[QUOTE=Inspecter;44245934]Well here's an updated miner bag
[t]http://i.imgur.com/dWN4Y1Q.png[/t]
How is it?[/QUOTE]
Remind me of the Bag me and Colteh did, Which reminds me that once classes are over that I got to update the thing since the Texture we got on it is Low-Res or something
[IMG]http://cloud-3.steampowered.com/ugc/469794290857265046/A573126C787C831B0A9765B998B779660949CCAE/[/IMG]
[QUOTE=TheMooseman;44246447]Any idea how to get the bird out of the Birdcage in blender? I have no idea how to at all :c[/QUOTE]
delete all cage vertices and leave the bird ones
Aaand I'm being a noob again. More specifically, I can't figure out how to make LODs for my golf pants.
For the models I've made up until now, I've been able to get rid of polies in a satisfactory way by using 'delete edgeloop' and 'collapse'. For the golf pants though, Blender can't figure out how to neatly delete any edgeloops, and if I use the collapse command the resulting displacements of vertices will cause massive clipping with the default playermodel. Every other method for removing polies that I know of mutilates the UV.
What do you wise and talented modelers usually do in this situation?
[QUOTE=Dark One;44246245]well, thats a question that isn't easily answer.. i can't really do organic stuff they tend to come out looking like it was machine in a shop.
so you would be doing the wrench.[/QUOTE]
Oh come now, it looks fine to me. I'm pretty sure zombi would be okay with it.
Is there a particular way to decompile models from the workshop folder without having troubles on recompile of missing textures?
[QUOTE=Deodorant;44246719]Aaand I'm being a noob again. More specifically, I can't figure out how to make LODs for my golf pants.
For the models I've made up until now, I've been able to get rid of polies in a satisfactory way by using 'delete edgeloop' and 'collapse'. For the golf pants though, Blender can't figure out how to neatly delete any edgeloops, and if I use the collapse command the resulting displacements of vertices will cause massive clipping with the default playermodel. Every other method for removing polies that I know of mutilates the UV.
What do you wise and talented modelers usually do in this situation?[/QUOTE]
I'm no wise and talented modeler but do your pants follow the geometric shape of the demo's normal trousers? If they are pretty close just checkout what Valve did with the Demo's legs through the LODs?
[QUOTE=Deodorant;44246719]Aaand I'm being a noob again. More specifically, I can't figure out how to make LODs for my golf pants.
For the models I've made up until now, I've been able to get rid of polies in a satisfactory way by using 'delete edgeloop' and 'collapse'. For the golf pants though, Blender can't figure out how to neatly delete any edgeloops, and if I use the collapse command the resulting displacements of vertices will cause massive clipping with the default playermodel. Every other method for removing polies that I know of mutilates the UV.
What do you wise and talented modelers usually do in this situation?[/QUOTE]
Post a wireframe view so we can help you.
[QUOTE=Punchy;44246480]delete all cage vertices and leave the bird ones[/QUOTE]
Ok did that, but now how the hell do I texture this
[IMG]http://puu.sh/7wCHv.jpg[/IMG]
I have a (shitty) texture ready and stuff.
Wait, you actually meant that? i thought you were using some english slang for asking for tips or something
[QUOTE=Cosa8888;44247209]Wait, you actually meant that? i thought you were using some english slang for asking for tips or something[/QUOTE]
Never realized it could make sense that way.
[QUOTE=TheMooseman;44247185]Ok did that, but now how the hell do I texture this
[IMG]http://puu.sh/7wCHv.jpg[/IMG]
I have a (shitty) texture ready and stuff.[/QUOTE]
it'd be easier seeing a wireframe, but if you arent going to edit the model then just mark the seams of where you want the edges of the texture to be (eg. mark seam around the belly/around the head to separate it
then unwrap the UV and bake a texture
or if you're just using an edited texture of the original then put it onto the mesh
[B][I]Mhanko's By Hale [/I][/B]
[IMG]http://i.imgur.com/Q3ld0o3l.png[/IMG]
I think the earphones need to be bigger. I think it also needs a headband.
[QUOTE=theharribokid;44247106]I'm no wise and talented modeler but do your pants follow the geometric shape of the demo's normal trousers? If they are pretty close just checkout what Valve did with the Demo's legs through the LODs?[/QUOTE]
[QUOTE=Cosa8888;44247136]Post a wireframe view so we can help you.[/QUOTE]
I know which vertices I want to get rid of and which ones I want to keep, I just don't know how to get there without wrecking the UV or the mesh.
Here's a pic to demonstrate. Pardon the terrible layout and stuff.
[IMG]http://i.imgur.com/D5jzF9y.png[/IMG]
Brand-new vertices have no UVs by default. Maybe instead of making new faces extrude the existing ones?
I probably have no idea what I'm talking about but that's what I've seen with Blender.
Yeah Lods are a bastard sometimes
[IMG]http://puu.sh/7wKy4.jpg[/IMG]
Just remove redundant edgeloops like this one first, and if that's not enough, just remodel and unwrap as you go. If the UV on the rest of it is intact, just hit U and unwrap it. Then in the UV window, hit V to stitch the UV together based on what verts are joined on the model. and provided enough of the UV is already there, it'll pop right back into place. Just keep doing that as you go and it pretty much just maps itself
[QUOTE=Deodorant;44247983]I know which vertices I want to get rid of and which ones I want to keep, I just don't know how to get there without wrecking the UV or the mesh.
Here's a pic to demonstrate. Pardon the terrible layout and stuff.
[IMG]http://i.imgur.com/D5jzF9y.png[/IMG][/QUOTE]
Blender does thst sometimes, disables the auto uv edit.
Try restarting your pc or so, usually fixes it for me.
I also suggest to not use delete edge loop but use edge slide instead and then usevthe remove double option.
Furthermore youd be better off loading demos lod model underneath it to see where it can loose tris, which is probably horizontal cuts and not vertical like youre doing
[QUOTE=Deodorant;44247983]I know which vertices I want to get rid of and which ones I want to keep, I just don't know how to get there without wrecking the UV or the mesh.
Here's a pic to demonstrate. Pardon the terrible layout and stuff.
[IMG]http://i.imgur.com/D5jzF9y.png[/IMG][/QUOTE]
I think you're using Blender, but 3dsmax has a "preserve UVs" checkbox, maybe Blender has that somewhere.
Also work with quads, not triangles, it'll make everything easier.
[QUOTE=GibbleMiester;44247586][B][I]Mhanko's By Hale [/I][/B]
[IMG]http://i.imgur.com/ZhAhaHUl.png[/IMG]
slighty changed M
[IMG]http://i.imgur.com/8kPt8eYl.png[/IMG][/QUOTE]
Oh, this is a concept, right? I was gonna complain on how much painting over there was in the screenshot.
[t]https://dl.dropboxusercontent.com/u/1737448/ssv5_213435.png[/t]
Something something normal maps, not sure if I should go with the bolder paints or the fainter ones like the Fast Learner, I'm leaning towards bolder since it looks fair decent with most of the paints.
That's Indubitably Green and A Distinctive Lack of Hue.
[QUOTE=AyesDyef;44248430][t]https://dl.dropboxusercontent.com/u/1737448/ssv5_213435.png[/t]
Something something normal maps, not sure if I should go with the bolder paints or the fainter ones like the Fast Learner, I'm leaning towards bolder since it looks fair decent with most of the paints.
That's Indubitably Green and A Distinctive Lack of Hue.[/QUOTE]
Not digging the transition from the body to the arms. It looks like the spy has shoulder pads, with that bump between the shoulder and arm.
Of course with models like this, that build over the body, it's hard to avoid.
Also, I would go with fainter paint (or even no paint, but I'm sure Valve won't mind the paintablity).
[QUOTE=VernoGuy;44248630]Not digger the transition from the body to the arms. It looks like the spy has shoulder pads, with that bump between the shoulder and arm.
Of course with models like this that build over the body it's hard to avoid.
Also, I would go with fainter paint (or even no paint, but I'm sure Valve won't mind the paintablity).[/QUOTE]
There's not a whole lot I can do with that other than to bring some verts further out, but that just makes his arms fatter, and it's only the rear verts as well, if you look at his left arm, you'll notice it's probably the angle making his shoulder's pointy.
I can do fainter, I'm messing around with all the paints atm.
[QUOTE=AyesDyef;44248430][t]https://dl.dropboxusercontent.com/u/1737448/ssv5_213435.png[/t]
Something something normal maps, not sure if I should go with the bolder paints or the fainter ones like the Fast Learner, I'm leaning towards bolder since it looks fair decent with most of the paints.
That's Indubitably Green and A Distinctive Lack of Hue.[/QUOTE]
I don't think you're gonna be able to prevent this from looking extremely odd unfortunately
seeing those barrel arms in proportion to his chicken legs just looks ridiculous
[QUOTE=AyesDyef;44248430][t]https://dl.dropboxusercontent.com/u/1737448/ssv5_213435.png[/t]
Something something normal maps, not sure if I should go with the bolder paints or the fainter ones like the Fast Learner, I'm leaning towards bolder since it looks fair decent with most of the paints.
That's Indubitably Green and A Distinctive Lack of Hue.[/QUOTE]
Looks neat and all and I love the concept, but having to hide geometry like that ends up just making it look like he's wearing 6 or 7 shirts underneath the shirt/vest.
[QUOTE=Venezuelan;44249177]I don't think you're gonna be able to prevent this from looking extremely odd unfortunately
seeing those barrel arms in proportion to his chicken legs just looks ridiculous[/QUOTE]
Which is why I wished Valve would make it so you can remove certain parts of the body. aka torso, legs.. but noo..
[QUOTE=Venezuelan;44249177]I don't think you're gonna be able to prevent this from looking extremely odd unfortunately
seeing those barrel arms in proportion to his chicken legs just looks ridiculous[/QUOTE]
i think we know what we need to do then
make big chunky paintable legs
[QUOTE=MugenOverlord;44249436]Looks neat and all and I love the concept, but having to hide geometry like that ends up just making it look like he's wearing 6 or 7 shirts underneath the shirt/vest.[/QUOTE]
[IMG]http://i.imgur.com/wLigUGo.png[/IMG]
I will seriously buy a game for whoever makes this as a joke mod first (provided it's done at least decently well and not at gamebanana quality) because hilarity
and yes that includes badly rigged sausage fingers
Unfortunately there's not much I can do about his arms being sorta fat, they're basically touching his original mesh.
[t]https://dl.dropboxusercontent.com/u/1737448/ssv5_213436.png[/t]
I did however tighten the verts around his shoulders like you suggested.
I forgot to post this earlier.
[URL="http://tf2.gamebanana.com/skins/132725"][IMG]http://i.imgur.com/Z6apPES.png[/IMG][/URL]
[t]http://files.gamebanana.com/img/ss/skins/5323ea829f41a.jpg[/t][T]http://files.gamebanana.com/img/ss/skins/5323ea7dd364e.jpg[/T]
Seems my Photoshop CS6 won't accept using VTF's when I put the in the plugin
That and I want to fix some parts of the model, But unsure how to successfully get the model into Blender/Lightwave to do some Tweaking for a 2.0 version of the Crystal Carrier
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