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ChalklYne

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Everything posted by ChalklYne

  1. maybe try to add the toot.xsi into the assimilate instead of the _humanoid.gla and check the *makes own skele* path. ive used this to surpass the _humanoid problems in the past. the u should still have a .gla file and maybe glamerge will like that one? *edit root.xsi lol not toot lmao. it was so cool i just left it there. rofl... i can haz yer toot.xsi?
  2. yeah u hit it right on the head man. ill stick to non humanoid models til i can get a hang of it
  3. right on. thx 4 the assistance guys. so i found out how to bake the bump maps into the textures, so ill have a lot cooler textures soon. heres a pic of me just tampering with creating some bumps for him to bake shadows from onto the diffuse texture. and just and updated pic or two showing i fixed his chin. lookin pretty close now with this one. no where near final just showing some learning progress behind creating his pores and such
  4. so nah that wasnt it either. but i figured it out i think... the peices that flip in modview i notice have 180 value in the y axis of rotation, i got that from the duplicate symmetry i did on the peices after i segmented em. well, if i hit freeze transforms it removes the 180 value there. but after rigging him again it still just rotates 180 degrees back to the other side. its the rope a dope lol. i dunno im zeroing in on what im doing wrong cuz it does it for multiple models. and freeze transforms didnt fix it.
  5. lmfao ashura dude u rocked this one lol. god i cant stop laughin he looks cool as shit i cant wait to throw a saber at it
  6. freeze BEFORE the heirarchy huh? hmmmmm... thought it was before weighing but heriarchy didnt matter cuz i wasnt actually moving anything.. before heiraarchy huh? hell u say. sux it was that easy
  7. yeah maybe on my next run at him., trying to fix that same damn xforms problem ive been having. i got 4 models waiting to be rigged but that damn transform problem man
  8. yeah i keep thinking the same thing. hell i dunno. ill tamper with it. might make another one cuz i got like 4 triangles in this one and i didnt want any. i think this ones too wide
  9. yeah i just realized that little trick the other day watchin tuts...not sure why i didnt use that method. this one started out as a little plane in the crease of his eye. took me maybe 45 minutes im fixing up his shader problems just by moving some verts around to match inyris help earlier she colored in red. helped eliminate the shading problems. heres what he looks like now... ear is wayy off but im gunna get to that. ill prolly do a couple more heads as practice, then maybe try a starkiller or boba fett from 1313 ( i think its boba) on another note, even if i freeze all transforms on my mesh before i start enveloping and weight painting, it still looks all screwy in modview. 3 different models now so i know its something im skipping. i hit the freezeM and the freeze all transforms on the mesh before i start rigging, and dont move the mesh at all after freezing it, still same weird looking error. tried with 2 different skeles so not that either. reset transforms maybe? i had no idea about the mark hard edge thing man i was loookin for something like that to unsmooth some shading on hard surfaces for proxy. badass mini thx man
  10. another head areas im having trouble with. seems like my polys are splittin? i been tweaking em a little bit, tried adjusting the geometry approximation ( which is like xsi smoothing groups) and it just seems like maybe id have to add in an edge loops. id hate to tho so im just tampering with it off and on for now...
  11. its not really a better than u can do kinda thing... ive been doing modelling straight for like 2 years now. never a character but still... i should know better than to delve too deep into something without making sure my polyflow is good. just like u wouldnt make a map without a info_playerstart lol. its just a matter of laziness and overlooking details. i tend to rush things. point is, i knew better and shoulda taken my time. lesson learned lol./ skool of hard knocks round here man my major problem is, theres 2 types of tutorials ive seen out there. one that tells u to start with one plane and extrude the edges as u need em, and the other is like start with a box and mold it. i just get confused. i want to do it all with a plane, but i dont understand how they do it. they do the eyes, the mouth, the nose, then branch it all together. my problem is, if i do that, i will have screwy edgeloops attatching the parts. its hard for me to get edgeloops right unless i start with a box and mold it, but thats not how i wanna do it, since i want the eyelids and mouth creases like in the tuts mini posted on the first page. just takes time i think. ill get better
  12. yeah thats a good idea. ill prolly start modelling the heads in a bit higher polycount then go back n reduce the unnecessary edgeloops. i found myself unable to follow the correct definition with so few polys to work with. i took all crits into consideration and tried to accomodate them accordingly, but some of them conflicted with the guys natural head shape so i did what i could. also, i take yer advice a lot because u know what yer doin. but, in certain situations im going to throw yer crits out the window for the current project and just try and stay focused on completing the one im on. like i said at least i know where to start next time and how to avoid these problems, but yer soulful disgust with the fact that i textured it anyways just to see what he'd look like is comical. the title reads first head model. not 3 different attempts at the same head. simmer down a bit. all of your knowledge between u guys definately is appreciated and will alleviate the problems in the future, but ive seen some of the stuff floating around here and none of it got degraded as much as this one. im concerned about your expertise in the area and appreciate the tips and tricks to help me next time, but im not going to just throw every project away that didnt go yer way. ive had a lot of good crits about the model and i apologize for not letting u just do it yerself lol. glad i could press a few buttons around here with my skillful assault on your psyches by attempting a first head model. and mini u were right, as usual, i coulda saved time by starting over. lead a horse to water type of thing i guess. but at least i went thru with it and seen where my mistakes would leave me in the long run (pentagrams and lumpy domes lol) ill try to pay more attention to the finer details, then scale em down as needed so i can at least capture the initial shape and make sure i wont have problems later like i did this time. but im pretty stoked aboutthe way he turned out despite his lumpiness here n there. im more of a trial and error type of person. and yer crits are very well appreciated inyri. just dont expect perfectness from everybody. especially on a thread titled first head model lol. put yer claws away girl its just a head. itll prolly get lost in the thousands of models on my pc and it will no longer haunt your thoughts. funny thing is, ive seen some pretty dumb stuff here n there that just looked horrible and i saw nothing but good jobs and keep it ups where i wanted to interject like u just did with a bunch of dooshbaggery and call it like i see it, i understood the learning curve of different modellers and never wanted to steal anybodys thunder and tell them flat out that their model just looked stupid. dont b suck inyri.
  13. damn mini i gotta say u did an amazing job on this one man. i am still working out constraints for kazdan. but, i did make him a completely custom skele, animated a movement, merged it into animations.cfg and he performs the action but the skele is in no way near as detailed and nice as yours. i wont start animating kazdan until i got a rig like yers going to make this whole character more feesable. the amount of work u put into this, combined with the new possibilities of faster/ more accurate animations with capes and all is just incredible man. big props i cant wait to use it =)
  14. thx guys some touchups. i still need to retexture the front of the ear there. itll require me to re-uv map it a bit but no major changes besides that area having some detail like it should
  15. thats a big ixnay on starting over. i got the lips all weird cuz i wanna save polys but still try and get his awkward ducklips in there. thats also why i didnt do his eyelids and eye creases all insanely detailed like the edgeflow tuts u guys posted. planning on having a lot of detail on his body when i finally finish these other two models so im saving verts where i can. i am overall almost achieving what im lookin for with this head anyways so no need to start over for small details that wont even be seen ingame. havent worked on the back of the head and neck at all obviously.as for the jawline im still debating what to do as in maybe move an edgeloop or add one. its all definately good advice tho to use when i ever start a new character at least ill have some good tuts and references of what to do differently. but nah im almost happy with the way hes turning out, will touch up the jawline and shape his head n neck and will start on his body later after i finish proxys final details in his texturing. also, do u know if i can use bumpmaps in the rendermap? to like, bake my bumpys into my textures?
  16. thx man. might be his actual eyeballs needing some adjustment. hell i dunno. ill mess with it. thx 4 pointin it out
  17. fixed up his polyflow as much as possible and went ahead with texturing. first time with a skin texture looking rather drag queenish, and very surprised about something... a WIP nonetheless lol no renders or nothing or subdivision, just the textured decal mode screenshotted a few times * i just noticed that horizontal line in his chin, it was most likely caused when i baked the shadows into the texture, fixing it up now with a quick clone stamp or something
  18. heres a lil more work man i didnt even check that pic u gave inyri hold on ima touch em up thku
  19. im trying to fix the smoothing groups around his eyes right now, then prolly smooth out his lumpy head lol *whoa! somehow he lost a hlf of an edge loop there....
  20. didnt notice i had any hold on ill fix em if i can find em. *oh crap! theyre huge right in the front derdader.. my bad.
  21. didnt reLLY FEEL LIKE RIGGING OR TEXTURING TODAY.. FELT LIKE MAKIN A HEAD AFTER SEEING INYRI'S MODEL. whoa. my capss lock was on. first time succeeding at making a head
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