• The "Model/Skin" Pimpage/WIP Thread V6
    2,840 replies, posted
  • [QUOTE=~ZOMG;36109746][url]http://www.google.co.uk/search?sugexp=chrome,mod=3&sourceid=chrome&ie=UTF-8&q=polyExtrudeFacet+works+on+polygonal+surfaces[/url] [editline]28th May 2012[/editline] I don't mean to be a dick posting that, but it's not worth our time trying to help if you're not going to even attempt helping yourself.[/QUOTE] I actually tried searching, but most of my results that came up were in Chinese or Japanese. The ones that did come up in english, only one person asked what happened and the guy who posted the problem went 'oh lol its fixed now nevermind'.
  • [QUOTE=Quinnjdq;36108818]Quick question for you guys just so I know I am on the right track. If I am correct phong masks (and specular maps) work by using a layer or vtf that is in black and white with the lighter spots appearing brighter, correct? So if I was going to make a phong map would I just take my texture, desaturated it then brighten or darken the parts that need it?[/QUOTE] Can I get a bit of help with this?
  • Yes, then put it in your normal map's alpha map and save it as 32 bits TGA, then convert it into a VTF with VTFEdit.
  • [QUOTE=Haxxer;36118134]Yes, then put it in your normal map's alpha map and save it as 32 bits TGA, then convert it into a VTF with VTFEdit.[/QUOTE] Or just save it as a vtf?
  • [QUOTE=simkas;36118143]Or just save it as a vtf?[/QUOTE] I don't use the plugin, I prefer VTFEdit. :v:
  • [QUOTE=Haxxer;36118417]I don't use the plugin, I prefer VTFEdit. :v:[/QUOTE] Why? That just adds a pointless extra step to the process.
  • CS5 crashes when saving vtf files with the plugin for me, so I've had to use vtf edit. It's such a pain in the ass to open up a separate program to do what I could do in photoshop before.
  • this may be a really simple question for somebody with experience, but what's the general method of detaching something in an animation? [img]http://1337upload.net/files/297Untitled.png[/img] i've got that grenade up there and well the pin has to come off, do i literally just separate the mesh and have it as a separate object or is there a way to do it with bones? a friend mentioned that you should be able to do it via bones, but i've got next to no experience with rigging/animation so a little help would be appreciated.
  • You could do it with bones, MaxofS2D recently made a video explaining how to parent bones during an animation. I used the same method recently for one of my animation assignments. [video=youtube;mWWuq-15H9E]http://www.youtube.com/watch?v=mWWuq-15H9E&feature=plcp[/video]
  • I really hope he doesn't mind but I uh...started texturing Mr. Brightside's 98B for funsies. I'll be posting more WIP as I go if the general consensus is that it doesn't suck ass. I'm already toning down the scratches a bit, it's so fun painting them on I can't help myself. [img]http://puu.sh/xEb6[/img] EDIT: Holy shit the model is so huge I had to scale it to .25% (aka not 25%, .25%) oh man haha, is that normal?
  • I don't care what others say, this is the best use of specular maps :v:! [IMG]http://puu.sh/xGed[/IMG] (Thank you for helping me understand this [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG])
  • [QUOTE=ShoTGuNGuY49;36123797]You could do it with bones, MaxofS2D recently made a video explaining how to parent bones during an animation. I used the same method recently for one of my animation assignments. [video=youtube;mWWuq-15H9E]http://www.youtube.com/watch?v=mWWuq-15H9E&feature=plcp[/video][/QUOTE] thanks dude! with you posting this & me doing an hour or so of messing around i finally got it to work [img]http://www.leet.cc/302Untitled.png[/img]
  • Hahaha, funny! I just sent you a huge PM about bones because I just noticed your post :P [editline]30th May 2012[/editline] [img]http://puu.sh/xK3y[/img] Gettin' there. I don't like how the scope was done though, it's making me sad.
  • fuck yeah first model I've been able to successfully export to source without horrors and a somewhat proper scaling. Big Tony's Coffee Cups edit : new picture. for some reason gmod had removed all AA settings. [img]http://i.imgur.com/bJCM7.jpg[/img]
  • [IMG]http://img829.imageshack.us/img829/9346/pillshereg.jpg[/IMG] UV'd, textured, phong'd, normal mapped, envmapped. Whee.
  • [QUOTE=- Livewire -;36138251][img]http://img641.imageshack.us/img641/3711/airtank.jpg[/img][/QUOTE] Love the texture work, could you post some flats?
  • Certainly. [img]http://img855.imageshack.us/img855/839/difo.jpg[/img] [img]http://img29.imageshack.us/img29/4613/specnr.jpg[/img]
  • I'm not retarded, I want to know what brush set, which blending mode, what flow, what opacity, what colors. Of course you could be dead wrong as well, he could have used an image/texture overlay or something completely different.
  • [QUOTE=Biscuit-Boy;36150996]Wow, the texture on the specular map is wicked, how'd you make it?[/QUOTE] Thanks, I use elements from the diffuse and AO to help make the specular, apart from that I don't really know what I do to get it to that stage... I just sorta do it. I usually texture after I've come back from seeing friends, so It's 4am and I'm high as shit.
  • [QUOTE=A big fat ass;36151218]Heroin works even better.[/QUOTE] PCP and Meth always make me productive with texturing.
  • You guys are lucky; whenever I'm high I either stare at walls or masturbate. Neither of which are particularly productive.
  • anyone interested in some sort of modeling contest? like the mapping section has? might be fun