samcrossette
Relic Team
Advanced Coder,Stage Maker & Photoshoper
Posts: 427
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Post by samcrossette on May 20, 2012 4:28:12 GMT -5
Want that in LS52 !
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Post by Marble (LS5) on May 20, 2012 10:53:59 GMT -5
I thought about that. Ima make it happen. UPDATE!
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Post by ShadowTG on May 20, 2012 14:52:11 GMT -5
Woah, that looks really damn good.
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Post by M Leezington on May 20, 2012 15:21:25 GMT -5
You should really give the shirt a neck scruff, don't want to make it seem like the shirt is a part of your body now do you?
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samcrossette
Relic Team
Advanced Coder,Stage Maker & Photoshoper
Posts: 427
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Post by samcrossette on May 20, 2012 15:26:24 GMT -5
Nice !
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Post by Marble (LS5) on May 20, 2012 15:53:11 GMT -5
It will not work any other way than this.
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Post by EightBitDragon on May 20, 2012 18:13:15 GMT -5
Does anybody know any way I can smooth the mouth on the cutscene model? It's really bugging me. And before you try to be clever and say: 'Use the 'Smooth' modifier', it doesn't work :/ You probably need to assign smoothing groups. 3DS Max has what are called smoothing groups which are just numbers that are assigned to polygons. If the polygon is part of the same group, it gets smoothed along with other polygons in that group. You can find the smoothing groups when you select either face, polygon, or element in the modify panel (works with edit poly or edit mesh), and scroll down until you see a bunch of numbers clustered together. Those are the smoothing groups. You can select by face, polygon, or element and then click one of those numbers. Tips: -The easiest thing to do is keep the parts separate (mouth, eyes, spikes are separated as elements, i.e. their polygons are not connected to the rest of the body) and select the element, then select the smoothing group. The whole mouth or whole arm or whatever can be assigned a group all at once. -Only polygons that are attached to one another (vertex's are welded), and part of the same smoothing group, are smoothed together. To see what I mean, create a sphere. Now, detach one side of the sphere. It is part of the same group, but is no longer welded to the rest of the object and so it appears to have a separate smoothing group on one side! -Be sure to use a different group for polygons that are not to be smoothed together. Sharp edges for example should have 2 separate smoothing groups to keep the edge from being smoothed. This can also cause issues with Sonic strangely leaning to one side in Blitz Sonic stages that have messed up smoothing groups.
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Post by zankuujinmujinsho on May 20, 2012 23:10:30 GMT -5
I thought about that. Ima make it happen. UPDATE! *Picture* Wow, that's pretty impressive, though That kind of thing looks incredibly....familiar..... It looks just like the models I'm working with for my mentorship.
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Post by SonicHyuga on May 20, 2012 23:27:55 GMT -5
Mudbox, huh? Now I'm interested.
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Post by Redler Red7 on May 21, 2012 8:36:05 GMT -5
Does anybody know any way I can smooth the mouth on the cutscene model? It's really bugging me. And before you try to be clever and say: 'Use the 'Smooth' modifier', it doesn't work :/ You probably need to assign smoothing groups. 3DS Max has what are called smoothing groups which are just numbers that are assigned to polygons. If the polygon is part of the same group, it gets smoothed along with other polygons in that group. You can find the smoothing groups when you select either face, polygon, or element in the modify panel (works with edit poly or edit mesh), and scroll down until you see a bunch of numbers clustered together. Those are the smoothing groups. You can select by face, polygon, or element and then click one of those numbers. Tips: -The easiest thing to do is keep the parts separate (mouth, eyes, spikes are separated as elements, i.e. their polygons are not connected to the rest of the body) and select the element, then select the smoothing group. The whole mouth or whole arm or whatever can be assigned a group all at once. -Only polygons that are attached to one another (vertex's are welded), and part of the same smoothing group, are smoothed together. To see what I mean, create a sphere. Now, detach one side of the sphere. It is part of the same group, but is no longer welded to the rest of the object and so it appears to have a separate smoothing group on one side! -Be sure to use a different group for polygons that are not to be smoothed together. Sharp edges for example should have 2 separate smoothing groups to keep the edge from being smoothed. This can also cause issues with Sonic strangely leaning to one side in Blitz Sonic stages that have messed up smoothing groups. which is why it is best to have a seperate model with no smoothing whatsoever being the collision and a copy of the collision mesh WITH smoothing. Plus, that vertex welding thing you said helped me a LOT. I was trying for hours looking for what to make the non-pseudo-quad faces of my stage smooth with each other
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Post by Plum on May 21, 2012 15:42:49 GMT -5
And the smoothing is fixed! Edited the textures to make it look more like a Sonic 4 render, and I think I succeeded. Tails and Knuckles next!
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Post by Th33z on May 21, 2012 17:37:24 GMT -5
And the smoothing is fixed! Edited the textures to make it look more like a Sonic 4 render, and I think I succeeded. Tails and Knuckles next!
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Post by zankuujinmujinsho on May 22, 2012 19:38:55 GMT -5
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Twi
Full Member
Posts: 139
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Post by Twi on May 22, 2012 21:20:11 GMT -5
I need help with deciding. On which is better, since I edited my cg model to be lower poly like Studios have their works. This is how I had it today. This is the render of it. This is what I did today! This is the Render for it. Help me decide since I'm in need of knowing, if I should continue to lower the poly on the rest of the model.
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Paper Luigi
Full Member
I'm the guy over there.
Posts: 157
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Post by Paper Luigi on May 22, 2012 23:29:05 GMT -5
Sonic and Little Mac
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