tree to two bones so I can bend it in heavy storms for my gamnemode [editline]7th November 2012[/editline] I'm considering adding a Lua based material proxy to generate an irregular sawtooth wave, but I think I can do that with some fuckery and a lot of proxies, Lua proxies are slow[/QUOTE] Wait what's wrong with just animating the tree?
[QUOTE=Milkyway M16;38363089]Wait what's wrong with just animating the tree?[/QUOTE] Good luck rigging that bastard
[QUOTE=John117;38354285]Not quite. [IMG]http://s6.postimage.org/ir0yvwinz/johnson_wip.jpg[/IMG][/QUOTE] [IMG]http://i.imgur.com/lXCo0.jpg[/IMG]
I've been meaning to learn to model for a while. I am making a ww1 map with trenches and stuff and needs some sandbag models to put ontop of the trench (see fig 5) [url]http://www.vlib.us/medical/ramc/Fig5.gif[/url] I built these in max but its near 1000 polygons for just 128 units of bags. With 100 or so of these my map won't run. [IMG]https://dl.dropbox.com/u/69582724/FulcrumsGoodyBox/sandbags.png[/IMG] How can I lower the polygons to make LOD models? Would it be better to "bake" the textures to a shrink wrapped version of this, if so how do I shrink wrap? Is this what people mean by redoing the topology? I'm a total beginner to max so please make it as simple as possible or post a link to a tutorial. Also any tips on how to unwrap this, would I have been better wrapping them before I made them?
If you export those sandbags and upload them somewhere I'll make you a tutorial.
[QUOTE=John117;38363775]If you export those sandbags and upload them somewhere I'll make you a tutorial.[/QUOTE] What format u want them in?
Obj. Don't forget to do File > Export Selected. If you choose just Export you'll export everything. Select only the sandbags you need.
[QUOTE=John117;38364660]Obj. Don't forget to do File > Export Selected. If you choose just Export you'll export everything. Select only the sandbags you need.[/QUOTE] [url]https://dl.dropbox.com/u/69582724/FulcrumsGoodyBox/bags.obj[/url] Thank you for your help
Here's what I've got so far: [IMG]http://s6.postimage.org/9h3k0c9z3/sandbags_sheet.jpg[/IMG] If you like what you see, I'll give you the model and the tutorial.
[QUOTE=John117;38366997]Here's what I've got so far: [IMG]http://s6.postimage.org/9h3k0c9z3/sandbags_sheet.jpg[/IMG] If you like what you see, I'll give you the model and the tutorial.[/QUOTE] Wow thats amazing yeah please if you could point me to a tutorial. That looks so good.
Yeah, I'd love a tutorial too...
[img]http://dl.dropbox.com/u/4838268/ZScreen/2012-11/Screenshot-2012-11-08_17.22.05.png[/img] Got it down to 3.2k polys, reduced the leaf billboard count by 1/3'rd and got rid of the sub-branch geometry (which kind of sucks because there are floating leaf billboards, but oh well) [editline]8th November 2012[/editline] Maybe I should enable the subbranches again, this looks really bad on some trees [img]http://dl.dropbox.com/u/4838268/ZScreen/2012-11/Screenshot-2012-11-08_17.33.03.png[/img]
[QUOTE=Tobba;38369508][img]http://dl.dropbox.com/u/4838268/ZScreen/2012-11/Screenshot-2012-11-08_17.22.05.png[/img] Got it down to 3.2k polys, reduced the leaf billboard count by 1/3'rd and got rid of the sub-branch geometry (which kind of sucks because there are floating leaf billboards, but oh well) [editline]8th November 2012[/editline] Maybe I should enable the subbranches again, this looks really bad on some trees [img]http://dl.dropbox.com/u/4838268/ZScreen/2012-11/Screenshot-2012-11-08_17.33.03.png[/img][/QUOTE] Put the subbranches into a LOD model. Look at ur messages also.
Might work, although suddenly appearing subbranches would look kinda weird [sp]plus I'm not redoing all 8 trees AGAIN to make LODs[/sp] [editline]8th November 2012[/editline] Oh wait, you have a point, I'll redo them the way you said later Although I think I'm gonna get batch script to do it because opening them all in Notepad++ and doing find and replace sucks
[QUOTE=- Livewire -;38362868]Here's the lowpoly, I've unwrapped everything apart from the wipers, I'll do those tommorrow. [img]http://img109.imageshack.us/img109/5232/ss20121108at122611.jpg[/img][/QUOTE] there's a lot of wasted polies, mostly by the wheels
I will upload the project files later. [IMG]http://s6.postimage.org/57yvrnv9b/sandbag_tutorial.jpg[/IMG]
[QUOTE=John117;38374560]I will upload the project files later. [IMG]http://s6.postimage.org/57yvrnv9b/sandbag_tutorial.jpg[/IMG][/QUOTE] not sure why but your images aren't showing for me, nice tut tho
[QUOTE=John117;38374560]I will upload the project files later. [IMG]http://s6.postimage.org/57yvrnv9b/sandbag_tutorial.jpg[/IMG][/QUOTE] Wow thats more than I expected you are amazing and so fast. Thank you so much! You're a true asset to the community you made my day!
Does anybody (good) character and vehicle modeller wanting to join mod project called INFRA?
[QUOTE=NeoDement;38371131]there's a lot of wasted polies, mostly by the wheels[/QUOTE] Meh, for what it is it's polys are fairly low, but I'm pretty sure a significant amount of the wasted polys you're seeing might actually be there because of my edgeflows to help with averaging at the baking stage. Either way, 5.7k in source is fine and the only other thing it's being used for is indie filmwork, so a few more polys is fine. AO and normals, havent tweaked these yet they're straight out of the oven. [img]http://img856.imageshack.us/img856/756/vanclay.jpg[/img]
John, thanks a lot for the tutorial, what is that sculpting program you are using, though?
[QUOTE=FlyingAlien;38386353]John, thanks a lot for the tutorial, what is that sculpting program you are using, though?[/QUOTE] Mudbox.
Oooh, I thought that was merely a program like xNormal for baking the normals, thanks.
[thumb]http://i.imgur.com/taL75.png[/thumb] Another Angle
Hey guys this is my first time modelling and I would like some CC on this knife on I made. It's supposed to be a Fairbairn-Sykes knife. I would also appreciate any advice or techniques. [t]https://dl.dropbox.com/u/27873743/Work/FS%20Knife%20attempt.jpg[/t]
it looks like it's flatshaded, might want to read up on smoothing groups
[QUOTE=Juniez;38389726]it looks like it's flatshaded, might want to read up on smoothing groups[/QUOTE] Like this? [t]https://dl.dropbox.com/u/27873743/Work/FS%20Knife%20attempt%202.jpg[/t]
yes [editline]10th November 2012[/editline] blockin out some fanart [img]http://media.moddb.com/images/members/1/96/95390/bmlobby_udk01.jpg[/img] udk wip
UDK is nice but it's poop to learn, despite what everybody says
Sorry, you need to Log In to post a reply to this thread.