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Methelina

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Everything posted by Methelina

  1. О Это особености Кота) Это спасается пока 4-мя способами перестройкой смуф групп при бейке меша. Так как котовский голый ретопо меш очень экзотичный по тангентам и в голой форме в юньке будет отображаться дико. Как вариант в настрйоках импорта меша в юньке выствавить не импорт тангентс, а генерированые выстроить и поставить градус от 30 до 60. Второй способ, это выгрузить ретопомеш в майку или макс, руками настроить смуфгруппы, выгрузить и перепеч на него глину уже в коате. Третий вариант использовать Handplane 3d, скормливая ему меш после бейка с ворлдспейс нормал мапой (не забываем выставить 100 смуф мешу при бейке в коате). 4-й, печ в хнормале ретопомеш на хайполиглину выгруженую... но тут нато иметь хорошее понимание бейка, да и поработать с хайполимешем в флиппере или мешлабе, правя топологию и смуфинг, а то после маршевых кубов коата, забавные лесенки остаются на гранях...но это уже совсем другая история.
  2. No-no-no, it must be mid poly) its full animated model that will be seen in game in vry close view)
  3. 4k tris for the main hull mesh, not bad! it was 100k tris
  4. Hmmm strange, mb opacity is not 200%?
  5. Uhuh! this is not end! As i try to make all props from the District 9, the time is come for the Exosuit I did a call And my friend sent me a Weta's movie model of the exosuit... God, it's pretty hi-polly too hi-poly for the game, so i need to remesh, simplificate, retopo and so on I look on it and have fear in my heart, LOL! HOW can it be simplified! Ok, tears away, lets begin...
  6. YW, Malo Mmm, may be, i use random contrast colors and than reassign it in dDO as the materials, i don't use the dDO palette. Looks like SD need the strict color map without any chance to bind any color to any material?
  7. Hmm, no i don't use microvertex ) perpixel bake only ) Where i told that i used microvertex? ) LSCM is an algo of UV where all islnads unwrapped without distortion.
  8. Wew! Thank you! Ok, i can try) Deep analyze of the future model. How many layers and objects\sub-objects will be. Its avry important part because of Baking issues and Edit-appeal Made a reference images for the Scetch tool. Extrude the basic objects via Scetch tool Scultp some cool objects by hand via basic tools like build, cut-off, merge, pose. Im voxel-addict so i don't use the surface mode for dis model) The Hull was a RLY pain of challenge All bevels are hand-made - i used "cut-off tool" or the "Carve in subtract mode" in orthographic camera with land-lasso selection to carve all this bevels from the hard edges, it was hard i can say to make'em looks like it was modeled via polygons ) re-Analyze what we have. Nice! So i try to have all sub-objects in box\sphere boundary for Easy per-object baking. this method save you from the Overlapping, missed ray casts, black holes, cross bleeding, none-manifold errors of baking (i have a none-manifold thing here btw ). When all parts are simple and separated the Baking will be much more controllable and comfortable). All micro\hifreq details for the each object i put in their sub-object for save the over all performance and edit-transparent if something goez wrong Retopo stage. I always use the Name-correspondence method. Awe Andrey for this! This model will be seen in game in FPS mode so in this issue i use the oldschool method of UV, planar planar and over again and LSCM for sure. I make seams over the hard edges to separate the smooth groups from each other for proper baking of the edged normals. 'Cause this is Hard-surface model As the object will be seen in close up and in FOV camera i did a bevels on retopo mesh on the "most viewed" parts to Smooth the Light term in future. When the model will be rendered in the engine with normals and so on) Bake! Correspondence Mode ON, apply symmetry. I use the Maya method of Outer surface with Spheres to local control of the ray cast 10 to 10 as usual and in this model i used about 12 spheres for bake the deep parts about 30 length for inner surface and 10 for outer. The result was cool after 5 none-acceptable results Than i handpaint the masks for each material in the Paint mode for Quixel dDO - funny video about this process Than the dDO stage in PhotoShop Imported New textures in 3dc and tweak, adjust, FIX some places with artifacts etc. Add some missed parts and ideas. Maya import, adjust some smooth groupes and add canisters that i hold in the atlas library for self needs) I think this is all LOL
  9. Update, new gun - Sonic repulsor =) Early WIP, just made
  10. Screenshots of the my latest Microwave Emitter in the game )
  11. Nice THx! I do my best) BTW the progress of the flak cannon
  12. Wew! vry nice) i love this guy! nice work
  13. Methelina

    Microwave gun

    From the album: All of all

    Conclusion: 3 days of work Software: 3d-Coat - sculpt, retopo, uv, bake, map refine and additional texture paint, render Photoshop + dDO - texture and material Corel Rave - vector graphics MeshLab - mesh doctor and refiner Maya - combine, mat reassign

    © Linda MacGill

  14. We did a post about mod on the official nexus forum
  15. Wew! We will be rly Happy, cuz we rly need help with composing and engine work... We are only artists and can make only HQ content but not a code and etc) BTW: Progress of the new Flack-Cannon FireFox Turnable
  16. Yah, thanx, fallout: NV We try to ressurect the old mod about District 9 with my friend from the Weta, he will provide the original exosuit from movie inside the game with simplyfication for real time engine compatibility But we are zero-level coders so we get the huge trouble with that We already contacted with original mod creator but he have no freetime for mod etc or he just give the Something on that and just forget about it
  17. BTW, special for you))) and the last update:
  18. Yeah probe light and reflection probe too) PBRT work in progress)
  19. Thx)))) Hoh, the guy))) it will be hard P.S. fixed the turnable link)
  20. Thx! i think it is my best work ) btw, better render... turnable too
  21. YAY! Thx for all good words)))))) Woow! Thx! )))) Thx a lot mate!
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