Looks nice but it seems the seats could be optimised.
Looks nice but it seems the seats could be optimised.
MOD TOOL
Edited:
Did you unwrap that before putting it together?
(Yes I am Mr. Brightside)
Anyone here care to help a sod trying to learn 3DS max and making models work with the Source engine? Team Fortress 2 is the game in question, I have almost everything worked out except some problems regarding texturing. If anyone has some free time and knows about the subject, shoot me a PM.
Just a quick question guys. I have Maya 2012 and I am trying to import the models from COD4 (rigged, in .ma format). When I'm exporting this to FBX (I want to open the model in 3ds max), everything is exporting, but mesh is converted and the rigging ("Skin" modifier) disappears. I checked everything, the boxes for bones and deformation exporting are marked.
What is the problem?
I'm not sure if .fbx supports bones and rigs. I COULD be wrong (probably am), but you can try maybe a .smd exporter for Maya. Or another format you could find that supports bones and rigs.
SMD exporter is fucked up and doesn't work with Maya 2012. Trust me, I tried.
Is there any other format that supports bones?
Maybe a .psk exporter? That's for UE models, but it may still work.
Everything is for Max 2011... And I have Maya 2012... God damn it.
Doesn't work... "Can't find the procedure ActorX".
My contract is ending, crappy portfolio, woooooork like no tomorrow!
That model is sex. I'd love to see some bits and bobs lying on the deck and on the sides, and is there going to be a railing along the sides at the back there?
What material is that? looks super sexy.
Yeah some random plates will be on the hull and maybe on the deck. But no railing there. :)
Edited:
http://wiki.polycount.com/Model%20Presentation
Picked this up again. Looking forward to texturing the low poly but christ high poly modeling is a chore sometimes.
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Are you going to test your texturing from that racer445 link, fewes?
Edited:
Where's the butter?
Low poly progress, taking ages on this because I'm home from Uni and spending time with friends at the moment. I'm doing a pass to remove the control edges and other stuff at the moment, I'll do another to remove/give detail depending on how far it is from the player.
Oh, and float your rails kids, good way to save polys.
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Some, yeah. I'm mostly excited because I'll get to use my noise/dirt/scratch library I've been creating.
maybe it's molded gray butter
Freshly baked models are such a turn on.
Some progress but I sadly lack the time to do any more detailing. Does anyone have any tips on how I would go on with the baking? Explode the mesh to separate bits and make the lowpolies separately and then put it back together?
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Post #463
<Snip, don't mind me>
Working on a Hunter Chopper skin.
Based my idea off this. However, this guys model is waaaaay better imo.
http://4.bp.blogspot.com/_iJZ4PIya9P...0-h/CH001b.jpg
It does work, not sure if you've seen this: http://www.northcapestudios.com/blog/?p=45
what I've done in the past is use the animation timebar so you can explode the meshes and put them back together quickly:
oh and here's something I'm working on atm. This is rendered in UDK (the bloom isn't intentional) but I also got them into Source.
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I like to make the lowpoly when it's together, then you can see which faces can be removed and stuff, as for baking it's best to seperate the model first because then you can clearly see each area.
Make a save when it's together and when it's seperated, then you can jump between the two states and save loads of time or go back easily and tweak the bake.
That's clever! Thanks!
Never thought to do this before!
yeah it's pretty sweet, I've used that to change the transparency of a mesh's texture (like when I'm making a low poly on top of the high poly), works like maya's Xray vision but with controllable transparency.
Yeah I do that, I also use it so I can clearly see the blueprint or ref picture behind it.
The smoothing could use some work, but that looks great.
can any one rig these as ragdolls thatd be great
http://www.models-resource.com/psx_ps2/KH2FM/sheet/1608
http://www.models-resource.com/psx_ps2/KH2FM/sheet/1607
http://www.models-resource.com/psx_ps2/KH2FM/sheet/1613
http://www.models-resource.com/psx_ps2/KH2FM/sheet/1612
http://www.models-resource.com/psx_ps2/KH2FM/sheet/1617
http://www.models-resource.com/psx_ps2/KH2FM/sheet/1615
http://www.models-resource.com/psx_ps2/KH2FM/sheet/1603
http://www.models-resource.com/psx_ps2/KH2FM/sheet/1606
http://www.models-resource.com/psx_p...rts/sheet/1681
http://www.models-resource.com/psx_p...rts/sheet/1764
http://www.models-resource.com/psx_p...rts2/sheet/293
http://www.models-resource.com/psx_p...ts2/sheet/1484
http://www.models-resource.com/psx_p...ts2/sheet/1476
so ya thatd be awsome
Get banned.
Hah yeah. Another friend just pointed that out to me and I had no idea I could even do that. Now I can have far less vertices and it look smoother!
The sad thing is how much one push of a button can fix that and I missed it.
Also was able to add more detail. Give it an actual hole for the nose and make the spine more jagged.
Could you please post a comparison? I can't really remember what the original looks like.
You know, I never really thought about how fucking awesome the Combine helicopter design is before.
Skin looks good, although I really think you should redo the rotors as well.
Can't do anything about the rotars. Sorry. :( The skin is designed to look like that on the rotars. However, I do have this model: http://www.garrysmod.org/downloads/?a=view&id=115210
The rotar blades on it are visable and not just blurred. I could reskin those rotar blades, and upload both the materails on the models. Credits would have to go to the person who made the model.