• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=cocknugget;36469475]Polymodel dat shit sonnnnnn. Box modeling is way to messy man EDIT: Starting a highpoly car, the Daihatsu Move! [IMG]http://i.minus.com/iAIyQR2znrSvv.png[/IMG][/QUOTE] That's a very strange way of approaching it... I've never seen anyone use a technique like that.
[QUOTE=DOG-GY;36473439] [editline]24th June 2012[/editline] Nah don't do that. Set up two UV channels. One with the original uvs and one with new uvs. Then do a render to texture to just automatically make the new texture.[/QUOTE] i... i dont know how... [editline]24th June 2012[/editline] [QUOTE=simkas;36473499]How in the fuck did you get MP3 character models[/QUOTE] help me and i give you the whole pack!
[QUOTE=simkas;36473499]How in the fuck did you get MP3 character models[/QUOTE] Using this I would presume: [url]http://paynemods.com/#!/mod/bSBfooK3[/url]
[QUOTE=autodesknoob;36473522]help me and i give you the whole pack![/QUOTE] Just do the same what you did to the texture to the UVW map. Select each part by using the "Select ID" or something option in the Unwrap UVW modifier, scale each part down to about 50% of its size and place them side by side like the texture. You don't really need to do the render to texture stuff if you're only moving the stuff around like that. [editline]25th June 2012[/editline] [QUOTE=Legend286;36473550]Using this I would presume: [url]http://paynemods.com/#!/mod/bSBfooK3[/url][/QUOTE] That doesn't preview or export models though.
omg lole i made a dildo tnakk [img]http://i.imgur.com/SytPr.png[/img] [img]http://i.imgur.com/YXBXQ.png[/img] Hey guys, do you have any tutorials about advanced modelling techniques? I don't really want to model faces or plants, just things and stuff. Also, I'd really love to watch some real-time making of a weapon/vehicle/item. No need for any commentary, just a video to watch and learn from. tia
[QUOTE=simkas;36473551]Just do the same what you did to the texture to the UVW map. Select each part by using the "Select ID" or something option in the Unwrap UVW modifier, scale each part down to about 50% of its size and place them side by side like the texture. You don't really need to do the render to texture stuff if you're only moving the stuff around like that. [editline]25th June 2012[/editline] That doesn't preview or export models though.[/QUOTE] thats the problem im having, seems like in the uvw editor the 3d parts arent like in the textures, and when i try to move complete parts like the hair or the head, it just takes a vertex or part of the whole thing, like the head but without the throat and moth holes, and with the id selection, doesnt seems to do a thing... oh and i didnt get them with openiv, i got it on a blogspot or something...
[QUOTE=autodesknoob;36473644]thats the problem im having, seems like in the uvw editor the 3d parts arent like in the textures, and when i try to move complete parts like the hair or the head, it just takes a vertex or part of the whole thing, like the head but without the throat and moth holes, and with the id selection, doesnt seems to do a thing... oh and i didnt get them with openiv, i got it on a blogspot or something...[/QUOTE] Well you should probably select all of the polygons or vertexes before you move them.
[QUOTE=simkas;36473658]Well you should probably select all of the polygons or vertexes before you move them.[/QUOTE] may i send you the model so you can do whatever you want and then as a favor you could merge the textures and send it back?
[QUOTE=autodesknoob;36473708]may i send you the model so you can do whatever you want and then as a favor you could merge the textures and send it back?[/QUOTE] Sure.
[QUOTE=~ZOMG;36473515]That's a very strange way of approaching it... I've never seen anyone use a technique like that.[/QUOTE] It's a pretty common technique when it comes to car modelling. A good and fast way to get the base shape of the car down, this is also done when you are modelling with Nurbs, which are common for ad-industry and cinematic stuff.
[QUOTE=autodesknoob;36473522]i... i dont know how... [/QUOTE] I don't have time for a long explanation but here's a brief example. You should save your uvs and make sure they get transfered from the first uv channel to the second. Then set up all the uvs to fit in the 0-1 space on UV channel 2. After you get your combined uvs made in the second uv slot (see 2. in the image) do this: 1. set up all your textures in your material editor 2. make sure you've got the channel set to 1 and the new uvs arent displaying in the viewport. 3. use render to texture, make sure to render a diffuse map with the channel set to 2. set up your texture size to whatever you want idk and specify all your file type options and what not. [img]http://filesmelt.com/dl/somethingsomething1.png[/img]
[QUOTE=DOG-GY;36473850]I don't have time for a long explanation but here's a brief example. You should save your uvs and make sure they get transfered from the first uv channel to the second. Then set up all the uvs to fit in the 0-1 space on UV channel 2. After you get your combined uvs made in the second uv slot (see 2. in the image) do this: 1. set up all your textures in your material editor 2. make sure you've got the channel set to 1 and the new uvs arent displaying in the viewport. 3. use render to texture, make sure to render a diffuse map with the channel set to 2. set up your texture size to whatever you want idk and specify all your file type options and what not. [img]http://filesmelt.com/dl/somethingsomething1.png[/img][/QUOTE] That's really totally pointless if he's just putting them side by side like that.
[QUOTE=simkas;36473720]Sure.[/QUOTE] done
[QUOTE=autodesknoob;36473644]thats the problem im having, seems like in the uvw editor the 3d parts arent like in the textures, and when i try to move complete parts like the hair or the head, it just takes a vertex or part of the whole thing, like the head but without the throat and moth holes, and with the id selection, doesnt seems to do a thing... oh and i didnt get them with openiv, i got it on a blogspot or something...[/QUOTE] so i assume you dont really have a clue how to use the software? If so you probably shouldn't be doing this then. Also, why even merge the textures? why not keep them as is. [editline]24th June 2012[/editline] [QUOTE=simkas;36473873]That's really totally pointless if he's just putting them side by side like that.[/QUOTE] Well that's apocalyptically wasteful so I assumed he would actually pack the uvs. but again there isn't really a reason to make it all one texture.
[QUOTE=DOG-GY;36473887]so i assume you dont really have a clue how to use the software? If so you probably shouldn't be doing this then. Also, why even merge the textures? why not keep them as is. [editline]24th June 2012[/editline] Well that's apocalyptically wasteful so I assumed he would actually pack the uvs. but again there isn't really a reason to make it all one texture.[/QUOTE] yes theres actually one reason, im trying to get into gta iv modelling, and the head rigging only supports one texture. There are 4 for the head, i need just one.
[QUOTE=simkas;36473551]Just do the same what you did to the texture to the UVW map. Select each part by using the "Select ID" or something option in the Unwrap UVW modifier, scale each part down to about 50% of its size and place them side by side like the texture. You don't really need to do the render to texture stuff if you're only moving the stuff around like that. [editline]25th June 2012[/editline] That doesn't preview or export models though.[/QUOTE] Isn't there a GTAIV tool that lets you do it, they're using the same file format for the meshes I bet so you could try using that.
[QUOTE=autodesknoob;36473988]yes theres actually one reason, im trying to get into gta iv modelling, and the head rigging only supports one texture. There are 4 for the head, i need just one.[/QUOTE] modeling isn't porting models you are likely going to have alpha sorting problems.
[t]http://media.moddb.com/images/games/1/13/12465/DEGL.png[/t]
I'm happy with it. [IMG]http://puu.sh/Dtc9[/IMG] Also, some of my 3d work got my an invitation to a mod I have always admired. I was extremely surprised and am a very happy camper at this point.
[img]https://dl.dropbox.com/u/22565769/uv.png[/img] IT BEGINS.
[QUOTE=Juniez;36476857][t]http://media.moddb.com/images/games/1/13/12465/DEGL.png[/t][/QUOTE] Is that a 40mm barrel on the bottom? [editline]24th June 2012[/editline] Also, I have some experience with modeling in autodesk inventor from my drafting class. We were taught to model by creating 2d shapes on planes, and extruding them in one direction or the other to add or subract from a shape. Is there anyway I can use this method in 3ds/maya? Or is it shit and I should probably learn something else?
it is a flare launcher. ask [url=http://www.facepunch.com/member.php?u=73775]this dude[/url] why he needed it
Bet you can't guess what this is :rolleyes: [IMG]http://img210.imageshack.us/img210/473/wepon.jpg[/IMG] Early wip, obv.
[QUOTE=~ZOMG;36473515]That's a very strange way of approaching it... I've never seen anyone use a technique like that.[/QUOTE] The blueprints for the car where shitty to the max, so I made a spline model with the right shapes first so I can easily model it right.
[QUOTE=Rusty100;36467983]well none to model yet, only edit them. 3dsmax [editline]24th June 2012[/editline] but if there's any that's easier to use i'm open to change[/QUOTE] Modeling in Max is superior compared to other modeling programs. Maya falls short, because the lack of proper modeling tools. Blender is perfectly fine, and with all the shortcuts and such, it is really turning into an interesting program. While that being said. Whenever I model, I start with a box or use any of the default primitives (depending of the shape of the object I am to model), but, that doesn't mean I don't know how to model with edges :) I just like to start primitives.
[QUOTE=Juniez;36477980]it is a flare launcher. ask [url=http://www.facepunch.com/member.php?u=73775]this dude[/url] why he needed it[/QUOTE] To shoot flares I imagine
[img]https://dl.dropbox.com/u/3975474/unitytest4.JPG[/img] Here's my terrain generator, it has trees and stuff now. I'm quite happy with it.
Here's a render of what I have so far [IMG]http://img802.imageshack.us/img802/9950/weponrendr2.jpg[/IMG] Full view [IMG]http://img822.imageshack.us/img822/5884/weponfull.jpg[/IMG] Which looks better, sight or no sight? [IMG]http://img580.imageshack.us/img580/844/weponsight.jpg[/IMG] [IMG]http://img220.imageshack.us/img220/5237/weponsgt.jpg[/IMG]
[QUOTE=nVidia;36479417]-cool terrain- Here's my terrain generator, it has trees and stuff now. I'm quite happy with it.[/QUOTE] what engine is that?
I think he said it's unity
Sorry, you need to Log In to post a reply to this thread.