1. Post #41
    Shirky's Avatar
    December 2009
    2,633 Posts
    XSI caused your 3DS Max to crash, it's true.
    It was from me trying to render AO maps then canceling.
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  2. Post #42
    Gold Member
    diwako's Avatar
    May 2006
    2,326 Posts
    It was from me trying to render AO maps then canceling.
    3DSMax hates this in general. Mostly it does not work at all and when it works it crashes. Make sure you do a small test bake first.
    Also the XSI plug in for 3DSM does kind of make it a bit unstable.
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  3. Post #43
    Shirky's Avatar
    December 2009
    2,633 Posts
    3DSMax hates this in general. Mostly it does not work at all and when it works it crashes. Make sure you do a small test bake first.
    Also the XSI plug in for 3DSM does kind of make it a bit unstable.
    I just export my models as .obj and import them into max
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  4. Post #44
    Gold Member
    - Livewire -'s Avatar
    November 2006
    1,351 Posts
    3DSMax hates this in general. Mostly it does not work at all and when it works it crashes. Make sure you do a small test bake first.
    Also the XSI plug in for 3DSM does kind of make it a bit unstable.
    I have absolutely no problem cancelling active bakes, it pauses for about 2 seconds then it's fine.
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  5. Post #45
    Skaarj636's Avatar
    April 2008
    213 Posts


    I hate modeling hi-poly heads in MS3D...
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  6. Post #46
    Gold Member
    Red Katana's Avatar
    December 2005
    929 Posts
    I love how his feet are conjoined.
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  7. Post #47
    Skaarj636's Avatar
    April 2008
    213 Posts
    I love how his feet are conjoined.
    Rigging / neutral pose makes it look conjoined.
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  8. Post #48
    Gold Member
    Red Katana's Avatar
    December 2005
    929 Posts
    I'm well aware of that.
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  9. Post #49
    Gold Member
    - Livewire -'s Avatar
    November 2006
    1,351 Posts
    Came back to work on this with new stuff I learned, not sure where to go in terms of textures, any ideas guys?

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  10. Post #50
    Prototype556's Avatar
    May 2011
    1,649 Posts
    Came back to work on this with new stuff I learned, not sure where to go in terms of textures, any ideas guys?

    White and black looks fine. You could do maybe a gray/black color scheme.
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  11. Post #51
    Mr. Gruntsworth's Avatar
    February 2011
    54 Posts
    I agree w/ Prototype. Maybe have the white metal shiny and cromed, and the black is some rough brushed metal?

    and maybe this is just my own preference, but it would be nice to see a hint of the barrel protruding out the front
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  12. Post #52
    Gold Member
    bigboss15's Avatar
    July 2005
    115 Posts
    Hey!

    It's been so long since I last worked on modeling (end of 2010). I finaly came back last week and decided to help Wilson Chronicles for the last time.
    I had to use a model(and its textures) based on Kleiner as base, and turn it into a zombie from the half-life universe.



    I am proud of the result but I think mdl viewer is not good at rendering models nowadays. I'll probably post my first render on Marmoset toolbag once I've the legs and torso done so stay tuned :).

    Edit: For those who have never heard of Wilson Chronicles just check this link: http://www.moddb.com/mods/wilson-chronicles
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  13. Post #53
    Gold Member
    Juniez's Avatar
    May 2007
    6,975 Posts


    health!

    Edited:

    Came back to work on this with new stuff I learned, not sure where to go in terms of textures, any ideas guys?

    some of your normals look flipped, looks awesome though! maybe try something like this?

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  14. Post #54
    Gold Member
    Milkyway M16's Avatar
    July 2006
    1,376 Posts
    Why am I getting this weird lighting error?

    http://cloud.steampowered.com/ugc/48...60F434A8F9DF9/
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  15. Post #55
    Gold Member
    - Livewire -'s Avatar
    November 2006
    1,351 Posts
    maybe try something like this?

    It's an electricity-based rifle so I want to try and stick to cool colours, I'm just not sure what colours should go where.
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  16. Post #56
    Gold Member
    Red Katana's Avatar
    December 2005
    929 Posts
    How about giving it some bright blue LED lights or something
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  17. Post #57
    Gold Member
    - Livewire -'s Avatar
    November 2006
    1,351 Posts
    How about giving it some bright blue LED lights or something
    Yeah already planned, if you take a look at my highpoly you can see.

    http://media.moddb.com/images/member...81/zeuss_1.jpg
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  18. Post #58
    LATTEH's Avatar
    February 2010
    643 Posts
    Yeah already planned, if you take a look at my highpoly you can see.

    http://media.moddb.com/images/member...81/zeuss_1.jpg
    most scifi weapons that are lazers have a lot more led lights or glowing coming from the gun

    when looking at it, it looks like just a regular firearm (just more high tech)
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  19. Post #59
    Gold Member
    Red Katana's Avatar
    December 2005
    929 Posts
    most scifi weapons that are lazers have a lot more led lights or glowing coming from the gun

    when looking at it, it looks like just a regular firearm (just more high tech)
    I wouldn't say it looks more high tech, it just looks more ~fancy~ (high tech would imply actual new technology rather than just looking ~fancy~)
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  20. Post #60
    Gold Member
    itak365's Avatar
    March 2009
    2,809 Posts
    It's an electricity-based rifle so I want to try and stick to cool colours, I'm just not sure what colours should go where.
    What about sort of "Prototype"-ish color schemes, like white and orange, or something like that?

    I know you meant literally cool colors, but I don't know what other cool colors you could use. Grays and blues aside :V
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  21. Post #61
    Gold Member
    VaSTinY's Avatar
    May 2009
    4,962 Posts
    Apologies if this is not the right thread for it, but I've been following these tutorials: http://www.youtube.com/watch?v=L-0oMaSNi0Q&feature
    And holy shit I never imagined modelling to be so easy, and FUN!

    Now I am at the point where I am satisfied with this one Mosin M1895 Revolver I made, and I follow the tutorial's way of wrapping it and baking an Ambient Occlusion texture for it, the thing is though: It only textures the grip, trigger, and barrel of the model.


    what do?
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  22. Post #62
    Biaxailemperor's Avatar
    September 2011
    865 Posts
    Apologies if this is not the right thread for it, but I've been following these tutorials: http://www.youtube.com/watch?v=L-0oMaSNi0Q&feature
    And holy shit I never imagined modelling to be so easy, and FUN!

    Now I am at the point where I am satisfied with this one Mosin M1895 Revolver I made, and I follow the tutorial's way of wrapping it and baking an Ambient Occlusion texture for it, the thing is though: It only textures the grip, trigger, and barrel of the model.


    what do?
    I wouldn't know how to help, but thank you for the video. It was exactly what I needed to get out of my biggest modeling problem this far.
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  23. Post #63
    Gold Member
    - Livewire -'s Avatar
    November 2006
    1,351 Posts
    Apologies if this is not the right thread for it, but I've been following these tutorials: http://www.youtube.com/watch?v=L-0oMaSNi0Q&feature
    And holy shit I never imagined modelling to be so easy, and FUN!

    Now I am at the point where I am satisfied with this one Mosin M1895 Revolver I made, and I follow the tutorial's way of wrapping it and baking an Ambient Occlusion texture for it, the thing is though: It only textures the grip, trigger, and barrel of the model.


    what do?
    First thing, apply a checker texture, this will prevent you from unintentionally stretching the texture when you unwrap, you can resize what you unwrapped in the UV window to make your checkers uniform.

    Unwrap the rest how you unwrapped what you did already, try and apply what you learned through the tutorial to other parts of the model, try and hide all possible seams (although at times it's impossible) Remember that the relax tool is your best friend and if it act's weird, flip what you have unwrapped either horizontally or vertically and then try to relax it again.

    If you're going for a portfolio piece give the whole weapon an even pixel density and use something like a 2048 map (although a 1024 might do it justice), otherwise, if it's going to be for a game you want to give the most UV space to the parts which are closest and most visible to the player.

    Stick with it, the more you mess with it the better your understanding, you're making good progress so far, much better than my first few attempts.

    No idea if this will help, but this is something I unwrapped recently, you want it to look something like this (even though mine isn't perfect)

    http://i.imgur.com/ktM97.jpg
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  24. Post #64
    Gold Member
    VaSTinY's Avatar
    May 2009
    4,962 Posts
    First thing, apply a checker texture, this will prevent you from unintentionally stretching the texture when you unwrap, you can resize what you unwrapped in the UV window to make your checkers uniform.

    Unwrap the rest how you unwrapped what you did already, try and apply what you learned through the tutorial to other parts of the model, try and hide all possible seams (although at times it's impossible) Remember that the relax tool is your best friend and if it act's weird, flip what you have unwrapped either horizontally or vertically and then try to relax it again.

    If you're going for a portfolio piece give the whole weapon an even pixel density and use something like a 2048 map (although a 1024 might do it justice), otherwise, if it's going to be for a game you want to give the most UV space to the parts which are closest and most visible to the player.

    Stick with it, the more you mess with it the better your understanding, you're making good progress so far, much better than my first few attempts.

    No idea if this will help, but this is something I unwrapped recently, you want it to look something like this (even though mine isn't perfect)

    http://i.imgur.com/ktM97.jpg
    Many thanks for that, I'll see what I can learn about applying textures to follow your advice, haven't figured that part yet since I only just begun my modelling experience a few 10-ish hours ago.
    I'm hoping I'll get this neat-o Ambient Occlusion bake going so I can see how it'd look with proper shadows on the texture.

    I'm still getting the hang of Blender, but modelling was much more fun than I could ever imagine and I want to keep doing it to learn more techniques and improve.
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  25. Post #65
    Gold Member
    Lt_C's Avatar
    March 2007
    3,163 Posts
    No idea if this will help, but this is something I unwrapped recently, you want it to look something like this (even though mine isn't perfect)

    http://i.imgur.com/ktM97.jpg
    Mother of God.
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  26. Post #66
    Gold Member
    Juniez's Avatar
    May 2007
    6,975 Posts
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  27. Post #67
    Gold Member
    t-man's Avatar
    August 2006
    1,611 Posts
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  28. Post #68
    Gold Member
    Juniez's Avatar
    May 2007
    6,975 Posts
    -snip
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  29. Post #69
    Gold Member
    t-man's Avatar
    August 2006
    1,611 Posts
    -snip
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  30. Post #70
    Gold Member
    plasmid's Avatar
    October 2009
    2,551 Posts
    Does anyone know much about converting hair to mesh planes? I see some people do it by hand but I cant seem to find any documenting on it at all being converted from hair modifiers to hair cards.
    I used a place holder for the hair for now.
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  31. Post #71
    Zero Hour's Avatar
    July 2011
    810 Posts
    -snip
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  32. Post #72
    Gold Member
    DrVivi's Avatar
    January 2007
    186 Posts
    Please give me some cc on the diffuse texture. Currently it is diffuse only no spec maps or bump maps etc. I'm not the best with photoshop but trying really hard :P.

    Clay render (shown earlier):


    Diffuse render:
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  33. Post #73
    Gold Member
    Viper123_SWE's Avatar
    May 2011
    6,993 Posts
    Awesome, looks really good.
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  34. Post #74
    Gold Member
    - Livewire -'s Avatar
    November 2006
    1,351 Posts
    Mother of God.
    It looks daunting, but it actually only took me 3 days to do.
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  35. Post #75
    Gold Member
    Milkyway M16's Avatar
    July 2006
    1,376 Posts
    It looks daunting, but it actually only took me 3 days to do.
    ~ONLY~ 3 days.
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  36. Post #76
    Gold Member
    rossmum's Avatar
    January 2007
    4,760 Posts
    Now I am at the point where I am satisfied with this one Mosin M1895 Revolver
    Mosin-Nagant 1891: designed by Sergei Mosin and Emile Nagant
    Nagant 1895: designed by Leon Nagant

    There is no such thing as a Mosin revolver. The only firearm Sergei Mosin designed was the 1891 rifle.
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  37. Post #77
    Gold Member
    - Livewire -'s Avatar
    November 2006
    1,351 Posts
    ~ONLY~ 3 days.
    Some stages of modelling take like, weeks/months.

    Or do you mean that I was fast? The weapon only had a few complicated parts, the rest was fairly easy.
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  38. Post #78
    Gold Member
    Lt_C's Avatar
    March 2007
    3,163 Posts
    Some stages of modelling take like, weeks/months.

    Or do you mean that I was fast? The weapon only had a few complicated parts, the rest was fairly easy.
    I can usually knock out a diffuse in about 1-6 hours. If it requires a great deal of embellishments that I need to draw by hand, then it might take 8-12.

    That, on the other hand, would probably take me 12-20 hours, and most of that would be time trying to figure out what was where. The huge amount of uneven and curved lines would take more time to draw on edge highlighting and scratches, buts and pieces of gun are everywhere, and it'd take a great deal of care not to overlap and end up in another part of the texture.

    More power to you man.
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  39. Post #79
    Gold Member
    DrVivi's Avatar
    January 2007
    186 Posts
    In brighter setting working on spec map I could really use some help if someone would be will to help me on my spec map.

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  40. Post #80
    Gold Member
    Viper123_SWE's Avatar
    May 2011
    6,993 Posts
    I still stand by my earlier statement; It's awesome!
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