Upcoming Models #2

Post about creating and skinning models here
m121c
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Re: Upcoming Models #2

Post by m121c »

Ya that's a good question. I've been baking my maps with quads. Have I been doing it wrong all along. :oops:
attacker5
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Re: Upcoming Models #2

Post by attacker5 »

Idealy you would want to convert it to tris, especially if the shading is quite a bit different depending on the direction of the tri cut. Thing is, even if you model with quads, the export script doesn't "convert" it to tris, the tris already exsist, max or blender is just not showing you them. Take a look at this example.

Flat Quad
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Lifting one vertex upwards. Now the quad is no longer flat, meaning it has to be two tris. (Which it always is)
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If we rotate the camera down you can see that the tris it generated is somewhat what we expected, going from top of screen to bottom, its split.
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But what if we wanted to split it the other way? If we go into edge mode, then click on turn.
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Now we can see a dotted line, which is showing us the triangulation. You can simply click on the line to turn it to the opposite cut. Here is the comparison between the cuts and their effect on the mesh.
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Compared to the other:
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Fact is, the triangulation always exists, and if you use the turn tool to set them were you want, you can continue to model using quads, and have the benefit of loops and the great qualities quads give you, and still have control over the surface shape and shading by controlling the triangulation, without actually splitting the mesh and destroying the quad flow.

Also, when you bake normals, remember the maps mxs uses is tangent space maps, meaning it takes the base model shading and ADDS!!! to it. It DOES NOT override it! So if the base shading of the model changes after a bake has been done, the result wont be the same anymore.

Original mesh + Bake = Good Look
Changed mesh + Original Bake = Incorrect Look

So remember, model, finish it, uvmap it, retweak it, retweak the uv map. Set all the triangulation, and only then bake! Baking should be a process that comes right before texturing, but completely after modeling. In the mxs world, we are lucky cause its hard modeling and we are not at a quality level where weneed to worry about sculpting, but that's in the near future, and then the understanding of this process will be a tonne more critical!

Happy Modeling
Ramon
p2sta
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Re: Upcoming Models #2

Post by p2sta »

i always convert it to tris before baking, because as said, the export script has to make triangles out of quads and other polygons, so it is better to make sure triangles will be same way for baking and exporting
vortexracingleader
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Re: Upcoming Models #2

Post by vortexracingleader »

Some Pictures of Aspect Crf's Customness!!!!!!!
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WellsMX524
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Re: Upcoming Models #2

Post by WellsMX524 »

vortexracingleader wrote:Some Pictures of Aspect Crf's Customness!!!!!!!
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Also, is there any way someone could tell us exactly why the barpad skin is showing up wrong on the model in game, but it's spot on in blender? We're thinking it might have something to do with the JM's? Something that simple?

Help?
FlyinHigh
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Re: Upcoming Models #2

Post by FlyinHigh »

Maybe put some more effort into your pipes? heres the one we made :lol:

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KTM57
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Re: Upcoming Models #2

Post by KTM57 »

That poor header.
This is a block of text that can be added to posts you make. There is a 255 character limit.
WellsMX524
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Re: Upcoming Models #2

Post by WellsMX524 »

KTM57 wrote:That poor header.
We're just experimenting right now. We wanted to make sure we could export the JM's and get them to show up in game, which we are having problems with. Damien will be modeling the actual Megabomb pictured here.

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We're still having trouble with why the skin isn't showing up on the barpad in game.
We've not taken the header past anything but just bulging it out to make sure if shows up in game. So don't take the modification seriously.

And FlyinHigh, I think if you're going to show off your pipe, you might want to get a better graphics card so I can actually see it :wink:
m121c
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Re: Upcoming Models #2

Post by m121c »

Well if Damien is modeling it make sure that all the vertices are actually connected this time. :lol: It also helps if you don't flip stickers (FMF sticker) it tends to make the text flipped also. :wink:
WellsMX524
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Re: Upcoming Models #2

Post by WellsMX524 »

m121c wrote:Well if Damien is modeling it make sure that all the vertices are actually connected this time. :lol: It also helps if you don't flip stickers (FMF sticker) it tends to make the text flipped also. :wink:
Yeah, I'm gonna try to get him just modeling small things for now. Everyone has to start somewhere, and I'd like for him to do this one correctly, so I'm gonna have him take his time with it.
m121c
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Re: Upcoming Models #2

Post by m121c »

So is he like your bitch or something? :lol:
WellsMX524
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Re: Upcoming Models #2

Post by WellsMX524 »

m121c wrote:So is he like your bitch or something? :lol:
Lol nah dude, I just feel like he rushes a lot of things and he is afraid to ask for help sometimes. I picked him up on my team so we can collaborate on a few parts together for the bikes together (Him model and I skin). It's going to be a learning experience for both of us, and I just want to make sure that we can both do things correctly. So I apologize in advance for some questions we may ask.
m121c
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Re: Upcoming Models #2

Post by m121c »

No problem just giving ya shit. Better to ask questions and learn the correct way then to think you know it all!
WellsMX524
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Re: Upcoming Models #2

Post by WellsMX524 »

m121c wrote:No problem just giving ya shit. Better to ask questions and learn the correct way then to think you know it all!
It's all good dude. And yeah, I agree with you there. But basically our plan is to ride the Hondas, model a mega bomb, make it look pretty, and put fat bars on the existing model, which we've already done.
ktmRider269
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Re: Upcoming Models #2

Post by ktmRider269 »

FlyinHigh wrote:Maybe put some more effort into your pipes? heres the one we made :lol:

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no u made the end cap i sticker i modeled it
#4JG96
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