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Everything posted by Archangel35757
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Creating a new gun model*
Archangel35757 replied to Brownjor10's topic in General Modding Discussions
For MD3 models you need to replace the asterisk (*) so in 3ds Max it is called: tag_flash For Ghoul2 .GLM it should be named: bolt_flash -
Coder(s) to help with Dusty's Patch? (Can be a novice)
Archangel35757 replied to Dusty's topic in Mod Requests & Suggestions
remotely... but I have to finish a number of other projects first. -
Graphics Pen Tablets/ Pen Displays...
Archangel35757 replied to Archangel35757's topic in Art, Media & Technology
@@Milamber... nice. I wish there was a model between the Cintiq 13HD and Cintiq 22HD... I just started to compare the Monoprice 22-inch (http://www.monoprice.com/mobile/product/details/14481 ) versus the Cintiq 22HD (http://wacom.com/en-us/products/pen-displays/cintiq-22-hd) The Wacom has some buttons and touch strips, and more pen functionality... but otherwise them seem close performance-wise. However, the Monoprice is 3.6x cheaper-- ~$500 versus ~$1800. -
So, many years ago I purchased a Wacom Intuos3 6x8 (active area) pen tablet... Sadly, I've only just begun to use it now as I delve into texturing with Photoshop. I would like to know how many of you graphics artists use pen tablets or pen displays... and if you do (and don't mind to say...) what make/model? Out of curiosity I visited Wacom's site and the Intuos5 is gone and replaced by the Intuos Pro. Anyone using it? I looked at the Wacom pen displays but their price is ludricous... ...I will say I'm getting use to the Intuos3 tablet in Photoshop.
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New to modelling - Adding skeleton help
Archangel35757 replied to Hashira's topic in Modding Assistance
I'm not a Blender user... but now that you have the JKA skeleton bones in Blender you need to make sure they are located at the scene origin-- not offset from origin as you have shown. Now just search the internet for Blender tutorials on how to scale/modify the mesh & limbs to overlay the skeleton; and further tutorials for weighting the mesh to the bones. @@mrwonko has a Blender import/export package you will need to get the final result in-game. Good luck. -
I revised the post... from her perspective.
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So here's a quick render of the cinematic eye model (her right eye) versus the 3ds Max eyeball shader (her left eye)... I need to re-work my Iris texture-- I'm a beginner at Photoshop but that tutorial above is what I followed using her brush sets:
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This is one of the top five tutorials I've found for painting irises in Photoshop-- she makes all her brushes and patterns freely available. This tutorial is in 1080p:
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look at the last anim "root" for any humanoid model in modview-- this is the DaVinci A-pose.
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The Jedi, SoF2 games use the DaVinci A-pose as the root pose... not a T-pose, as in other game engines. You need to provide a little more details on what you're trying to do and how you're trying to use those files and in what game engine?
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Any updates?
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You need to create this cave as a 3D model and not brush work because it's too obvious and doesn't look believable as a realistic cave. Do you have a crude layout for what you want this cave structure to look like and the passage flow?
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3ds Max Quake III MD3 Exporter Multi-Version Pack
Archangel35757 commented on Archangel35757's file in Utilities
Ok... there's nothing wrong with the final code I sent you. For that particular mesh object-- you assigned all faces to a single smooth group. Therefore, there is only one smooth group that will result in 8 vertex normals. Because there is only 1 smooth group there are ZERO additional vertexes created... thus +0 SmoothGroups. This is correct behavior. Given this revelation I think the stats output needs a more understandable format... I've sent you revised code with a more understandable statistics output. Sorry for the confusion. -
3ds Max Quake III MD3 Exporter Multi-Version Pack
Archangel35757 commented on Archangel35757's file in Utilities
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seems a little excessive with the sand.
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https://www.kickstarter.com/projects/m3d/m3d-pro-feature-packed-3d-printer-for-improved-rel?ref=email I just missed grabbing the deep discount! But I succeeded in grabbing the super discount tier ($449US)... which is going fast. My guess is that this Pro model will retail for $900 US or more. Just wanted to make folks aware-- if they want to jump in.
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3ds Max Quake III MD3 Exporter Multi-Version Pack
Archangel35757 commented on Archangel35757's file in Utilities
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Version 2.4
1,145 downloads
Exporters for the Quake III .MD3 model format. This was a tag-team effort between DT85 and myself... and at times we called on outside experts to help us overcome some of our coding challenges. 3ds Max versions Supported: ********************************** 6 (32-bit) 7 (32-bit) 8 (32-bit) 9 (32-bit/64-bit) 2008 (32-bit/64-bit) 2009 (32-bit/64-bit) 2010 (32-bit/64-bit) 2011 (32-bit/64-bit) 2012 (32-bit/64-bit) 2013 (32-bit/64-bit) 2014 (64-bit) 2015 (64-bit) 2016 (64-bit) 2017 (64-bit) 2018 (64-bit) 2019 (64-bit) 2020 (64-bit) For v2.3 features, installation and usage instructions please see the included readme_v2.3.pdf file. Exporting Process: ********************** - Make your model. - Apply your texture using the 'standard' material only. - Make sure your texture is in a 'models' folder (e.g.: models/map_objects/ships/ship.jpg ), *** or alternatively name your material slots with the relative path and check "Use material name..." -- this new feature does not require a "models" folder in the path name. - Make sure the destination folder has 'models' in it (e.g.: models/map_objects/ships ). - Export it with 'Smart paths' checked and/or 'Use material name...' - For a static model (no animation) just leave the default value of '0' in the 'frames' field. Known Issues: ***************** - None. Credits: ********* Pop'N'Fresh (original code) DT (code enhancements) Archangel35757 (code enhancements) -
there should not be any keyed animation on the motion bone, iirc. @@DT85?
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@@Circa - ^ that is correct... they only insist you list them in your credits-- they tell you what they expect in the download agreement you have to click.