KOLARI Posted January 11, 2017 Report Posted January 11, 2017 (edited) I am using blender. What does relax modifier do? Edit. Actually some pinches you have marked are supposed to be shapes of the car. Edited January 11, 2017 by KOLARI Quote
-HP- Posted January 11, 2017 Report Posted January 11, 2017 It makes wonky vertices flow along their respective edges in a more natural way. I did a quick google and you can do it in Blender too Zarsky, Vorontsov and leplubodeslapin 3 Quote
esspho Posted January 11, 2017 Report Posted January 11, 2017 3 hours ago, Pink Flamingo said: I couldnt find any solition for my issue and made it out in hammer. Making a ferris wheel is easy only when its used in 3d skybox. This really shouldn't be made out of brushes. If you allready made some models you should also be able to bring them into the game. Everything that is needed is on the valve developer community. Go for it. Quote
Vorontsov Posted January 11, 2017 Report Posted January 11, 2017 >random model thread >brushes Also, listen to robot man, this type of stuff should not be made out of brushes, but know that you will be opening a can of worms in attempting to create your first model. esspho 1 Quote
kinggambit Posted January 11, 2017 Report Posted January 11, 2017 Any experienced substance designer users have an idea of how to procedurally apply snow to the lower crevices of the model? I'm planning on adding snow to most of my exterior models. Ambient Occlusion + Position input -> mask? Zarsky, K, esspho and 5 others 8 Quote
PogoP Posted January 11, 2017 Report Posted January 11, 2017 (edited) 23 minutes ago, kinggambit said: Any experienced substance designer users have an idea of how to procedurally apply snow to the lower crevices of the model? I'm planning on adding snow to most of my exterior models. Ambient Occlusion + Position input -> mask? Yup that's how I'd do it. Clamp your position map with a histogram scan to wherever you need the snow to be on your mesh, and add an inverted AO. Make the snow as a separate material and add it via a material blend node. Edited January 11, 2017 by PogoP Sigma, Vorontsov and kinggambit 3 Quote
KOLARI Posted January 13, 2017 Report Posted January 13, 2017 Second attempt at car modeling. Fnugz, kinggambit, Jeddyk and 3 others 6 Quote
leplubodeslapin Posted January 14, 2017 Report Posted January 14, 2017 (edited) @KOLARI Looks great dude !!! I can see you're having troubles for defining which edges should be hard and which edges should be smooth. By default, everything is flat obviously ... And when you smooth your object, everything is smooth, not depending from any angle between the faces In Edit mode, select an edge and press CTRL + E, and then Mark Sharp Finally, you need to change that Edge split modifier you may have used (i'm assuming you're using it), uncheck "Edge angle" and check "Sharp Edges" Then, you'll have full control over which edges are sharp and all the others will be smooth. I hope that helps Edited January 14, 2017 by leplubodeslapin grapen, ShockaPop, Radix and 3 others 6 Quote
Vorontsov Posted January 14, 2017 Report Posted January 14, 2017 Smoothing groups are old stuff! Get on editing the vertex normals of your models grapen 1 Quote
grapen Posted January 14, 2017 Report Posted January 14, 2017 21 minutes ago, Vorontsov said: Smoothing groups are old stuff! Get on editing the vertex normals of your models Yeah smoothing tends to fuck over shading on props sometimes in Source. It has frustrated me quite a deal. Quote
grapen Posted January 14, 2017 Report Posted January 14, 2017 I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale. JSadones, Vorontsov, Beck and 19 others 22 Quote
esspho Posted January 15, 2017 Report Posted January 15, 2017 (edited) On 11.1.2017 at 10:37 PM, kinggambit said: Any experienced substance designer users have an idea of how to procedurally apply snow to the lower crevices of the model? I'm planning on adding snow to most of my exterior models. Ambient Occlusion + Position input -> mask? I'm positive that those will look fantastic on your polar base. Imho, compared to the rest, the shovel looks a little bland. Maybe you could make it a little more interesting like in this picture Also those rubber-chaines (?) should be way darker than the metal wheels. Anyway great job. I would be interested in seeing the colission model if you feel like sharing. Edited January 15, 2017 by esspho Quote
twiz Posted January 16, 2017 Report Posted January 16, 2017 Took a break from solid modeling and did some surface modeling for fun Done in Solidworks, so gimme a break I know there is a curvature/tangency error on the sill below the door; it has been fixed, just not in this render. ~8hrs of work on this. Ideas on the design are welcome! K, slavikov4, rosk and 2 others 5 Quote
Corvus Posted January 19, 2017 Report Posted January 19, 2017 (edited) Learning moddeling in Maya, and texturing with Substance Painter. Edited January 19, 2017 by Corvus Lizard, Radu, tomm and 6 others 9 Quote
kinggambit Posted January 19, 2017 Report Posted January 19, 2017 On 1/14/2017 at 4:26 AM, Vorontsov said: Smoothing groups are old stuff! Get on editing the vertex normals of your models On 1/14/2017 at 2:39 PM, grapen said: I finally defeated VRAD. Slightly cheaper than our favourite Source tree, here for scale. did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are Sigma and catfood 2 Quote
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