The "Model/Skin" Pimpage/WIP Thread version EIGHT


GENERATED high lights

I textured a cone for someone

Dat’s fantastic. Are you using dDo or Substance?

Ah damn, you beat me to it. I even tried to make a banner:

[sp]I “tried”[/sp]

Also, content:

So I’ve started to get the hang of UV mapping, and it didn’t seem that hard.

Than came the UV lightmapping.

UV lightmapping is pretty easy. First you make sure your non lightmapped surface is done, then create a second uv channel hit (move) then position your elements so they don’t overlap (it helps to have a grid set up on the uv thing so you can see where texels are going to light, that way you can position them so one block doesn’t cover 2 uv islands.

I did an animation test with the weird monster guy I’d made. He doesn’t have a texture yet so he’s just got a basic Cycles material.

aaaand you have to leave enough space between them, know which parts to stitch and which not, and, when using snap to grid, manually correct polys that snapped between pixels. Then get it working in Unreal.

I am not

automatically generated lightmap UVs are the default and recommended workflow in unreal

another one done
exact copy of my apartment windows, took measurements and all, and fits on hammer grid exactly

Shit, this is exactly a good reason to start modelling myself.

Right now I’m still creating everything in Luigi’s Mansion from brushes, and I use Propper for really expensive detail.

To be honest it fucking sucks what I have right now, and I really want to start learning modelling, but I find 3DS max so difficult, and I lose motivation.

Honestly it really isn’t, it’s just the number of buttons and functions it has that make it seem so intimidating. Hammer has like 10 buttons and you probably use 9 of them. 3ds max has exponentially more buttons and functions compared to hammer, but you can live with about 5-10% of them. A lot of the functions are for rendering, particles, animation, and so on while the rest are for more specific types of modeling which you can ignore and return to at a later date.

Instead of using nodraw textures on unseen faces, you can just delete them. Instead of selecting a texture alignment, you can move each face the way you want, orient it the way you want, and scale it the way you want. You can build thing from primitives just the same or get down and dirty with manual vertex movements. It’s actually really similar, you just have far more control.

If learning on your own is making you anxious, maybe you’re trying to learn too many functions. Start with a tutorial or see if a friend will commit 30 minutes to getting you going. Once you get past the first barrier, the rest becomes a learning experience.

Space between doesn’t matter as long as no two islands touch the same block (set like the block scale to 16, since you’ll be using multiples of it.)

Nice selection of highlights for the OP, Juniez.

I really wish I was able to post what I’m working on right now, but we’re trying to keep things under wraps until the big reveal.

I heard it does because Unreal blurs the lightmap.

This is what I hate about development. There’s never one true answer.

It does, but in general it shouldn’t matter too much.

I made some new wheels for a thing I’m working on, because the original ones weren’t quite right. I’m really not looking forward to texturing the tire treads, but I’ve at least got a semi-decent idea on how to do it.

Man you have talent if thats all brushes!! heres a nice easy tutorial to get you started on max.

Hello new thread!
Made a little thing to begin getting back up to speed, since I haven’t made anything in goddamn months

Still need to grind off some rust I guess, but it’s a start

Nice to see everything still ticking along over here, too

Man don’t lie. I know you just threw a packet of pills in the air and took a couple of really in-focus photos of it.

What’s the texture res and polycount?