Post about creating and skinning models here
DJ99X
Posts: 15524 Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under
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by DJ99X » Tue Jul 24, 2012 5:57 am
Finally figured out how to sculpt properly in Blender, so I made some clothing ripples for the p2sta3.
The good thing about baking normals is that the normal map lines up across seams, so it was real easy to make the side ripples for the jersey.
Here are both the maps in a PSD. Set the ambient occlusion to multiply over your texture
http://www.mediafire.com/download.php?bo3nk2qy39e4qpv
DJ99X
Posts: 15524 Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under
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by DJ99X » Tue Jul 24, 2012 6:02 am
BTW, here's what the high poly model looks like
BrutalMX
Posts: 1061 Joined: Mon Feb 14, 2011 7:38 am
Location: PA
Contact:
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by BrutalMX » Tue Jul 24, 2012 6:07 am
Amazing man. Was messing around with the xNormal occlusion map maker and was thinking about releasing something of the sort...this is perfect for people who can't make their own norms.
Send me a PM with your MSN name, I could use some help with some things.
NAUpoiss75
Posts: 1226 Joined: Tue Jul 27, 2010 9:28 am
Team: Spazztic
Location: Estonia
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by NAUpoiss75 » Tue Jul 24, 2012 7:20 am
Thanks alot,i can use it on my solid sets now.
p2sta
Posts: 3281 Joined: Fri Jul 30, 2010 7:08 am
Location: Czech Republic
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by p2sta » Tue Jul 24, 2012 8:09 am
gnar, thanks man
I was trying to do some sculpting in Mudbox, but when I baked it, the result was not really nice, probably the problem of inverted red channel, which I didn't know about back in the days
Kawasakis
Posts: 6583 Joined: Sun Mar 16, 2008 5:32 pm
Contact:
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by Kawasakis » Tue Jul 24, 2012 8:24 am
Thanks!
MXS Cup Winner
AX MX2 Champion
DJ99X
Posts: 15524 Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under
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by DJ99X » Tue Jul 24, 2012 8:31 am
p2sta wrote: gnar, thanks man
I was trying to do some sculpting in Mudbox, but when I baked it, the result was not really nice, probably the problem of inverted red channel, which I didn't know about back in the days
The newer versions of Blender have a similar issue. Both the x and y channels are inverted.
yzmxer608
Posts: 15352 Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A
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by yzmxer608 » Tue Jul 24, 2012 9:48 am
TeamHavocRacing wrote: If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Magnus42
Posts: 706 Joined: Fri Jan 28, 2011 9:31 pm
Location: Norway
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by Magnus42 » Tue Jul 24, 2012 2:52 pm
Awesome, perfect timing aswell!
Kamloops
Posts: 299 Joined: Mon Jun 13, 2011 3:26 pm
Location: France
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by Kamloops » Tue Jul 24, 2012 3:58 pm
Amazing job !
Crossman35
Posts: 726 Joined: Wed Aug 04, 2010 3:49 pm
Location: France
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by Crossman35 » Tue Jul 24, 2012 3:59 pm
Awesome !
Thanks
"
Race your life "
barrington314
Posts: 6614 Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC
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by barrington314 » Tue Jul 24, 2012 4:08 pm
geeze dude. just amazed at the amount of high quality work you do.
tyskorn
Posts: 6491 Joined: Sun Jan 11, 2009 5:52 pm
Team: Adept MX Graphics
Location: Utah, USA
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by tyskorn » Tue Jul 24, 2012 5:30 pm
Thanks!
Fransoo773
Posts: 1232 Joined: Wed Jun 08, 2011 11:22 pm
Location: The Great White North
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by Fransoo773 » Tue Jul 24, 2012 7:25 pm
I don't know how to manage to sneak your way into credits for pretty much everything.
Oh oh, thats right, because your the boss. Thanks a ton DJ, been waiting for this forever!
Ben Fransoo, OG.
jlv
Site Admin
Posts: 15116 Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
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by jlv » Wed Jul 25, 2012 12:20 am
That is some 1337 sculpting DJ. Have you tried Blender's cloth physics yet? I tried some simple stuff with it and it worked surprisingly well.
DJ99X wrote: The newer versions of Blender have a similar issue. Both the x and y channels are inverted.
Actually, the older versions are backwards and I made MX Sim match that instead of using the more natural basis. Now I regret it...
Josh Vanderhoof
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jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.