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  3. marnamai

Posts by marnamai

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 4:59 PM

    Thanks, the cage fixed the artifacts, but damn... xnormal is one cluncky piece of software ...


    The seams are still there. :/


    I added an extra edit poly modifier above my unwrap modifier in the stack and I assigned each island a different smoothing group, so no groups touch eachother with the same smoothing group (body = 1, legs = 2 should each island be unique as, in each leg their own unique group instead of all legs in smoothing group 2?), exported it to .obj. and rebaked it, but the issue still exists.


    Isn't there an easy way to select the uv islands via the uvw modifier and assign smoothing groups there?

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 3:30 PM

    the entire mesh is on a single smoothing group

    How do I use a cage in xnormal?

  • Normal map seam problem + artefacts in xnormal

    • marnamai
    • April 22, 2014 at 3:13 PM

    I have a problem with a rather ugly seam on my normal map, I am using 3ds max, mudbox and xnormal.


    workflow

    1 ) made the low poly in 3ds max (editable poly)

    2 ) unwrapped it

    3 ) exported as .obj from 3ds max

    4 ) imported lowpoly .obj into mudbox

    5 ) sculpted highpoly based on low poly

    6 ) exported highpoly as .obj from mudbox

    7 ) baked the normal in xnormal using the low and highpoly .obj's (has some artifacts, no idea how to fix it)

    8 ) applied normal map in material in 3ds max

    normal map seam (all channels normal)

    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/normal%20map%20seam.jpg]


    normal map red and green flipped

    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/red_green%20flipped.jpg]


    wire on normal map

    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/wire%2Bnormal.jpg]

    checkers

    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/horse%20normal%20seam/checkers.jpg]

  • The random model thread!

    • marnamai
    • April 20, 2014 at 8:10 PM
    Quote from Pampers

    Cute what was your approach on painting the fur?

    First I painted a basic color layer, then used a brush with the stripes stamp (default mudbox stamp), modified the stamp a little to randomize the lenght,scale and width per stroke (not rotation). Then I painted the fur from dark to light (2-3 shades of brown) first very rought with a larger brush and then narrowed it down for the finer hairs. I looked a lot a reference pictures to somewhat follow the natural flow of the hairgrowth direction.

    I also used some extra layers with multiply to make some parts darker (eyes and ears)

  • The random model thread!

    • marnamai
    • April 20, 2014 at 7:51 PM

    [Blocked Image: https://dl.dropboxusercontent.com/u/16324432/wildboar_texture_wip.jpg]

  • [CS:GO] fy_officeday/ar_maktab/ar_potato

    • marnamai
    • April 19, 2014 at 6:31 PM

    not enough potato

  • How to make brush not have bullet holes?

    • marnamai
    • April 18, 2014 at 5:08 PM

    Make it a func_brush and disable collision.

  • The random model thread!

    • marnamai
    • April 14, 2014 at 4:03 PM

    I have no idea why that's happening, it doesn't happen in 3ds max when I apply a turbosmooth ...


    edit: I think it's due to some of the vertices from the mane planes being too close to eachother?

  • The random model thread!

    • marnamai
    • April 14, 2014 at 2:53 PM

    almost done


    WildHorse (View in 3D)[Blocked Image: https://p3d.in/model_data/snapshot/jjIBa]

  • The random model thread!

    • marnamai
    • April 11, 2014 at 12:40 PM
    Quote from FMPONE

    I think Mr. Horsies' legs might be a bit on the short side, he looks sort of zebra-ish right now

    it's just the species, a brabanter => reference http://upload.wikimedia.org/wikipedia/commons/6/68/Belgians.jpg

  • The random model thread!

    • marnamai
    • April 10, 2014 at 4:39 PM

    WildHorse (View in 3D)[Blocked Image: https://p3d.in/model_data/snapshot/SQ5cW]

  • The random model thread!

    • marnamai
    • April 4, 2014 at 7:51 PM

    wild boar (View in 3D)[Blocked Image: https://p3d.in/model_data/snapshot/6Q3yQ]

  • The random model thread!

    • marnamai
    • November 11, 2013 at 12:09 AM

    low poly wipcombine assassin 01 (View in 3D)[Blocked Image: http://p3d.in/model_data/snapshot/WuL3K]

  • [recruiting] particle artist for DownFall (ep2 mod)

    • marnamai
    • September 7, 2013 at 10:17 PM

    On the first screenshot there is going to be a gunshipbattle. In HL2 those battles pretty much allways end up with the player camping next to a rocket ammo crate.

    I 'm going to use the gunships ground attack to destroy those ammo crates. Hopefully resulting in a more dynamic battle, forcing the player to move to gather more ammo.


    The particle will be used for the rocket crate explosion, hopefully some he 'll make some nice waterfall particle effects for the caves too.

  • [recruiting] particle artist for DownFall (ep2 mod)

    • marnamai
    • September 7, 2013 at 10:08 PM

    heh, guess I am lucky then, just found an awesome guy willing to do it for free

  • [recruiting] particle artist for DownFall (ep2 mod)

    • marnamai
    • September 6, 2013 at 10:34 PM

    As the title says, I am looking for an experienced particle artist to help me out with my Half-life 2: episode 2 modification named DownFall.


    You 'll need to be able to show off previous work, either through links to credited mods or youtube vids.


    Add me if you're interested. http://steamcommunity.com/id/marnamai


    http://www.moddb.com/mods/downfall1


    [Blocked Image: http://media.moddb.com/images/mods/1/13/12597/the_bridge.jpg]

    [Blocked Image: http://media.moddb.com/images/mods/1/13/12597/dwnfall_020007.jpg][Blocked Image: http://media.moddb.com/images/mods/1/13/12597/dwnfall_01_3105090025.jpg]

  • The random model thread!

    • marnamai
    • March 10, 2013 at 5:20 PM

    Wouldn't the triangles (clusterfuck) cause trouble later on when adding extra edgeloops for the turbosmooth?

    [Blocked Image: https://dl.dropbox.com/u/16324432/ump1_wire.jpg]

  • The random model thread!

    • marnamai
    • March 10, 2013 at 12:37 AM

    wip ump45, learning hard surface modelling

    [Blocked Image: https://dl.dropbox.com/u/16324432/ump.jpg]

    I 'll need some help/hints on how to do the holes in the casing

    I tried with a proboolean and cleaned it up, but it looks awefull.

    https://dl.dropbox.com/u/16324432/ump1_wire.jpg

  • WIP in WIP, post your level screenshots!

    • marnamai
    • November 13, 2012 at 11:31 PM

    I humbly present you my latest work in progress, de_airport

  • WIP in WIP, post your level screenshots!

    • marnamai
    • March 15, 2011 at 9:48 AM
    Quote from e-freak

    nice any link to all the final submissions?

    Here you go, http://www.interlopers.net/forum/viewto ... 32#p451732

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