Model pimpage Thread

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Re: Model pimpage Thread

Postby Black_Stormy on Sat Apr 28, 2012 1:30 am

Made a few new modular pieces and tried to see how a mapper would use them. I never really map so I'm not sure about the usability of my models. These are for mist of stagnation.
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Re: Model pimpage Thread

Postby source-maps on Sat Apr 28, 2012 1:35 am

ah those are pretty cool :)
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Re: Model pimpage Thread

Postby marks on Mon Apr 30, 2012 9:36 pm

Dr. Delta wrote:
Black_Stormy wrote:That is usually caused in blender by the smoothing on the sides of the cylinder sharing the same smoothing group as the cap. You can usually fix it by placing more edgeloops down the cylinder or separating the cap. It's not a big deal but when it comes to baking the normal map you'll notice that the cylinder has a big gradient when it should be blank.

I think if you put an edgeloop right at the end before the corner you'll lose the shading issue but keep the smooth transition. Maybe.


But he's using 3ds Max.


3dsmax works in exactly the same way.
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Re: Model pimpage Thread

Postby Dejavo on Mon Apr 30, 2012 11:44 pm

black_stormy: I like those. Would blend in well with some tropic foliage.

I made 2 props the last few days. One lamp post and one totoro ^^. Totoro is 772 tris which is considered low poly from what I understand(?) And oh, source doesnt like my lamp post-normal atm.

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I want to make the lamp spread some light for a night version of the scene. My thought is either to use $selfillum and paint out the glowing part in the alpha. Or just use a light_spot and change the brightness of the texture. Any thoughts / other options?
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Re: Model pimpage Thread

Postby joe_rogers_11155 on Tue May 01, 2012 1:26 am

@dejavo: for the lamp...two versions. one for daylight and one for night time. night time would have a selfillum. just a thought.
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Re: Model pimpage Thread

Postby TicTac on Tue May 01, 2012 1:53 am

Stormy, what programs do you use for modeling / exporting to SMD?
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Re: Model pimpage Thread

Postby Smurftyours on Tue May 01, 2012 2:17 am

He uses blender from what I have heard.
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Re: Model pimpage Thread

Postby Epifire on Tue May 01, 2012 2:54 am

Smurftyours wrote:He uses blender from what I have heard.


Last I know he was too. He might have even convinced me to learn it, after seeing the way he uses it. Been debating which modeling program to take up second to XSI. Just some things that Softimage just doesn't do.
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Re: Model pimpage Thread

Postby Black_Stormy on Tue May 01, 2012 3:30 am

Yeah blender, varsity's smd tools plugin for exporting. I just finished streaming with a dude how to compile to source, so I figured I'd put it up on youtube too.



It's long and convoluted and not meant to be a tutorial, but between the crap there should be some helpful info for new and old users I think.
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Re: Model pimpage Thread

Postby Dr. Delta on Tue May 01, 2012 10:14 am

marks wrote:
Dr. Delta wrote:
Black_Stormy wrote:That is usually caused in blender by the smoothing on the sides of the cylinder sharing the same smoothing group as the cap. You can usually fix it by placing more edgeloops down the cylinder or separating the cap. It's not a big deal but when it comes to baking the normal map you'll notice that the cylinder has a big gradient when it should be blank.

I think if you put an edgeloop right at the end before the corner you'll lose the shading issue but keep the smooth transition. Maybe.


But he's using 3ds Max.


3dsmax works in exactly the same way.


Yea I know, but Livewire said he thought it was Xoliul shader. So that's why I responded on the blender part. I mean, I haven't seen the mesh, so idk. :D
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Re: Model pimpage Thread

Postby TicTac on Tue May 01, 2012 3:18 pm

Nice stormy, I use blender too. I wasn't sure if there was an SMD exporter out for the newer releases, glad to hear that there is!

Epifire wrote:
Smurftyours wrote:He uses blender from what I have heard.


Last I know he was too. He might have even convinced me to learn it, after seeing the way he uses it. Been debating which modeling program to take up second to XSI. Just some things that Softimage just doesn't do.

I use Blender for personal projects and Maya for school stuff right now, I greatly prefer Blender. It's like likely to crash on me, has a more intuitive interface (once you learn hotkeys), and I find it very easy to get the results I want from it. Perhaps it's because I'm still getting started Maya, but I find it to be temperamental above all else :/

Oh, I used to use 3DS Max, I remember that being a pretty solid program. If you're enrolled in school, you should be able to get free licenses from Autodesk for either of those two.
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Re: Model pimpage Thread

Postby Smurftyours on Sat May 05, 2012 1:08 am

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I need to finish some stuff on it still. Could also use some extra loops in a couple of places.
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Postby Jean Marcel on Sat May 12, 2012 8:15 pm

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Re: Model pimpage Thread

Postby Jangalomph on Sat May 12, 2012 8:18 pm

Looks pretty hot Jean!
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Re: Model pimpage Thread

Postby Black_Stormy on Sun May 13, 2012 7:19 am

Working on my tower defense game, making animated mesh HUD elements. I'm pretty happy with this:

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In tower defense games you have a HUD element telling you which wave you're up to. This is my version. It will pop out of the side of the level (which is played in a toybox/foosball table type thing) and the numbers will increment. I'm working on a proof of concept to get a coder on board, between M4M models.
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