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Chat about problems or anything relating to game art creation here.

ryan caesars painty renders..how?

Forum

Ive been looking at the excellent work of ray caesar and im blown away by the paint quality of the render..

Im not expecting a magic button or anything but how..

http://www.raycaesar.com

Submitted by souri on Sun, 19/09/04 - 1:24 AM Permalink

If you hadn't said they were renders, I would never had noticed...

Submitted by rannyroy on Mon, 20/09/04 - 6:27 PM Permalink

the phrase "git" springs to mind when I see his work. Still it gives us all somehting to aim at.

Max 5: Render to texture error

Forum

Anyone else had an issue with this feature? I click to open it and it comes up with a Macroscript error and only loads up one rollout. I'll try repairing Max and see if that fixes it.

Submitted by Wizenedoldman on Fri, 01/10/04 - 3:03 AM Permalink

Ok, repaired Max, still not working anyone got any suggestions? I don't look forward to a full re-install...

Thanks in advance.

Submitted by davidcoen on Sat, 02/10/04 - 4:17 AM Permalink

which version of max/ try reading manual~ help texts on how to use it.... not that intuitive

Submitted by Wizenedoldman on Mon, 04/10/04 - 2:48 AM Permalink

Thanks for the reply David but it's not an issue of being able to use it properly, it's an issue of it not working in the first place. When I click on the 'Render to Texture...' menu option it starts to load then spits up another dialog box telling me theres an 'Unknown system exception'. When I click Ok for that all thats left of the Render to texture dialog box is the general settings rollout. After clicking around on that for a while it usually crashes.

Was hoping someone else had come across this problem before.

Submitted by greg brant on Mon, 15/11/04 - 10:04 AM Permalink

I have the same problem, using max 5.1 servicepack 1.

macro script erro and then yur just left with the general settings??? dont suppose youv found a fix for it?

Submitted by Wizenedoldman on Tue, 16/11/04 - 9:57 PM Permalink

I haven't tried out this fix but I'm told that what's causing it is Win XP service pack 2, apparently if you uninstall that then it should work again.

Let me know if it does.

refrence images

Forum

does any one here happen to know any sites with refrence images for animals specifically jaguars.

I know there a ones for humans www.3d.sk for example but I cant seem to find any for animals [:(]

cost free sites would be great

Submitted by rannyroy on Mon, 20/09/04 - 6:35 PM Permalink

domai rocks. Its great have a break from porn and see photo's celibrating the beauty of a womens body.

Dimensions of a model?

Forum

Apart from ideal proportions, what would be a good convention for
how tall/wide/deep a character is (in pixels)? I forget what the
Quake2/3 convention was. I'm looking for proportions that (a)
keep the polygon count reasonable (b) don't distort textures overly.
On the same topic, given current graphics cards, what would be
an upper limit for polygon complexity? I'm all ears.

Submitted by nomiakasu on Sun, 05/09/04 - 5:27 AM Permalink

We're still peaking at around 4k tri's for current gen stuff next gen could see up to 15k (Unreal 3 will be about 10k.) Don't look for a lot of multiplayer action at this level though.

Submitted by Malus on Mon, 06/09/04 - 2:27 AM Permalink

Thats actually dependant on the engine of a particular game.

A sim wouldn't have a 4000 character for current generation technology and arcade fighting games are higher than that already.

WiffleCube: What are you looking at building the character for?

Submitted by conundrum on Mon, 06/09/04 - 3:49 AM Permalink

i think that for half-life 2 the main characters get about 7500 tris and and most others are around 3000 or so.

Submitted by WiffleCube on Mon, 06/09/04 - 4:07 AM Permalink

Malus: As a mob (mobile object) in a game i.e. generic monster/humanoid. i.e. they have to be rendered real-time,
not for cutscenes etc.

Submitted by WiffleCube on Mon, 06/09/04 - 4:10 AM Permalink

To elaborate further; I'm planning on writing a game a bit like a cross between System Shock 2, Fallout and Half-Life; so it would require quite a few mobs (maybe not quite as much as a shooter-fest).

Also, the engine will do backface culling and BSP so quite a lot of triangles won't even end up on the pipeline. Most games do this so
I don't know if this information is useful.

Submitted by WiffleCube on Mon, 06/09/04 - 4:12 AM Permalink

To elaborate even further, the target cards would be Geforce III/Radeon 9800

Submitted by WiffleCube on Mon, 06/09/04 - 4:27 AM Permalink

To elaborate to the extremum, it's not going to use a commercial engine; the engine is written from scratch. It's been a kind of
'world's strongest-man pull-a-truck-with-your-teeth' coding project
with lots of broken pencils and scrunched up paper.

The goal is to have something to show a good software company. In
terms of media I've done a few midis for the music which are at
the moment a bit ordinary. It's rapidly approaching the time where
mobs and interactive models should be introduced, hence the posting.

Submitted by Malus on Mon, 06/09/04 - 6:50 PM Permalink

In that case since your writing the code shouldn't you be telling us how much you have to work with?

But for arguments sake, hypothetically, if you build an engine capable of today's FPS specs then you could, theoretically, push around models ranging from 2000 - 5000 tris easily depending on how many are on the screen.

Submitted by WiffleCube on Tue, 07/09/04 - 9:01 AM Permalink

Thanks.. I'll keep 2k triangles per mob @ 60FPS overall as an
estimate of upper bound i.e. code should not run slower than this.

It works very well ..for now.. but when other structures
have been added then that's where the delays will come in,
and so this benchmark is useful.

That way I'll know if the structures I'm using are good enough
or if they are pants and need to be redesigned.

2k per mob at 60FPS..2k per mob at 60FPS.. scribble scribble.

Code and Photons

Forum

Hi,
Like many there was a decision early on to specialise in one area of
game development; for me it was programming. I'd really like to get
better at 'painting with light'; creating models and scenes.
Unfortunately I forgot to get a degree in art & design, although I
do have a good one in computer science. At school art teachers
said that I had some skill there so it isn't a lost cause.

I'd like to hear any advice on how to gradually build up computer
art skills, also I'm curious as to how many computer artists are
also programmers (professionally or on the side). I've played
around with 3D Studio Max, but find it unwieldy since even on paper
it takes a lot of redone curves just to get the image clear in my
head and then onto the page.

Also, I used to really like a 2D paint package on the Amiga called
Deluxe Paint and I'm looking for something similar on the PC. There
was something called 'Neopaint' but that was an old DOS based program.
Most new software I've seen seems to have too many features which
eeem to require several months of training just to get proficient in.

Submitted by Aven on Sat, 04/09/04 - 8:16 AM Permalink

Neopaint was fantastic at the time. That was also because I went from MS Paint to it. It is still good for old style pixel art. If you can get the DOS version to run at all, it will run very slowly. There was a Windows version made too, but I just wasn't keen on that one (and I started using PS at that stage). Just keep in mind that it doesn't have layers or much else.

http://www.neosoftware.com/npw.html

Submitted by Kalescent on Sat, 04/09/04 - 9:14 AM Permalink

I can dabble in C++, but my fun is in using paintbrushes and modelling to make things look fancy.
I do have a qualification in C++ Games Programming, but ill be the first to admit im no superstar.
Did it to gain a better understanding of the production pipelines, how to make code and art meet, and what required.

I found i learnt lightyears beyond what i ever could have, doing a straight 3d modelling diploma.

Submitted by WiffleCube on Sat, 04/09/04 - 9:52 AM Permalink

Thanks for the link to Pro Motion.. I've bought an e-mail copy.

Submitted by WiffleCube on Mon, 06/09/04 - 4:18 AM Permalink

Hazard: If you've got the basics of C++ then they can always be expanded upon;
If you can also bang out a good tune the you could do a one-man-band project :)
There are other things; Dynamic Types, cache optimisation, STL which are good to
know about. The degree also taught me the basics of dependencies like coupling,
connascence and cohesion (these are ways of designing code so that it's easy to
maintain etc.) but if you were employed for C++ you'd probably get those reinforced.
As it is, I can barely remember the different kinds of dependencies.

Submitted by Kalescent on Mon, 06/09/04 - 11:41 AM Permalink

Funny thing is - ive been playing guitar since i was 4 odd years old, and been a DJ for a good 4 odd years doing night-work etc [:P] so your right, i could be a 1 man band. But i realised i could get so much more done with a few good friends [:)] especially those who will always be better than me at a paticular thing.

Submitted by WiffleCube on Tue, 07/09/04 - 9:37 AM Permalink

Well, can't argue with that. Although there are advertisements for jobs which require crossover skills e.g. 'programmer with a flare for graphics design/music'. Seems like they're trying to get a two-foo for their wage packet outlay. I'd like to create at least one single-person game as a personal goal. They did it in the 80s, even on the
Amiga, and computers aren't so different now.

Pixel32

Forum

This product is written by the crackers at astalavista.box.sk, haven't tried it yet, would be interested in opinions:
http://eye.box.sk/

Submitted by souri on Tue, 31/08/04 - 3:09 AM Permalink

It says it's a computer graphics portal, and it definately is that.. Design wise - it's very simple, but I reckon it needs a lot more personality.. I can see that it's setting up blogs and artist interviews which is definately good. I'm probably a bit underwhelmed though, since Sumea has had all that years ago. [;)].. The forum is ok, but I think there are so many better ones than that around these days. Forums are extremely important, in my personal opinion. If it looks like a glorified guestbook, then it makes your website feel a bit subpar.

The problem I think is that it's got some pretty stiff competition in its area of covering computer graphics. Compare related sites like www.cgworks.com or www.cgnetworks.com to see the difference. It's definately a hard area to stand out in, requiring a lot of work.

Submitted by WiffleCube on Tue, 31/08/04 - 2:52 PM Permalink

Ah.. What I really meant was the actual painting program you can download from there; it's called Pixel32.

Submitted by souri on Fri, 03/09/04 - 2:20 AM Permalink

Oh yes, trust me to miss the point completely.. [:D]

3D scanning using a chessboard and pencil.

Forum

This might be of interest to you 3D artists on a shoestring budget;
the product uses nothing more than a chessboard, pencil and digital camera to scan 3D objects. It works by analyzing the shadows cast at different positions to determine the object's structure.

http://www.gabdab.altervista.org/index.html

Submitted by MoonUnit on Sun, 22/08/04 - 8:25 PM Permalink

thats pretty cool, unfortunatly anything out of the cameras range (say indents behind something facing the camera) wont be added to your "3D scan." its still pretty amazing though

Submitted by WiffleCube on Thu, 26/08/04 - 11:16 AM Permalink

I haven't actually tried it myself, but it seemed like a good tool :)

quote:Originally posted by MoonUnit

thats pretty cool, unfortunatly anything out of the cameras range (say indents behind something facing the camera) wont be added to your "3D scan." its still pretty amazing though

Submitted by Rahnem on Sun, 29/08/04 - 7:02 AM Permalink

quote:Originally posted by WiffleCube


I haven't actually tried it myself, but it seemed like a good tool :)

I don't know about that. I looks to me like you will be spending more time patching up what the photo didn't capture than actually making it yourself.

Submitted by Rahnem on Sun, 29/08/04 - 7:06 AM Permalink

On the other hand, it might be really useful for creating a reference model to use as a I guide for your actual model.

Submitted by MoonUnit on Wed, 01/09/04 - 1:51 AM Permalink

uhhh i dont get whats supposed to be happening, beyond eye strain that is

Submitted by RasTuS on Fri, 03/09/04 - 3:15 AM Permalink

heh its like those 3d little images that have hidden things in them but u can see this clearly when it works

Submitted by WiffleCube on Sat, 04/09/04 - 7:07 AM Permalink

All I can see is a pair of perky uhhh, yes I'm sure you're right, never been much good with those stereographs.

quote:Originally posted by RasTuS

heh its like those 3d little images that have hidden things in them but u can see this clearly when it works

XSI price drop

Forum
Submitted by Fluffy CatFood on Tue, 10/08/04 - 10:58 PM Permalink

thats a pretty good price $495USD eventhough it is limited

Submitted by Red 5 on Wed, 11/08/04 - 2:09 AM Permalink

Yep that's an amazing price.

It's actually not too limited and only lacks a few Essentials tools such as poly reduction (which isn't the best anyway), rigid body dynamics and hair/fur but it'll do practically anything required for game art.

Submitted by souri on Wed, 11/08/04 - 3:58 AM Permalink

Wow, that's awesome! I've always wondered when 3d application companies will bring out cut down versions of their programmes. This looks ideal for real time game modellers. Hurray for new pricing schemes! I remember a few years ago when Maya started dropping their software price, which caused the other companies to follow suit. Hopefully this will start a trend also!

Sure, there are personal learning editions, Gmax etc around, but they restrict you to their specific file format. I hope that Discreet follows suit and releases a cut down version of Max that has all the fancy polygon modelling and UV mapping/unwrapping tools.. That SOFTIMAGE|XSI v.4.0 Foundation would be ideal if it had that character rigging system in it too.

Submitted by Red 5 on Wed, 11/08/04 - 4:16 AM Permalink

They hinted about 12 months ago that they'd be offering a product that would appeal to the game industry at very low cost, even the original price for Foundation of $US3000 was good, but this new pricing is insane :)

You might like to look check out the features pdf Souri (if you already haven't) to see if it has what you're looking for...
http://www.softimage.com/products/xsi/v4/features/XSI_v40_new_features…

Submitted by Rahnem on Wed, 11/08/04 - 12:45 PM Permalink

Thats a crazy price for such a high level package. I just bought a plugin for lightwave that cost most than that! I would almost consider switching myself but my job requires I use my current package.

Submitted by Fluffy CatFood on Mon, 23/08/04 - 3:29 AM Permalink

I'm seriously considering investing in a copy of this program, has anybody here got a copy? I've only ever used softimage for a short time and it seems ok, can anybody let me know the pros and cons? That price is just too damn good, I put it through a currency converter and it seems to be around $689 australian.
Since I'm here, do we have any z-brush users here? Thats another program I'm seriously tempted to get.

Submitted by Rahnem on Wed, 25/08/04 - 4:23 AM Permalink

I have only heard positive things about xsi so far. Seems to have the animation as good as and if not better than maya, and modelling tools better than lightwave or max. Download xsi for half-life 2 and check it out. http://www.softimage.com/products/EXP/HL2/

Submitted by Fluffy CatFood on Thu, 26/08/04 - 12:17 AM Permalink

yes I've actually given it a go and I really like it, Unless I can find a copy of max4 or 5 With character studio second hand for cheap, I'll get softimage instead. Anyone want to sell me there copy? Max would be easier since the AMP plugins are only written for max 4 and 5.

Rendering tutorials photoshop

Forum

Hi guys, came across this site. I know a few of you are into concept drawing and the likes so i thought i would post this. Some really nice tutorials and techniques. Some of you may have already seen it but for those who havent enjoy!

Also some pretty wicked car designs aswell.

http://www.cardesignnews.com/studio/tutorials/index.php

And some miscellaneous helpful tuts

http://www.gfxartist.com/features/tutorials

Max 7 out soon

Forum

Yay Max7 is on its way !![:D]and looks like its got some cool new stuff[8D]
http://www.3d-palace.com/forums/viewtopic.php?t=2858

Submitted by Fluffy CatFood on Fri, 06/08/04 - 6:26 AM Permalink

Another one already? Damn, well hopefully I'll be able to afford to buy this one, I guess I'll need to find a job

3ds Max 7 features

Forum
Submitted by Malus on Tue, 03/08/04 - 10:53 PM Permalink

Did that guy say CS is going to revolutionise games? LOL...LOL...Heee...hhhaaaa, thats the funniest....LOL LOL...Complete human rig...LOL..Oh hes killing me.

Oooee, I'm crying.

I love modelling with Max, hell I learnt on Max, but they have a long road ahead of them before they win back some of those who jumped to Maya and Softimage etc, especially with regards to animation systems.

Max is still the best for poly pushing workflow in my books but since you can customise Maya to work just like it with Mel scripts they are losing hold of that too.

This better be an amazingly different version, not just addons, or they'll slip even further behind.

Submitted by Me109 on Wed, 04/08/04 - 12:47 AM Permalink

Meh!.... 7 already? 6 not good enough? seems like the last kicks of a dead man..
still be nice to see what they mean by 'integrated' character studio..
not that I'm a big fan of it...

I'll continue to use max exclusively for modelling.... can't beat the mesh and poly tools yet...

Submitted by Aven on Wed, 04/08/04 - 8:19 PM Permalink

To the defense of Max (doesn't happen too often :) ), all the major graphical apps are starting to release upgrades every year. Even if the upgrades they have planned aren't really needed :/ Maya, XSI, Lightwave, Photoshop. It's a real pain in the arse, as it means that if you upgrade and you use any plugins, then you have to get those upgraded as well.

Submitted by Rahnem on Sun, 05/09/04 - 1:09 AM Permalink

does it have sub division surfaces yet?

Submitted by Stu on Mon, 06/09/04 - 8:46 PM Permalink

Do booleans work properly yet?

Stu

Submitted by kingofdaveness on Tue, 07/09/04 - 9:54 PM Permalink

I have been betatesting this badboy, and its the best upgrade I have ever seen. Character artists should flock to this- its got the best polytools out (sorry but-screw hunting down and installing all those scripts for maya for a laugh, if I pay that sort of money I want out of the box juiciness) and the bomb of normal mapping tools (you can see the rays from the projected object AND project the uvs to the high res model). Also most of the tools I use all day are polished up and streamlined - you can see seams on UVunwrap, you can move mesh and the uvs stay put, you can airbrush on soft selections.... its just smart stuff. You can also make a hi res mesh skin to a low res mesh and get perfect deformation- I can skin a film res character and have all the muscles twitch morphing on a falloff curve in a day with this.

Now I hang out a lot with the Discreet guys I know, but this really is something to gawp at -If the competition started putting out releases this strong I would be tempted away. This is far removed from 6 which didnt really add much but vert paint to games guys like us.

(Booleans- get powerbooleans, its brilliant, outputting quad meshes from the operands (which means you can mesh smooth it))

Peter- subdivs? Max is full of them, whaddya talking about? Polymesh base smooth, turbosmooth, meshsmooth and selective subdivs. If you mean a new class of mesh that must be converted ala maya, then no-thank god.

Submitted by Malus on Tue, 14/09/04 - 12:15 AM Permalink

So to sum up we get:

- normal mapping tools, with max's history of large polycount slow down I'm wary.
- the already superior poly modelling is made even better.
- and of course the obligitory addition of things that were cool in Maya 6, visible UVunwrap seams, soft select airbrushing etc.
- and don't forget they intergrated Character Studio for some reason?!

Nice use of resources, make the things that already worked well better and leave the rest of Max's systems so behind the competition that people turn to Maya and Softimage in droves.

I hope I'm mistaken and Discreet have learnt some lessons but if not then Max 8 may as well be a poly modelling package and leave the rest out. Sigh [:(]

Referance Pose

Forum

just a quick question. when you are drawing your referance to be modelled in 3D, do you draw the front view with arms out ant 95 degrees or at 45 degrees. It's jsut that i see some do it some way and other do it other ways. What are the pros and cons

Submitted by Malus on Wed, 28/07/04 - 5:34 AM Permalink

For a concept I try to get a pose that show the feeling of the character.

For a model sheet on the other hand I generally find the mid point of the limb extensions, basically the middle of its possible movement arc, this is going to be the best for modelling as it spreads the deformation over the mesh evenly.

Remember, a good modeller knows the limitations his/her model will have when it comes to animating it, stand up and act out your intended moves and see how and where your model will need to bend.

The less obvious and intrusive you make the flaws (all models have flaws, don't kid yourself [:P]) the better the model will deform for the animator using it, which is good because they will love you instead of hunting you down. lol

Submitted by MoonUnit on Wed, 28/07/04 - 7:47 AM Permalink

ive heard it argued that 45 is better because realisticly people barely hold out there arms at right angles to their torsos (but ofcourse you want some space for ease of use when modelling). Personally i find 90 easier but thats just me.

Submitted by Pantmonger on Wed, 28/07/04 - 4:52 PM Permalink

I model with the arm roughly at 45, but I draw the orthographic with them parallel to the characters torso with a little bend in the arm. I draw the ortho like this because if I drew the arms at 90 to the body they would be of little use to me in the side view. (I would need a top view to get the ?side? view of the arms)

Pantmonger

Submitted by palantir on Wed, 28/07/04 - 5:10 PM Permalink

I thought the main reason for modelling the limbs as far away from the body as possible is to make rigging the mesh for animation easier. In my limited animation experience (mostly with character studio), if you have the limbs too close to the body (even with arms at 45), the limbs can end up grabbing verts from the body when you set up the envelope.

Submitted by bullet21 on Wed, 28/07/04 - 5:58 PM Permalink

So that's 2 for 90 degrees and 1 for 45 i think malus is 45 degrees as well. It's just that Paul steed uses 45 degrees and that ben mathis guy uses 90, two of my favourite tutors :)

Submitted by codyalday on Thu, 29/07/04 - 2:33 AM Permalink

I use 45, as that is what I have only done, but it seems that 90 is easier to Model And Rig.

Ben Mathis, never heard of him, he have a Web Site?

Submitted by Malus on Thu, 29/07/04 - 3:22 AM Permalink

45 and 90 are just numbers, you can't use them for every character, my god man! [:P]

People quote that as a guide so that you will have something to go on, yes it is too get the limbs as far away from the body as possible for rigging etc but mainly its for deformation during animation.

Wierd example but you'll get the point:
What if your character always animates with its arms forward? Don't ask me why but he does, how would modelling the arms out at 40 or 90 degrees to its side help? It wouldn't, the mesh would deform horribly hen pulled forward, you need to have the characters arms in there mid poses as per animations it will have.

Submitted by bullet21 on Thu, 29/07/04 - 4:19 AM Permalink

I've been using 45, but i think i'll start using 90 degrees from now on. I think it prolly would be easier to model.

Submitted by Aven on Thu, 29/07/04 - 6:05 AM Permalink

Bullet - As many of the members have said, the arms (and legs) are posed at a chosen angle due to the deformations that will be needed. If you find it easier to model the arms while they are at a 45 degree angle, but the deformations would look better at a more bent angle, then model the arm at 90 degrees, grab all the verts and rotate them. Tweak as needed. You don't have to start modelling something one set way and then stick to it. Go for what works best :)

misty lighting effect

Forum

hey guys i was wondering how i could achieve a misty light effect. like a room witha window at about 11pm and its all dim and theres moonlight coming through the blinds and u can see the beams of light, like its all dusty.

Submitted by palantir on Tue, 27/07/04 - 6:57 AM Permalink

What app are you using? There are heaps of lighting tutorials around, but it obviously depends on what app you want to do it in.
Here is a great general knowledge tute on lighting: [url]http://www.warpedspace.org/lightingT/part1.htm[/url]
Reading through that should reveal an answer (or at least improve you knowledge of lighting - very important)

A suppose a simple way would be to create a fog effect and throw some ray tracing directional lights into the scene. I haven?t tried it, so I'm not sure. But it sounds logical.

Good luck. Let us know how you go [:)]

Edit Polygons > Split Vertex?

Forum

Hey i`m new to maya and started this tutorial that comes with it making the basic hammer and i`m at the part of splitting the vertices or vetex. but i can`t seem to find the proper button. here`s a picture of what buttons i do see. I can also see the UV texture editor button. http://www.angelfire.com/bug/d34th/images/where-is-vertex-split.gif

Submitted by Aven on Wed, 21/07/04 - 10:51 PM Permalink

Hey Naude.

Here is a pic of it's location. This was taken from Maya PLE, and it is the same in all versions. If you want to add it to your shelf. Hold down Ctrl+Alt while you select it from the main menu. It will just add it to the end of your currently viewed shelf.

[img]http://home.netspeed.com.au/mlanham/Tutes/Split_Vert.jpg[/img]

Submitted by Naude on Thu, 22/07/04 - 12:10 AM Permalink

Thanx Aven. I finally found it. i don`t know how on earth i missed it tho *sigh*

How to get smooth lighting in UnrealEd?

Forum

I?ve created a whole bunch of road static meshes that snap together for UnrealEd. They seem to be working well except that the lighting isn?t that smooth between some of them.
See[url="http://www.deviantart.com/view/8991527/"]here[/url] for example.

Is there something I can do to fix this?

Submitted by Me109 on Mon, 19/07/04 - 10:27 PM Permalink

hmmm.. check to see you have vertex lighting enabled in the static mesh window/tab, as default when you import them they have vertex lighting off... that should let the lighting be mapped correctly..

Submitted by selwyn on Tue, 20/07/04 - 6:19 AM Permalink

That didn't seem to work Me109. I couldn't actually find "vertex lighting" in the Static Mesh window. There was only "UseVertex colour", which is what I assume you meant, and selected it to "true". But if there is a "lighting" tab can you please explain to me where it is.

I had a look at the map "DM-TokaraForest" because it has static meshes with a similar structure to my roads. Basically straight sections and sections that curve up. The lighting is fine on these, and I can't work out why. I looked at these Static Meshes in the window and found that there "UseVertex colour" was set to "false" anyway.

I'm going to keep on trying stuff, but if you or anyone else could help it would be really appreciated.

Submitted by Me109 on Tue, 20/07/04 - 7:59 PM Permalink

just wondering if your static meshes are capped? or have poly at where the two segment are to meet?

Art Rage

Forum

Just something I thought a few people might be interested in. A free paint simulator program, well worth the minimal download. Has some good aspects and some bad but a very cool little free thing.
Go here for the download
http://www.ambientdesign.com/

[img]http://www.pantmonger.com/random/tori.jpg[/img]
Pumped out a quick speed paint with it as an example, done in a little under an hour, kind of impressionist I think.

Pantmonger

Submitted by Malus on Mon, 19/07/04 - 2:07 AM Permalink

Cheers Pants, downlaoding now.

Submitted by animal on Mon, 19/07/04 - 6:24 AM Permalink

yeah it's a cool little program, and much easier to make it look and act like paint than coral painter. Cool pic btw, you can see your style coming through the realism i think you where going for, I especially like the eyes there's alot of personality in them.

Submitted by MoonUnit on Mon, 19/07/04 - 9:40 PM Permalink

cheers, ive been using PS all the time.. :)

Submitted by tbag on Sun, 25/07/04 - 7:21 PM Permalink

I tried it out this morning and last night, not to shabby. I like it! [:)], thanks for the link.

Freeware Modelling Software

Forum

Hi all,

Was just wondering what everyone thinks is the best freeware modelling package? I am about to invesitgate Milkshape and Blender and want to know what others I could try. [:D]

gun fire fx in 3dsmax

Forum

hey guys,

need some help with how to make some gun fire fx, and also sparks when the "bullets" would hit the surounding enviroment etc, they can be done in max or in a post program (after fx etc) and its from a short trailer thats almost finished.

thanks heeps if anyone knows of any tuts or can help let me know!

colm

Submitted by Anuxinamoon on Wed, 07/07/04 - 10:16 PM Permalink

if you can get your hands on combustion 2 that is an excellent compositing package. all you have to do is go into one of the particle librays and find gun fire fx (there are heaps) and you can tweak em if you dont like them. and all you do is stick in in over the top of your shot.

the interface is a little annoying at first but once you sort it out its all good.

oh and rendering ur movie as .TGA and sticking them in is the best way i thik to import your animation into there cause combustion hates almost every single kind of codec imaginable :P

Submitted by palantir on Thu, 08/07/04 - 8:36 AM Permalink

I once did it with a simple fire effect: make a sphere helper and apply the fire effect under rendering -> effects. Then animate the scale of the sphere helper over a few frames, and play around with the fire setup until it looks right.

Hmm, not sure about the sparks though. I suppose a particle system of some sort would do it well enough.

Submitted by doyle on Fri, 09/07/04 - 12:00 PM Permalink

thanks guys ill get my hands on combustion 2 and give that ago, also ill try out the helper sphere thing

thanks

Submitted by doyle on Fri, 16/07/04 - 4:20 AM Permalink

thanks stu, thats the kind of tut i was looking for and couldnt find, thanks heeps ill try it out soon, if anyone else has any tuts like that or even how to create good spark fx in max, (having trouble getting combustion 2 tho ive got combustion 1 atm) and yah also do you know if combustion 1 has the same particle fx and combustion 2. thanks

colm

Submitted by palantir on Tue, 20/07/04 - 8:00 AM Permalink

Well what do you know, the way I did it was almost the exact same way as he did in the tute [:D] ? The only difference is using the combustion effect instead of fire, but the method is the same: make a sphere helper and apply an effect to it. Simple. Er, only he kind of said it in way more detail and then went on about connecting it to sound effects. But I still feel like I?ve achieved something non-amateurish! [:P]

UV mapping methods

Forum

I have been doing some UV mapping mapping recently and I am curious as to know what methods other people use.
At the moment I just use the Unwrap UV modifer, select a group of faces, planer map, adjust, select more faces, planer map, weld onto the previous set of faces, adjust, etc, etc
However this has proven to be painfully slow and boring. I cant imagine how long it would take to map a high 10k model using this method!!!
Does anyone use the UVW map modifer and use the gizmo for doing cyndrical mapping? Whats that like? Is it quicker/easier then planer mappping?
Any and all advice on dealing with UV mapping and would be great :)

Submitted by MoonUnit on Sun, 04/07/04 - 8:36 AM Permalink

i presume your talking Max here but its allways good to let people know before hand (and what ver).

Submitted by Kalescent on Sun, 04/07/04 - 8:45 AM Permalink

I usually use a combination of planar, cylindrical, sphere & box. But basically the same process as what you said. Sometimes it pays to just use the flatten mapping function, and just weld the faces back together, you do get a really nice flat base to start with, especially for low poly characters, it works like a charm, you can get a sub 1500 tri character unwrapped and ready to paint in about 45 minutes.

You do get faster and faster at doing it, a 3000 - 5000 tri model depending on complexity usually takes around 3 - 4 hours for a good unwrap.

Submitted by bullet21 on Sun, 04/07/04 - 8:44 PM Permalink

Using the Planar map method, how do you know which faces you have unwrapped and which you haven't? Also when you are doing the face, do you planar map the whole thing, or dou you do the nose seperatly and weld it one to the face.

Submitted by MoonUnit on Sun, 04/07/04 - 9:39 PM Permalink

erm im assuming from whats been said here that you can do large planar maps (me = maya user), and bullet asked how you know what youve unwrapped heres a handy hint:

before you start laying out your faces all nice and flat select all the faces on the entire object and do a big planar map of them (what youll get is a sort of orthographic view of your character in your UV edit window) which you can move off to the side. Then when you map out certain parts they will disapear from that large map. This also means if you have mapped out the arm and what to map out the hand for example, assuming the model is fairly simple you could just marquee select the hand from the large planar map you made at the start (because youve allready mapped the arm it wont be on the planar map anymore and thus its an easy marquee). Also if theres any floating faces on your original projection, you know youve missed something and you can check to see where they came from :D

i hope my jargon made sense there :P if not say so and ill try to provide some visual aid.

Submitted by Kalescent on Sun, 04/07/04 - 10:21 PM Permalink

Bullet21 - Make a checkerboard material, and apply that to your model before you start, youll notice that the checkers are all screwed up when you first apply it, the goal of the unwrap is to get those checkers looking like checkers again.

I recall, I was going to write you a tut on this wasn't I ? [:I]

Submitted by urgrund on Sun, 04/07/04 - 11:40 PM Permalink

whilst on this topic... anyone know how to set the canvas ratio? It's always sqaure... which means if I use a 512x256 texture map, I need to squash my UV's into Max's square UV canvas, then export as a 2:1 ratio. Anyway to actually work on a canvas other than a square one?

Submitted by bullet21 on Mon, 05/07/04 - 3:17 AM Permalink

Yeah hazard you were, get to work, it's not like you work for kalesceent studios and are so busy doing other stuff ;P

Submitted by Malus on Mon, 05/07/04 - 8:22 PM Permalink

Using the unwrap modifier in Max I either just do planar maps or use the unwrap tool.
Maya has great uvw mapping, mmmm relax tool.

Submitted by Doord on Mon, 05/07/04 - 9:27 PM Permalink

max 6 has relax UV's :)

Submitted by MoonUnit on Mon, 05/07/04 - 10:25 PM Permalink

personally i cant use relax UVs because if i do, i dont know whats going where when i take it into photoshop.

Submitted by Malus on Mon, 05/07/04 - 11:06 PM Permalink

Max 6 has relax uv's?!! I didn't even check!!! lol
My work just sped up, yoink!

Submitted by bullet21 on Tue, 06/07/04 - 7:50 PM Permalink

Another question, sorry about the flooding guys, but texturing is the part i'm having heaps of difficulty with. If i have a symmetrical model, is it possible to unwrap just one half and then mirror the texture to the other side as well, or is there some other way to half the work. Or do you simply have to unwrap it all?

Submitted by noreha on Tue, 06/07/04 - 9:30 PM Permalink

UV mapping - at the moment I am using lightwave 7 to map objects, very easy and quick, when you get the hang of it, you are able to scew and magnify to your hearts content, which makes it easy to export to a map out of ratio, honestly i haven't used any other UV tools, but I found it easy to pick up and can be quite powerful.

Submitted by urgrund on Tue, 06/07/04 - 9:59 PM Permalink

quote:Originally posted by bullet21

If i have a symmetrical model, is it possible to unwrap just one half and then mirror the texture to the other side as well

The easiest way is to delete half the model, unwrap it... mirror it and weld it back as 1 piece. Max's "Copy/Paste" of UV's is atrocious, in my experience.

And yeh... does anyone know how to use a non-square canvas to unwrap the UV's on?

Submitted by souri on Wed, 07/07/04 - 8:07 AM Permalink

quote:Originally posted by Makk

I have been doing some UV mapping mapping recently and I am curious as to know what methods other people use.
At the moment I just use the Unwrap UV modifer, select a group of faces, planer map, adjust, select more faces, planer map, weld onto the previous set of faces, adjust, etc, etc
However this has proven to be painfully slow and boring. I cant imagine how long it would take to map a high 10k model using this method!!!
Does anyone use the UVW map modifer and use the gizmo for doing cyndrical mapping? Whats that like? Is it quicker/easier then planer mappping?
Any and all advice on dealing with UV mapping and would be great :)

I'm guessing you're using Max 4 or 4.2? Like J.I Styles mentioned somewhere else, there are plugins to get some of Max 5 unwrapping features in Max 4.2..

If you have time, you might want to check out the Max 6 30 day trial. Unwrapping has pretty much become an automatic procedure with a few mouse clicks and some value adjustments with Max, which is great!

Submitted by bullet21 on Wed, 07/07/04 - 6:14 PM Permalink

Yeah, i found that plug in on the AIE website. You have to become a member which is free then, go to the plug ins section.

Submitted by adie on Sat, 10/07/04 - 4:27 AM Permalink

quote:whilst on this topic... anyone know how to set the canvas ratio? It's always sqaure... which means if I use a 512x256 texture map, I need to squash my UV's into Max's square UV canvas, then export as a 2:1 ratio. Anyway to actually work on a canvas other than a square one?

Click more options, and in bitmap options untick use custom bitmap size [;)]and there u go not square and all squished up now...yah

Submitted by bullet21 on Sat, 10/07/04 - 7:15 PM Permalink

Has anyone know of a program called Depp UV, and know what it does, i just downloaded a video tutorial and the guy in it (ben Mathis) says it makes unwrapping a lot easier.

Submitted by Makk on Sun, 11/07/04 - 3:44 AM Permalink

Sorry for the late reply, ISP problems. Yeah, Im stuck in the stone age with MAX 4.0.
Whats the plugin to get better mapping tools?
I hate trying to figure all the jumbled lines. I guess that comes with practice.
Might give that MAX6 30 day trial a go. Maybe even just for the sumea modeller challenge!!
Bullet I have edged faces on so it highlights the select faces in the viewport.

Submitted by bullet21 on Thu, 15/07/04 - 3:49 AM Permalink

Hey guys, have another question, when i run an STL check, with everything selected in the dialogue box it high lights a few edges, i tried all of the errors idividually but, the errors appear when i select open Edges. What's this mean and how can i fix it.

Pros and cons of Blender ?

Forum

being an independant worker, i have a limited budget concerning software titles. i have some knowledge with max but i find its price way too for me and the prospect of paying every year or so for the upgrades doesn't really appeal to me. same with maya. now, someone told me to try gmax but i found it quite limited because of the export/import limitations.
so here comes blender. www.blender3d.org . discovered it a few days ago. good thing is the software is free and if you go to the gallery pages, the results are quite impressive. good thing also it works on MacOsX, which is my prefered platform (though i have an old PC too). and there is a big community that creates a good deal of plug ins and extensions ( makeHuman for creating models for example ) . for free that is.
so now, before i spend all my time on this software, i 'd like to know if someone here uses it for actual game production. i mean what good is that software for profesional uses ?

again,

Submitted by bullet21 on Sat, 03/07/04 - 5:04 AM Permalink

One piece of advice, never judge a piece of software by the gallery they pimp. I've never used blender, but why don't you give lightwave a try. It's a lot more industry standard than Blender and is cheaper than maya and max. You can download the discovery edition of the bigpond website, give it a whirl.

I used it for a while but for some reason i just didn't like it as much as max.

Submitted by Makk on Sun, 04/07/04 - 2:24 AM Permalink

Another cheap 3d tool is Wings3d. Never used it before but apperantly its pretty good for low poly work.

Submitted by bullet21 on Sun, 04/07/04 - 2:38 AM Permalink

I used wings, it's based of nendo/mirai the one that Bay Raitt(Kiwi guy who worked on Gollum) uses. I didn't like it cos it was heavily based on the right mouse button, i know it sounds stupid but to bring up any kind of menu you had to right click. It's free though.

Submitted by Wizenedoldman on Sun, 04/07/04 - 7:54 AM Permalink

Hello, Gmax anyone? It's max without the bells and whistles for hi poly work, animation etc.

Submitted by bullet21 on Sun, 04/07/04 - 8:41 PM Permalink

He said he has tryed Gmax and didn't like it. Theres also a good program called Truespace which is cheap and effective. All this advice on ther software than blender probably means it aint that great ;P

Submitted by Wizenedoldman on Tue, 06/07/04 - 1:40 AM Permalink

Bullet- Bay Raitt isn't Kiwi, he just worked there for a few years, I saw a brief interview with him on The Two Towers Extended and I'm pretty sure he's Yank.

When did he say he's tried Gmax?

Submitted by bullet21 on Tue, 06/07/04 - 2:11 AM Permalink

quote:someone told me to try gmax but i found it quite limited because of the export/import limitations.

That's where![:p]

and about bay raitt no being Kiwi, I stand corrected [:I][:o)]

Submitted by Gordon Ranger on Thu, 08/07/04 - 3:54 AM Permalink

hi again

i tried blender anyway. if you guys like to know the interface is weird and i didn't manage to do something right. i'll prbably ditch the package. but you guys should definetly take a look at the galleries, there is one screen of a castle that looks quite impressive.

thanks for the replies anyway, i'll try wings3D and truespace.

for Gmax, well, i thought about max being some kind of industry standard. maybe i'll work with after all, if i want to work with other artists some day. and i'll use another 3rd-party program to break the limitations upon gmax. like milkshape to convert all the files.

ciao ciao

Referance Images

Forum

I have a question about referance images. Say you have your concept pic you drew. A side view and a front view. When you put them in MAX on Planes. Do both the images have to match up. I mean like does the top of the head of the front image have to match the top of the head of the side. and the bottom of the head of the front match the bottom of the side.

I ask this cos in a Buzz VTM they were going to all this trouble in photoshop of trying to get the referance of this alien to mathc up in both side and front view. I hope you get what i mean.

Submitted by Kalescent on Fri, 02/07/04 - 9:17 PM Permalink

My piece on this is extremely clean cut. Model sheets MUST be as accurate as possible, the reason simply being to eliminate all chance of error, especially so early on in the production line.

Any inconsistancies between front and side view reference images, encourages a 'guess' as to where something should be placed. If your just bumming around trying to build a model for the sake of it, then its not so crucial, but working with a big art team, and keeping a close reign and margins for error to a minimum, i believe its absolutely crucial to have the images as close as possible.

And if the model sheet is drawn up baring that reference images are needed in max / maya then its definately no trouble setting them up in max, Its more a case of setting a crop size in photoshop ( making sure that in encompasses both front and side views of your model ), then using that size to crop your front view, and then your side view. Measure that crop size in mm, and create 2 planes in max / maya matching the size.

If your model sheet has been drawn up well, there is almost no tweaking or mucking around at all.

Submitted by MoonUnit on Fri, 02/07/04 - 10:14 PM Permalink

Its relatively important to have them matching up, when i did my concept for my 3d model i made sure to rule lines accross to the side concept for important lines and curves like the knee and the top of the crotch etc. But if your not 100% acurate and these concepts are only for your own use then you have some room to breathe because when you make the 3D model you can adjust for that yourself.

Submitted by Aven on Sat, 03/07/04 - 2:45 AM Permalink

I don't think it is quite as important as HazarD and MoonUnit do. Just realise that if the two planes are out and you try to model it exactly to the planes, you will have a crooked model. If the planes dont line up perfectly, work around it.

Submitted by bullet21 on Sat, 03/07/04 - 3:38 AM Permalink

But if they aren't and you modify them in photoshop, as they did in the VTM wouldn't that modify the way the whole concept looked eg: making the face a bit longer.

Submitted by adie on Wed, 21/07/04 - 8:30 AM Permalink

um if u havent been using the side pic for rerance then its going to be difernt proportion to the front or top so u will never be able to get them to fit acurately .. u shold be drwing them up in the same file and useing crop like HazarD said. this is how u should be drwing them up it u want them to be acurate.. the ceter line is probly best on the front view , mine is on the side view because I drew it from the side 1st..some one mighth know the best way to go about this othaganla drawing or what ever its called ??bacicly the the 45 deg line give u 90 deg is pitty simple shit

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/adie/200472081447_how-to-draw.jpg"]how-to-draw.jpg[/url]
47.8 KB

Submitted by MoonUnit on Wed, 21/07/04 - 8:41 AM Permalink

quote:Originally posted by adie
some one mighth know the best way to go about this othaganla drawing or what ever its called ??

Orthographic :)
for a 3D model you can get by with a front and side view i find, so you dont need to include a top and curve your lines with the 45 degree line to make sure they line up with the top view aswell. I just work by doing a front or side view (leaving some space beside it) then ruling lines across.

if your interested though the thing with the 35 degree line is aswell as having your front and side beside each other you do a top view above the front view and then rule all the lines accros from the top view till they encounter the 45 degree line (which extends from your front view) and then turn them on a right angle directly down to line up features from the top view AND the front view for your side (or vice versa)

erm... thats probably impossible to understand isnt it (wheres a whiteboard when you need one...)

Submitted by adie on Wed, 21/07/04 - 9:26 AM Permalink

moonunit what are u talking about?? he eh.... i know u just explaind how to do exactly the same thing and ive got In drawing dosent matter witch veiw u draw first.

Submitted by bullet21 on Thu, 22/07/04 - 1:47 AM Permalink

So this is what i've gathered, Once i have an idea in my head, I just draw a front or side view of it first. Then i use a ruler and guidelines (for important areas) to transfer it to the second view as well. Then i scan it in and edit it in photoshop if necesary. Is that all i do. Also Is one a4 paper enough for both views.

Submitted by MoonUnit on Thu, 22/07/04 - 3:01 AM Permalink

depends on a few things, like how much detail you want in your orthographic views and what it is your actually drawing, personally i found that an A4 for was good enough for a front and side.

Submitted by bullet21 on Thu, 22/07/04 - 4:08 AM Permalink

Another question, Then do you also do a seperate front and left view for the head and one for the body and head.

Submitted by souri on Thu, 22/07/04 - 9:34 PM Permalink

Yeh, as the VTM says, lining the concept up exactly removes unecessary guesswork you'd have to make to compensate matching errors when you're modelling. I think it's a good practise to do your concept on sheets of paper with lines so you can match it up there, rather than in photoshop later.

Submitted by adie on Fri, 23/07/04 - 4:27 AM Permalink

quote:Another question, Then do you also do a seperate front and left view for the head and one for the body and head

no u dont need a seperate one for the head ..sorry my pic has confused u i think ... if u use a seperate A4 page for each Veiw than it will make it a bit easyer to line things up. By laying them on top of each other and tracing.. just make shaw u put some cross keys to line them up together with.. its best if u use a needable eraser to stick it down so they dont mover or some masking tape will do. the biigger u draw the easy it will be to moddle, becaue u kinda loose shap when u draw small i find

Submitted by bullet21 on Fri, 23/07/04 - 4:43 AM Permalink

Ok, i've got a head i drew into max, i've set it up all good. now i've got one more problem. When i put it on a plane, it is very pixelated and jagged. I use the same dimensions for the plane as the picture is which is 545 * 754

Submitted by adie on Fri, 23/07/04 - 5:39 AM Permalink

yeah its a bit small thats why.. I think?? .. dont realy know how u get it to dispaly not pixalated .. u could try changing stuff in customize menu/pereferaces/veiwports tab/configure driver.. or inverse the color in photoshop so its black Background and white lines .. this makes it more clear sometimes

Submitted by bullet21 on Sat, 24/07/04 - 6:52 AM Permalink

I got it working, i just made it bigger and grayed it a bit with the brightness turned down. Tanx heaps Adie

Texturing problem in Maya PLE

Forum

I?m making a road in Maya PLE and come across a problem with texturing. It is a road that is made up of four different 1024x1024 textures. As one can see in the photograph:

http://www.deviantart.com/view/8518860/

three of the textures seem to be dominating over the other, giving the illusion that the other has been dropped to the base level of the road. In fact it is on the same plane as the dominating textures. The green arrow shows this.

Here is another angle of the road:
http://www.deviantart.com/view/8518979/

This clearly reveals the fact that the texture is on the correct plane and sitting against the model. The green stroke is to highlight the optical illusion that is created. The centre yellow double lines down at the ?A? have now fully appeared whereas from the angle in the first photo only one could be seen. The ?B? end cuts straight through the gutter.

This is the main problem, Hope someone can help.

I have a sub problem where there is flickering in-between two of the textures. I?m fairly confident I?ll be able to fix this but was wondering if I could get a push in the correct direction. I assume it would either be that the UVs aren?t lined up or there is a thin gap in the model. It?s definitely one object but it may be two shells that aren?t connected.

I would really appreciate help with the first problem. The second is only if you have time.

Submitted by Kalescent on Fri, 02/07/04 - 6:54 AM Permalink

I wish I could help, but fear not, Aven to the rescue...

[:D]

Submitted by Aven on Fri, 02/07/04 - 7:51 AM Permalink

Already PMed earlier. Beat chya to it Hazard :D So Selwyn, if you haven't already, just check your PM Inbox.

It is really hard to tell these things by looking at a few screen caps, but it looks likt the normals on part of the mesh are flipped. Could be wrong :)

EDIT: Actually the chances of having the Normals facing the wrong way on just that part of the mesh and causing those artifacts is pretty doubtful. I'll just make sure it isn't the same problem Moony had. Is that texture a TGA? If so, try another format. Preferably something that doesn't have a built in alpha channel (ie: a non-32bit image).

Submitted by Aven on Sat, 03/07/04 - 6:08 AM Permalink

Thanks for emailing me the file Selwyn :)

I have two pieces of bad news and one bit of good :)

I had a look at it and tried a few different things. Firstly, you may want to have a quick run over the mesh. There are a few internal faces and some of the verts need to be welded. That didn't seem to fix the problem though. Tried deleting some faces and making new ones. Didn't help. Tried changing the visibility flags so that it was only one sided. Helped a bit but still had some bad areas.

Then I tried a new Shader. I don't know why, but it hates that old Shader. Just apply a new one to that area of the mesh and re-apply the textures. Worked fine for me :) Just in case you don't know how to, select all the faces that make up that area. Right-Click on the faces and go to Materials > Assign New Material > Lambert (or whatever Shader type you want). Just reload all the texture nodes and you should be good to go. Another thing I noticed is that the Shaders had some of their attributes changed when they don't really need to be (Translucence Focus and so on). Unless you really need to, just keep them at their default settings :)

If you have any questions or anything, just ask.

Submitted by selwyn on Sat, 10/07/04 - 3:07 AM Permalink

For those folks who would like to know how this saga turned out, there is some very good news and some very bad. The good news is that I have overcome the disappearing problem I was having with the textures with the invaluable help of Aven.

Here is a view of the static mesh road in Unreal
http://www.deviantart.com/view/8740225/

The bad news, needs its context explained. The model was made as one quarter of the road and the multiplied around the central axis. I combined the four quarters and took a UV snapshot of each quarter and then placed the textures. I noticed that there were flickering lines inbetween the textures and concluded that this was because the UV?s weren?t lined up properly, which could be easily fixed later. In fact it seems to be due to the fact that I only combined the four quarters and didn?t merge them. So the flickering is the central edges sitting on top of eachother, where the seams of the textures also lay.

I tried merging all the edges and this has subsequently warped the textures, but seemed to fix the flickering. I think that I?m probably going to have to re do the UV?s, now that I have merged the edges.

Thanks again Aven

Submitted by MoonUnit on Sat, 10/07/04 - 3:35 AM Permalink

*sigh* isnt it fun when stuff like that happens :S
oh well its a learning process :P