• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
I've come across the strangest problem in Max, when baking some floating geo on a low poly only some of it actually bakes, floating geo is in the same group, cage is fine and everything is on smoothing group 1, yet it only bakes specific ones and completely ignores others. [b]-Fixed:[/b] Was caused by overlapping UV's so it was baking the underside of the model rather than the topside. I got bored today so made this to pass some time, 79 polys. [img]http://i.imgur.com/6O1IN.jpg[/img]
I would definitely sit on that. [editline]1st March 2012[/editline] Make a pic-a-nic basket, eh booboo.
[QUOTE=Juniez;34937216][img]http://media.moddb.com/images/members/1/96/95390/Untitled-1.png[/img] [img]http://media.moddb.com/images/members/1/96/95390/Untitled-2.png[/img] as exciting as this was i'm also going to have to admit there are some fatal mistakes that prevent me from continuing[/QUOTE] Are you using Maya?
I'm using max
Updated to Max 2012 today, seems like a good choice so far.
Is it worth the jump from 2010 to 2012?
To be honest, I've had nothing but problems with 2012. The unwrap modifier lags horribly for me and I would revert if it weren't for all the files I'd have to go through and resave for compatibility.
Best Max Version so far, I don't have any problems and the new Nitrous viewport system can handle a few million polygons easily. Unwrapping works fine as well. I started with 2010 and compared to 2012 it's pretty slow. You might have some issues on ATI cards, but ATI+3Ds Max is always a badchoice :P I do have to work with a ATI card at work and it sucks, viewport errors, crashes etc. Probably rebooting Max 15 times a day... ---- Finally found some time and motivation to start working on the textures of the M9, besides work. Marmoset shot to hide all of the bad work with uber cool effects ;D [thumb]http://pac.gmod.de/Bilder/Models/SG_Mod/M9A1/M9_TexWIP_1.jpg[/thumb]
Actually, the unwrap uvw modifier lags also on my side. And I have a Nvidia gtx460 graphics card, so it is no Ati problem.
I have a ATI card aswell, closing the uvw map window always freezes the whole program for around 5 seconds though.
If people are having problems install these. [url]http://usa.autodesk.com/adsk/servlet/ps/dl/index?id=2334435&linkID=9241178&siteID=123112#section1[/url] But that being said, I have, and after I read the comments I went and checked out the unwrapping tool and it lags for me too, also my UV sheet has no boundry box anymore, is that normal? Yeah fuck this, the unwrapping tools are borderline unworkable, uninstalling and giving 2010 a bash, apparently that's the last good stable version.
I'm not much of a modeler, but I'm trying to learn. Arrays are fun. [IMG]http://i.imgur.com/TJ191.jpg[/IMG] [IMG]http://i.imgur.com/bSbJA.jpg[/IMG]
Neat.
[QUOTE=assassin21;34972551]Actually, the unwrap uvw modifier lags also on my side. And I have a Nvidia gtx460 graphics card, so it is no Ati problem.[/QUOTE] If it's the 2012 version of max, there's a patch for it.
My first ever model I made 2 years ago. [img]http://img269.imageshack.us/img269/9545/beretta9000group.jpg[/img] It's shite.
I think it looks good.
[QUOTE=- Livewire -;35005982]My first ever model I made 2 years ago. [img]http://img269.imageshack.us/img269/9545/beretta9000group.jpg[/img] It's shite.[/QUOTE] Adding textures would do it more justice.
I decided to try remakeing my bolter. Old: [IMG]http://dl.dropbox.com/u/43356210/bolter.png[/IMG] New: [IMG]http://dl.dropbox.com/u/43356210/bolter2.png[/IMG] Still a work in progress.
I see heresy above the handguard. Purge it.
[QUOTE=Joazzz;35006956]I see heresy above the hand guard. Purge it.[/QUOTE] [URL="http://youtu.be/tYKUa0iREwE"]This quite thread offends Slaanesh.[/URL]
Worked on it some more today. [img]http://img825.imageshack.us/img825/2383/yupb.jpg[/img]
Wooh, recreated my first ever model that I made a few weeks ago, as my fourth model :v: AO bake worked perfectly now, I guess I had some broken shit on my old one. [img]http://i40.tinypic.com/2ik6t7m.jpg[/img] [img]http://i43.tinypic.com/rwkufm.png[/img] 2,018 faces, Isn't that around Source engine's preferred face-amount when it comes to viewmodels and such? [editline]6th March 2012[/editline] et vóila! [img]http://i39.tinypic.com/118psnn.png[/img] textured!
I think you should add some weathering on the hammer.
it's not too visible from a distance. I also tried doing the same effect on the chamber and the pin next to it but it ended up looking terrible so I kept it to the hammer and the trigger. Also, Fleur De Lis! [img]http://i40.tinypic.com/200ch1l.jpg[/img] I'm thinking about making the pin next to the chamber cylinder a bit darker so it stands out from the rest of the gun, about the same darkness the trigger and hammer has
[QUOTE=VaSTinY;35021774]it's not too visible from a distance. I also tried doing the same effect on the chamber and the pin next to it but it ended up looking terrible so I kept it to the hammer and the trigger. Also, Fleur De Lis! [img]http://i40.tinypic.com/200ch1l.jpg[/img] I'm thinking about making the pin next to the chamber cylinder a bit darker so it stands out from the rest of the gun, about the same darkness the trigger and hammer has[/QUOTE] The gun looks to grey in the metal parts, I recommend check out how HL2 or one of the other modelers does his gun metal and trying to emulate that. Love the model!
[QUOTE=Quinnjdq;35022219]The gun looks to grey in the metal parts, I recommend check out how HL2 or one of the other modelers does his gun metal and trying to emulate that. Love the model![/QUOTE] Thanks, I did all this "texture" work in Photoshop and I'm pretty bad at it so the most I can do is make a few in-built effects and whatnot. I'll give it a look
[img]http://filesmelt.com/dl/lionfront2.png[/img] [img]http://filesmelt.com/dl/lionperspective2.png[/img]
[QUOTE=VaSTinY;35022240]Thanks, I did all this "texture" work in Photoshop and I'm pretty bad at it so the most I can do is make a few in-built effects and whatnot. I'll give it a look[/QUOTE] Bake an AO for it, it's very simple to do, it's literally just placing a Skylight in your envionment then rendering to texture, when you've done that take it into PS and blend it with the diffuse by setting the layer to multiply.
[img]http://filesmelt.com/dl/dino17.png[/img] [img]http://filesmelt.com/dl/dinoside.png[/img] [img]http://filesmelt.com/dl/dinoperspective.png[/img]
How the fuck did you go from that Tiger to that, nice job!
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