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Everything posted by Archangel35757
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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
1,162 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.
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Welcome! Mappers are desperately needed here.
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It's already done... just use one of these and give them credit: http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=10&key=141 or this one: http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=10&key=579 Sentinnel Class Shuttle: http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=8&key=423 http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=8&key=152
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@@Bek -- yes, I've seen that and others... the eye rig will not capture that sloshing effect; but it will have controls for pupil contraction/dilation, single/pair eye rotations, gazing, and saccades motion. I also plan to have a few skins with increasing eye blood vessel redness.
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As I study about texturing eyes in 3ds Max and Photoshop... I find these images to be insightful and amazing! https://www.behance.net/gallery/428809/Your-beautiful-eyes
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Let's talk about tags
Archangel35757 replied to minilogoguy18's topic in General Modding Discussions
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Let's talk about tags
Archangel35757 replied to minilogoguy18's topic in General Modding Discussions
You're somewhat correct... but it uses the tag's edge lengths to determine the origin and orientation, which results in a specific vertex order in the GLM file. Basically, it finds the hypotenuse first, and depending on what edge number the hypotenuse is... it sets the vertex opposite the hypotenuse edge as the origin; then it throws out the hypotenuse from comparisons and then finds which of the two side legs is longest (the longer one is assigned +X and the shorter +Y); and they determine the remaining vertex numbers. See pretty picture below courtesy of @@Xycaleth: EDIT: The cross product (X x Y) becomes the +Z axis. The tag's face normal should face in the +Z direction. It's the same process for both MD3 tags and GLM bolts. Note: The tag must be a right triangle, else it will throw an error; and one side leg must be longer than the other-- creating an equilateral right triangle will cause Carcass to crap itself.