Upcoming Models #2

Post about creating and skinning models here
Mcguire103
Posts: 275
Joined: Thu Dec 01, 2016 6:20 am
Team: Privateer
Location: Australia

Re: Upcoming Models #2

Post by Mcguire103 »

that is just awesome.
mx985
Posts: 555
Joined: Mon Sep 07, 2009 8:37 am
Team: Privateer
Location: southern commiefornia

Re: Upcoming Models #2

Post by mx985 »

Everything will be put out on the model release,the blend because I still to this day know I wouldn't have learned shit if it wasn't for people like p2sta, and others like them. putting out files.the psd,then a saf for people who want quick skins.
Mr. Wiggles
Posts: 1042
Joined: Sun Feb 08, 2015 6:41 pm
Team: GSR/137 Kid
Location: Bottom Feeder at LCQ Studios
Contact:

Re: Upcoming Models #2

Post by Mr. Wiggles »

mx985 wrote:Everything will be put out on the model release,the blend because I still to this day know I wouldn't have learned shit if it wasn't for people like p2sta, and others like them. putting out files.the psd,then a saf for people who want quick skins.
Thanks man and good job learning all of this cool stuff and using it :)
Bottom feeder at LCQ Studios
Internet Nice Guy!
conceptgraffmxs
Posts: 353
Joined: Mon Mar 04, 2013 6:03 pm
Team: ConceptgraffMXS
Contact:

Re: Upcoming Models #2

Post by conceptgraffmxs »

Image
Andy_Hack
Posts: 2467
Joined: Mon Nov 01, 2010 11:47 am
Team: SplitFire
Location: Germany/Bavaria
Contact:

Re: Upcoming Models #2

Post by Andy_Hack »

Mcguire103 wrote:ugly to you. damn beautiful to me :lol:
I honestly also like the original style a lot better, putting newer plastics on usually screws it up.
d4u5d6u7 wrote:good staff, nice skins, like
vortexracingleader
Posts: 1195
Joined: Sat Jan 12, 2013 1:49 am
Team: MotoRAD

Re: Upcoming Models #2

Post by vortexracingleader »

Sorry everyone, was moving and just got wifi setup today.. here is the normal map bakes on the lp to keep you guys interested :).. almost done everyone!
Image
Image
ehm24
Posts: 1556
Joined: Wed Jan 26, 2011 2:12 am
Team: Used to be Factory
Location: San Diego, CA

Re: Upcoming Models #2

Post by ehm24 »

vortexracingleader wrote:Sorry everyone, was moving and just got wifi setup today.. here is the normal map bakes on the lp to keep you guys interested :).. almost done everyone!
[img]https://i.gyazo.com/1a93a3f5a8602cf2186 ... 75.png[img]
Can you make it so that the plastic that wraps around the barpad is "tighter". Looks great!
Image
hildy21
Posts: 171
Joined: Wed May 15, 2013 8:24 am
Team: SikWan

Re: Upcoming Models #2

Post by hildy21 »

ehm24 wrote:
vortexracingleader wrote:Sorry everyone, was moving and just got wifi setup today.. here is the normal map bakes on the lp to keep you guys interested :).. almost done everyone!
[img]https://i.gyazo.com/1a93a3f5a8602cf2186 ... 75.png[img]
Can you make it so that the plastic that wraps around the barpad is "tighter". Looks great!
yas
Image
aeffertz
Posts: 4039
Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
Location: Wiscansin

Re: Upcoming Models #2

Post by aeffertz »

Quick question for the pros here...

This is my first time using the sculpt tool in blender and baking a normal map. Everything seemed to be going alright except when I baked it, the normal map seems to be inverting itself along random seams... I tried selecting both objects and recalculating the outside, but it didn't seem to change anything. Any ideas?

Image
Image
Mcguire103
Posts: 275
Joined: Thu Dec 01, 2016 6:20 am
Team: Privateer
Location: Australia

Re: Upcoming Models #2

Post by Mcguire103 »

also for the pros .. how can i make something double sided like front front fender ive noticed some models just have a duplicate sitting underneath but i dont want to and cant do that. not only to see the other side of it in game lol but so can skin it to. sorry for noobin dont really know what im doing here :lol: 8)
gusma
Crushed Dissenter
Posts: 67
Joined: Mon Aug 15, 2011 4:47 pm
Team: Privateer

Re: Upcoming Models #2

Post by gusma »

escuse me
i'm trying do do the alta motors redshift mx...
i'm modelling but the problem i have is the same:
the model is ok. i exported it. BUT I see the inside of some parts when I should see the outside of each piece ..
how do I resolve this?
which is the command that allows me to change the side of the view?
Image
Jre
Posts: 654
Joined: Thu Dec 06, 2012 9:43 pm
Team: squid

Re: Upcoming Models #2

Post by Jre »

aeffertz wrote:Quick question for the pros here...

This is my first time using the sculpt tool in blender and baking a normal map. Everything seemed to be going alright except when I baked it, the normal map seems to be inverting itself along random seams... I tried selecting both objects and recalculating the outside, but it didn't seem to change anything. Any ideas?

Image
Looks like you put the same UV for two things that are however sculpted differently. Basically every part will need own UV before baking a norm. After you got the norm, you can duplicate and rotate these parts freely. Mirroring doesn't work for MXS though or the mirrored side norm will show up wrong.

gusma wrote:escuse me
i'm trying do do the alta motors redshift mx...
i'm modelling but the problem i have is the same:
the model is ok. i exported it. BUT I see the inside of some parts when I should see the outside of each piece ..
how do I resolve this?
which is the command that allows me to change the side of the view?
Image
I have asked the same question here when I started modeling years ago :lol:
Got answer and it's the face normal direction. You have to invert your normals in parts that are not showing up right. Google "inverting normals" and you will get a bunch of deeper help there.

All the faces have only one side that will show up in game because of game engine. This is exactly why Mcguire is trying to make his front fender double sided:
Mcguire103 wrote:also for the pros .. how can i make something double sided like front front fender ive noticed some models just have a duplicate sitting underneath but i dont want to and cant do that. not only to see the other side of it in game lol but so can skin it to. sorry for noobin dont really know what im doing here :lol: 8)
It's just basically modeling nothing else. For front fender just select the fender edge, extrude it and scale inwards. That is where I start usually. Also the way that works is to duplicate the front fender and make the interior from that (maybe decrease the polycount), then merging the edge vertices of these parts together with alt+M. Then there is the automatic merging if you have skills for that tool, which would make the workflow pretty fast.
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: Upcoming Models #2

Post by barrington314 »

vortexracingleader wrote:Sorry everyone, was moving and just got wifi setup today.. here is the normal map bakes on the lp to keep you guys interested :).. almost done everyone!
Image
Image
silverskate
Posts: 695
Joined: Tue Jan 07, 2014 12:13 am
Team: BikeGraphix
Contact:

Re: Upcoming Models #2

Post by silverskate »

I did the BUD Racing headstock for Brandon Roland use on BikeGraphix Team
Image
broland278
Posts: 1252
Joined: Sat Dec 20, 2008 4:28 am
Team: MotoSavage
Location: Kansas
Contact:

Re: Upcoming Models #2

Post by broland278 »

silverskate wrote:I did the BUD Racing headstock for Brandon Roland use on BikeGraphix Team
Image
your on the team fool
Image
Post Reply