-HP- Posted January 10, 2017 Report Posted January 10, 2017 Here's a few tips: - Throw a high spec shader on it WHILE you model, you'll see the pinching errors a lot better. - Fix your pinches before you move any forward, there's a lot of them! If you wait too long it'll be harder to make changes to the geo, because the more tesselated the mesh is the harder it becomes to make big changes. - Throw some quick materials on there so you can start reading the diferent materials right away, just drop a low spec black material to plastics, high spec glossy paint to body, etc. - Don't stop now, wtf you're almost done lol leplubodeslapin, Vorontsov, KOLARI and 1 other 4 Quote
KOLARI Posted January 11, 2017 Report Posted January 11, 2017 Can you point places which need need work / are pinching, I see some obvious ones but not that many. Quote
-HP- Posted January 11, 2017 Report Posted January 11, 2017 Are you using max? You have a lot of wonky vertices not flowing as they should, and it's creating pinches in the sub-d surfaces. When I start getting this on my meshes, I take a step back, get rid of a few edge loops, select the problematic areas, throw a relax modifier, and start to model the shape all over with a better vertex flow. Quote
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, leplubodeslapin and Vorontsov 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? Freaky_Banana, K, KOLARI 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 kinggambit, Sigma and Vorontsov 3 Quote
KOLARI Posted January 13, 2017 Report Posted January 13, 2017 Second attempt at car modeling. kinggambit, leplubodeslapin, Fnugz 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 Vorontsov, KOLARI, ShockaPop 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. Squad, JSadones, esspho 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
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