• Sonic Thread 5 3D Blast
    1,442 replies, posted
[QUOTE=Thelombax51;47642847]Read my previous post with Sonic Boom. Zavoc and Zazz has released on way back, that isn't mean I will going to release Sonic Boom pack, however Sonic Lost World pack is incomplete. I've [B]SAID Sonic Boom models pack will release AFTER Sonic Lost World pack is DONE [/B] Apoc or RTB said (If I remember) there's a lot of models in Lost World, which they will going to work on them. If Sonic Lost World Deadly Six pack have done once (increase Zavoc, Zazz, Zeena, Zik, Zomom, Zor) plus, I have done some Boom models (with Face-poses), maybe just Sonic, Tails, and Eggman.... I might going to release them. If I haven't been done with those, maybe I might plan to release them after Lost World Props, Objects, Enemies models pack. We're kinda slowly progress on those, due to our business... Hope you're understand. I have been told people about those, but I'm not really to giving out the progress much, as for now. :P[/QUOTE] Don't worry, I understand. Like I said, I wasn't trying to make you feel rushed, I was just curious. I'm aware that this stuff takes time, and you probably have a job that you need to take care of, which is more important. I appreciate your response.
Yey, I did a progress and a half! Wip and bad light but still. Also a wireframe screenshot since the details don't come out well in the first shot atm. [T]https://dl.dropboxusercontent.com/u/4233663/Models/station%20square/diner/2015-05-02_00004.jpg[/T][T]https://dl.dropboxusercontent.com/u/4233663/Models/station%20square/diner/2015-05-02_00012.jpg[/T][T]https://dl.dropboxusercontent.com/u/4233663/Models/station%20square/diner/diner_wireframe_01.png[/T] Also something from two months ago I never posted. [T]https://dl.dropboxusercontent.com/u/4233663/Models/sonicsourcethings/special%20stage/2015-02-23_00021.jpg[/T]
[QUOTE=mathias123961;47645781]Yey, I did a progress and a half! Wip and bad light but still. Also a wireframe screenshot since the details don't come out well in the first shot atm. [T]https://dl.dropboxusercontent.com/u/4233663/Models/station%20square/diner/2015-05-02_00004.jpg[/T][T]https://dl.dropboxusercontent.com/u/4233663/Models/station%20square/diner/2015-05-02_00012.jpg[/T][T]https://dl.dropboxusercontent.com/u/4233663/Models/station%20square/diner/diner_wireframe_01.png[/T] Also something from two months ago I never posted. [T]https://dl.dropboxusercontent.com/u/4233663/Models/sonicsourcethings/special%20stage/2015-02-23_00021.jpg[/T][/QUOTE] I like it. But whats that last part supposed to be? EDIT: I think its the Heroes Special stage.
Are you going for all of Station Square?
[QUOTE=Glaber;47649130]Are you going for all of Station Square?[/QUOTE] That's the dream, though a really far fetched one. This is pretty much all I [B]wish[/B] to do, though that'll take quite a while if ever to finish. Got almost all of it done in basic brush work at least. [T]https://dl.dropboxusercontent.com/u/4233663/De%20f%C3%A5%20tinga%20jeg%20har%20laget/station%20square/i_almost_did_something.jpg[/T] But at the moment I'm focusing on the casino area and train station as I have something else I intend to use them for as well. (Not source) (Heh, [B]basic[/B] brush work I say, silly me. I don't know why I made this much with brushes.. For anyone who doesn't know, building at an angle in Hammer is not fun.) [T]https://dl.dropboxusercontent.com/u/4233663/Hammer/sadx/stationsquare/hell.png[/T]
That looks pretty good so far. I can't wait!
It's been for while I've back to work on Eggman Boom again... Surely he's got many flexes (a.k.a Face-posers) on Source already. :P Also, this is my first time to do a lot of flexes of model in my life... 51 flexes total. [T]http://i.imgur.com/X4PMbvs.png[/T] [code] "Jaw_drop" "Mouth_lower" "L_corner_lip_stretch" "R_corner_lip_stretch" "A" "E" "I" "O" "Mouth_Angry" "Mouth_Grin" "L_lower_mouth_cheek" "R_lower_mouth_cheek" "Lower_teeth_DOWN" "Upper_teeth_DOWN" "Tongue_out" "Tongue_Z" "Tongue_Up" "Tongue_down" "Tongue_Left" "Tongue_Right" "L_lip_sad" "R_lip_sad" "L_lip_smile" "R_lip_smile" "R_mid_lower_lip" "L_mid_lower_lip" "L_mid_upper_lip" "R_mid_upper_lip" "C_lower_lip" "C_upper_lip" "C_chin_lower" "L_chin_lower" "R_chin_lower" "L_mid_lower_lip_pucker" "R_mid_lower_lip_pucker" "L_corner_lip_pucker" "R_corner_lip_pucker" "L_brow_angry" "R_brow_angry" "L_brow_sad" "R_brow_sad" "L_brow_surprise" "R_brow_surprise" "L_brow_lower" "R_brow_lower" "L_cheek_line_raise" "R_cheek_line_raise" "Brows_forward" "L_nose_raise" "R_nose_raise" "C_nose_raise" [/code] There's more?
Awesome, keep up the great work.
I might be gone for while. Still working on Sonic Boom models for Source Engine :P [t]http://images.akamai.steamusercontent.com/ugc/34121686751688623/7B97ADD1FCE356F7B4284E13C92BA31FC8C0EA4E/[/t] Little update for Eggman... (06/5/2015) - Adding cudemaps from Sonic Boom game (There's various cudemaps for each levels, I choose the default ones) - Use custom cudemaps from my friend. - Fix cudemap on his glasses/shiny things... - Maybe better materials... **Those might be works on SFM, I'm not sure for Gmod version though. Sonic Fix... - Fix little rigging issues on model. Maybe next... - Tails - Metal Sonic
[B]BLUE EGGMAN[/B] Based on the Show something.... [t]http://images.akamai.steamusercontent.com/ugc/31870520558762912/6658DB4C5D65F30F3C234F08620FE74AF56777DC/[/t] Special thanks to my friend tell me how to do THAT effect! (only works on SFM so far) And I love it! *sigh* Its been 6 months of developing Sonic Boom models to Source Engine... Anyway, you will see it more soon.
Tails Boom coming up... [t]http://images.akamai.steamusercontent.com/ugc/31870703036472902/CA863DD64FABD27947429E6751C2D05346EBC93C/[/t]
First off a big thanks to you all for your hard work on all of those models. They all look beautiful and it must have been quite some work to port/make them, but it seems like Sonic Adventure and Sonic Adventure DX didn't get too much attention. I have the Dreamcast and PC 2003 versions and was able to extract some props, items and characters + all their textures from it using SADXMDL and PVMEditSharp, but I fail horribly when it comes to physmodels and converting textures to cubemaps. Would anyone be willing to help me with them?
[QUOTE=Gamefreak2205;47987946]First off a big thanks to you all for your hard work on all of those models. They all look beautiful and it must have been quite some work to port/make them, but it seems like Sonic Adventure and Sonic Adventure DX didn't get too much attention. I have the Dreamcast and PC 2003 versions and was able to extract some props, items and characters + all their textures from it using SADXMDL and PVMEditSharp, but I fail horribly when it comes to physmodels and converting textures to cubemaps. Would anyone be willing to help me with them?[/QUOTE] Creating Physmodels (or collision) shouldn't be hard, you just edit or create new polygons on your 3D program then re-rigging again, set up the weight to 1 maximum on every body part based the bones, except for joints bones that you add 'em for few extra posing. Re-export as Reference model. In Gmod can be handle Physmodels at latest 32 physics on per model. Then put these setting up on .QC [URL="https://developer.valvesoftware.com/wiki/$collisionmodel"]https://developer.valvesoftware.com/wiki/$collisionmodel[/URL] Example : [code] $collisionjoints "Phymodel.smd" { $mass 25.0 $inertia 10.00 $damping 0.00 $rotdamping 4.00 $rootbone "Pelvis" $jointconstrain "R_Leg1" x limit -55.00 10.00 0.00 $jointconstrain "R_Leg1" y limit -20.00 55.00 0.00 $jointconstrain "R_Leg1" z limit -75.00 75.00 0.00 $jointconstrain "R_Leg2" x limit 0.00 0.00 0.00 $jointconstrain "R_Leg2" y limit 0.00 0.00 0.00 $jointconstrain "R_Leg2" z limit -90.00 0.00 0.00 $jointconstrain "L_Leg1" x limit -55.00 10.00 0.00 $jointconstrain "L_Leg1" y limit -20.00 55.00 0.00 $jointconstrain "L_Leg1" z limit -75.00 75.00 0.00 $jointconstrain "L_Leg2" x limit 0.00 0.00 0.00 $jointconstrain "L_Leg2" y limit 0.00 0.00 0.00 $jointconstrain "L_Leg2" z limit -90.00 0.00 0.00 $jointconstrain "L_Foot" x limit -10.00 10.00 0.00 $jointconstrain "L_Foot" y limit -15.00 15.00 0.00 $jointconstrain "L_Foot" z limit -20.00 50.00 0.00 $jointconstrain "R_Foot" x limit -10.00 10.00 0.00 $jointconstrain "R_Foot" y limit -15.00 15.00 0.00 $jointconstrain "R_Foot" z limit -20.00 50.00 0.00 $jointconstrain "Spine" x limit -10.00 10.00 0.00 $jointconstrain "Spine" y limit -10.00 10.00 0.00 $jointconstrain "Spine" z limit -10.00 10.00 0.00 [/code] Also, create custom Cudemap is possible, but its might be little tricky. You can looking into this: [URL="https://developer.valvesoftware.com/wiki/$envmap"]https://developer.valvesoftware.com/wiki/$envmap[/URL]
[QUOTE=Thelombax51;47988349]Creating Physmodels (or collision) shouldn't be hard, you just edit or create new polygons on your 3D program then re-rigging again, set up the weight to 1 maximum on every body part based the bones, except for joints bones that you add 'em for few extra posing. Re-export as Reference model. In Gmod can be handle Physmodels at latest 32 physics on per model. Then put these setting up on .QC [URL="https://developer.valvesoftware.com/wiki/$collisionmodel"]https://developer.valvesoftware.com/wiki/$collisionmodel[/URL] Example : [code] $collisionjoints "Phymodel.smd" { $mass 25.0 $inertia 10.00 $damping 0.00 $rotdamping 4.00 $rootbone "Pelvis" $jointconstrain "R_Leg1" x limit -55.00 10.00 0.00 $jointconstrain "R_Leg1" y limit -20.00 55.00 0.00 $jointconstrain "R_Leg1" z limit -75.00 75.00 0.00 $jointconstrain "R_Leg2" x limit 0.00 0.00 0.00 $jointconstrain "R_Leg2" y limit 0.00 0.00 0.00 $jointconstrain "R_Leg2" z limit -90.00 0.00 0.00 $jointconstrain "L_Leg1" x limit -55.00 10.00 0.00 $jointconstrain "L_Leg1" y limit -20.00 55.00 0.00 $jointconstrain "L_Leg1" z limit -75.00 75.00 0.00 $jointconstrain "L_Leg2" x limit 0.00 0.00 0.00 $jointconstrain "L_Leg2" y limit 0.00 0.00 0.00 $jointconstrain "L_Leg2" z limit -90.00 0.00 0.00 $jointconstrain "L_Foot" x limit -10.00 10.00 0.00 $jointconstrain "L_Foot" y limit -15.00 15.00 0.00 $jointconstrain "L_Foot" z limit -20.00 50.00 0.00 $jointconstrain "R_Foot" x limit -10.00 10.00 0.00 $jointconstrain "R_Foot" y limit -15.00 15.00 0.00 $jointconstrain "R_Foot" z limit -20.00 50.00 0.00 $jointconstrain "Spine" x limit -10.00 10.00 0.00 $jointconstrain "Spine" y limit -10.00 10.00 0.00 $jointconstrain "Spine" z limit -10.00 10.00 0.00 [/code] Also, create custom Cudemap is possible, but its might be little tricky. You can looking into this: [URL="https://developer.valvesoftware.com/wiki/$envmap"]https://developer.valvesoftware.com/wiki/$envmap[/URL][/QUOTE] Thanks for your help, but I already looked through the dev wiki and know how to make physmodels, I just horribly fail at setting proper weights with Milkshape and Blender seems to be rather difficult to work with. I also tried programs to convert a picture into a cubemap, but they gave me rather meh results. The DX port, the one I had the most success extracting models from, is using spheremaps for reflective surfaces, glass and almost anything made out of metal and the only way to make the models do the same in source would be either a) using $envmapsphere (which is deprecated) or b) converting the texture into a cubemap. Is there any secret tool to achieve a good looking cubemap or way to make spheremaps work in source I don't know of?
[QUOTE=Gamefreak2205;47988581]Thanks for your help, but I already looked through the dev wiki and know how to make physmodels, I just horribly fail at setting proper weights with Milkshape and Blender seems to be rather difficult to work with. I also tried programs to convert a picture into a cubemap, but they gave me rather meh results. The DX port, the one I had the most success extracting models from, is using spheremaps for reflective surfaces, glass and almost anything made out of metal and the only way to make the models do the same in source would be either a) using $envmapsphere (which is deprecated) or b) converting the texture into a cubemap. Is there any secret tool to achieve a good looking cubemap or way to make spheremaps work in source I don't know of?[/QUOTE] I don't know any good tool to extract cubemap from Sonic Adventure DX .PVM lol PVMEditSharp only export texture into .PNG I've done it with the games Cubemap which they're in .DDS and able to extract it with Photoshop plug-in, and edit them. Unless you have to create it by yourself on any edit picture program then export as friendly formats .PNG or .TGA and select the textures already set 'em up into VTFEdit. The method is out there that I link to you. Too bad that [b]not[/b] many of people know how to create a custom Cubemap for Source. :P
[QUOTE=Thelombax51;47989419]I don't know any good tool to extract cubemap from Sonic Adventure DX .PVM lol PVMEditSharp only export texture into .PNG I've done it with the games Cubemap which they're in .DDS and able to extract it with Photoshop plug-in, and edit them. Unless you have to create it by yourself on any edit picture program then export as friendly formats .PNG or .TGA and select the textures already set 'em up into VTFEdit. The method is out there that I link to you. Too bad that [b]not[/b] many of people know how to create a custom Cubemap for Source. :P[/QUOTE] SADX doesn't use cubemaps but instead textures as spheremaps and .PVM files contain multiple .PVR texture files I dunno if that was sarcasm, but I [B]do[/B] know how to make custom cubemaps, I just had problems splitting the base texture in 6 different textures 1 for each cube face. I somehow managed to get a cubemap that looks rather close to how the spheremap looks in SADX and I guess that using the reference model as physmodel is good enough considering how low-poly many models are... [IMG]https://www.dropbox.com/s/uvx8fcvg3ff3zom/eme_hlmv.jpg?dl=1[/IMG]
[QUOTE=Gamefreak2205;47991851]SADX doesn't use cubemaps but instead textures as spheremaps and .PVM files contain multiple .PVR texture files I dunno if that was sarcasm, but I [B]do[/B] know how to make custom cubemaps, I just had problems splitting the base texture in 6 different textures 1 for each cube face. I somehow managed to get a cubemap that looks rather close to how the spheremap looks in SADX and I guess that using the reference model as physmodel is good enough considering how low-poly many models are... [/QUOTE] That's make sense. I don't ripping stuff from Sonic Adventure DX or 2 much. But from what I've learn is using Cubemap from game which they're in .DDS file So yeah, I see what you mean. Using reference model as physmodel basically "Props" model. To create a ragdoll, you need to working on a bit that I'm mention on above post.
[QUOTE=Thelombax51;47994375]That's make sense. I don't ripping stuff from Sonic Adventure DX or 2 much. But from what I've learn is using Cubemap from game which they're in .DDS file So yeah, I see what you mean. Using reference model as physmodel basically "Props" model. To create a ragdoll, you need to working on a bit that I'm mention on above post.[/QUOTE] Yeah, that's enough for now, I'm just gonna port some props which have their position in the exe found out and don't have holes in them after exporting. Still some to go. Not home atm, but I have a lot of models which export just fine, but the exporter screws up many models, e.g. crashing, missing faces, nothing or just vertex points without faces or uv mapping. Another rather dumb thing the exporter does is seperating some groups from the model. I guess that's how the engine of SADX works, because ingame you can see inside the model at those positions with some camera angles. It's always the index finger - pinky separated from the thumb and the base of the hand and 3-4 segments of the arms and/or legs cut off the body and foots/hands. For now I'll test the emerald shard in gmod and keep doing the props. Maybe someone can help me with the characters if he wants to help and has time for that. EDIT: Sry that is propably a n00bish question, but could anyone point out the thing I did wrong here? With the same settings I get this: [IMG]https://www.dropbox.com/s/2td6tvkok9v47zk/eme_editor_light.jpg?dl=1[/IMG] in HLMV, but this: [IMG]https://www.dropbox.com/s/66ji26fcih8323j/eme_ingame_light.jpg?dl=1[/IMG] ingame with the same settings. Help? Propably something stupid ^^"
Since Sonics Birthday is today, I thought I would do this. Do you guys like it? [IMG]http://images.akamai.steamusercontent.com/ugc/518260350923031434/747FD7A30CD0841579666657EFECD35F2CBAF7E6/[/IMG]
[QUOTE=CamDaMan1;48033349]Since Sonics Birthday is today, I thought I would do this. Do you guys like it?[/QUOTE] Way better than what I would've been able to make ^^" I tried to finish 1 VERY very early WIP ragdoll of the Flicky Amy tries to defend in Sonic Adventure today, but that damn piece of scrap called "Gaming PC" gave me a bsod and I lost the model... Back to re-extracting and re-rigging I guess
I made a little something myself for Sonic's 24th in SFM. [t]http://i.imgur.com/PSWFRSn.jpg[/t]
[QUOTE=Gamefreak2205;48034792]Way better than what I would've been able to make ^^" I tried to finish 1 VERY very early WIP ragdoll of the Flicky Amy tries to defend in Sonic Adventure today, but that damn piece of scrap called "Gaming PC" gave me a bsod and I lost the model... Back to re-extracting and re-rigging I guess[/QUOTE] Thanks! I really appreciate it! Sorry you lost your model. I feel bad for you.
[QUOTE=CamDaMan1;48038749]Thanks! I really appreciate it! Sorry you lost your model. I feel bad for you.[/QUOTE] Nah, no need to feel bad for me. Already re-extracted it and assigned main body and head. [IMG]https://www.dropbox.com/s/2efdam2864m549c/flicky_v0.1.jpg?dl=1[/IMG] Wings are still missing. Iunno if the mdlcompiler will tell me that the wings are too flat because they're just two dimensional faces though.
Check for both sides of the wings. If one side is showing but the other isn't, you need 2 sided textures.
hey guys I'm working on another thing [t]http://i.imgur.com/BbY8FNJ.png[/t]
Oooo... that kind of looks like Twinkle Parks tower but the oval, I don't know.
[QUOTE=CamDaMan1;48052803]Oooo... that kind of looks like Twinkle Parks tower but the oval, I don't know.[/QUOTE] Iiiits Castle Acorn.
[QUOTE=Glaber;48049380]Check for both sides of the wings. If one side is showing but the other isn't, you need 2 sided textures.[/QUOTE] Thx for that advice^^ Gonna do that as soon as I'm home, but I think they're one-sided, so a separat group and $nocull is needed for them.
--So I was working on something as well (it is not completely Sonic related, but it had some relevant...) Originally I wanted to keep it a secret until it is done, but I'm got a little too excited so please bear with me while I spew out some anecdote. 5 weeks ago I've gotten ambitious and impatient so I've decided to pick up game 3d modeling as an elective class. I'm very thankful that my lecturer has been strict and pushing our asses hard and fast, I've been learning exceedingly quick. I felt confident 3 weeks ago, and I started building this character, 80% of it from scratch (from boxes). I work on it almost 6-10 hours a DAY, I stopped playing games, stopped SFM, even skimmed some of my university assignments. I felt very tired every night when I go to bed, but I'm usually satisfied with my progress of the day. Okay it probably sounded obsessive as hell, I do think so too. Right now the model and texture is DONE, working on rigging. Sure it is my first character model.. but if you do know me, I take quality very seriously. Afterwards I will attempt to port it to Source 2, I've heard that eyes don't work there but I will try figuring things out. If it doesn't go according to plan then I'll try Source 1 SFM. I wanted to port it myself, as a learning experience. So~~ if anyone would kindly point me towards a [U]tutorial telling the most efficient way to port something from 3DS MAX to Source1[/U], it would greatly speed up my progress. [I]I want to give something back to this thread, so do expect a tease by the end of next month. I PROMISE I WILL DELIVER.[/I] [sp]I'm pretty sure some of you will be VERY HAPPY to see what I got right now, or disappointed because I changed some design[/sp] [U]UPDATE (17 JULY): Things went SPECTACULARLY! Please do expect a detailed preview next week![/U]
[IMG]http://img03.deviantart.net/8269/i/2015/174/6/9/rotors_and_bunnie_1_by_synjodeonecros-d8yga1p.png[/IMG] Can anyone help me fix up these models and convert them to SFM/Gmod? There's only been 1 comic-based Sonic model I know of out there (Sally Acorn), and I really want more out there. Also, what's the deal with Nibroc's models? Is he barring anyone from converting them to SFM/Gmod, now?
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