PA Challenge - Character/Environment - YemYam


#61

Actually Titan I go to AID. and I believe the tools are just a compilation of meshtools, polytools, and spline tools. All of which you can find at www.scriptspot.com

I dont know if Eudy did anything else to the tools but I cant tell a difference. Correct me if Im wrong YEM-YAM.

Nice work on the lab also:D


#62

Titan you should have come up and talked to me. I never forget a pretty face. By the way at the discreet demo YemYam was sitting right next to me. blc318 is partially right about the scripts. The tools that YemYam is talking about are Spline Tools, Mesh Tools, Poly Tools, Symetry Tools and the Blur Scripts. There are a couple of others in there too as well as a handful of plugins like Texporter and TexMap Clipboard. I have created a couple of scripts to launch the help html files on how to use the tools. But the main thing I have done is create a custom striking menu that allows you to access all of the scripts at the click of a buttom which really streamlines their use. And by the way, yes we teach combustion at AiDallas.


#63

ACKK!!!

Small world…:slight_smile:

Good to hear from you…
Thanks for the info.

Next time I’ll be sure to come say hi!


#64

Thanks for clearing that up Eudy, I wasn’t even sure what all I had. I’m still experimenting with it and seeing what everything does. I do know that everything I’ve used so far has sped me up quite a bit. Don’t know that I’m a fast modeler but I’m definitely faster than I was before.

Anyway, I was getting a little discouraged with the interior of the lab so I took the cop out route and kicked some new renders. I was just seeing a lot of nice renders and realized how f’in crappy mine were. These aren’t even close to GI but should be a little cleaner than what I’ve posted in the past.

Plus, anytime I’m feeling a little lull in the motivation dept. (especially with all of the incredible artists that are pouring into this thing) it helps to kick back and kick a couple o renders.

Enough blah blah, time to wrestle that lab to the ground. Sorry for the redundancy, promise some new stuff in a few hours.


#65

I hear what your saying. I was getting real frustrated with my guys head proportions so playing with rendering helped me unwind from it. Any ways if you dont update your post twice a day it gets thrown to the next page

Edit: I didnt know all that was in there Mr. Eudy. Ill have to get those.


#66

Got to do a little more work on the lab. Starting to get the interior finalized in structure so I can start filling it up. If I don’t get to texturing and lighting soon I’m gonna be screwed.

BASSit - I’m running max 4.26 on a brand new chunky pc running (gasp) winxp. I also have 2 other pc win2k boxes one for secondary modeling and rendering and one for web dev, updates, email, etc. The scene isn’t that big of a deal because I’ve kept it clean with proxy objects, grouping, selection sets, etc. so it’s easy to juggle the elements depending on what I’m working on.

Looking to crank some serious hours this weekend so more significant updates to follow.


#67

Was modeling on lab but got burnt so started on textures … let me know what you think. Also check out THE Eudys groovy new strike menu. Thanks!

Comments/Crits Please …


#68

Hi YemYam,

it´s amazing how textures make a difference…

BTW: Do you know how to apply different map-coordinates to a single mesh in 3D Max R4 ? I know how to texture different faces with different textures - but how do i change the coordinates ?! You haven´t used procedural textures, don´t you ?!

If i have the permission to make a critic, i would say that the bump on the side of the face is a lil bit to deep (just my opinion) - the venes looking great painted but decrease the bump-amount a little…

Wanna see more !!!


#69

Man you’re crazy!!! (in a good way). That is AWESOME level of detail, both in the modeling and the rendering. I love the vein map the way it is.

One opinion though (like bellybuttons… we all have one). I think there should be some sort of a grunge/dirt map applied to the place where the mechanical arm meets the skin. They seem kind’a separated. Should the skin be deteriorating a little? Should the rust rub off a bit? Don’t know… just my 2 cents.


#70

Hello all, thanks for the feedback. Yea, there’s still quite a bit to do to fine tune the textures. I started to make the transition from the mecha arm to the shoulder more natural but had problems with alignment so I put it off till today.

BASSit - To get multiple textures on a single mesh simply apply your uvw’s at the subobject level (select a group of polys then assign the uvw). Be sure you assign each sub object selection & uvw a unique map channel and match the map channel with the desired map applied. Right now I have three on the body (the head, body, & arm) but might add more later to achieve better detail. Add your mesh smooth at the very top of the stack.

I will have updated textures and new shots of the inside of the lab later tonight.


#71

Thanks man !!! I think i got it . . . will try it on my half-finished female :wink:

Keep up that brilliant masterpiece of millions of polygons :smiley:


#72

Can I have your babies?

I’ll get the operations


#73

Hello all, another little update. Have the spida chic close to finished just need to tighten up some sloppy mapping. The spida bot will be next and should go pretty quickly as I’ll reuse many of the maps created for chickee. I’ve also made some progress on the lab but nothing significant yet to show.

As always, I welcome your questions/comments.


#74

sweet!
though i don’t really like the texturing of the legs, they don’t look metalic to me, too much rust i guess. i suggest making them kind of silvery metal with really rare spots or rust like somewhere at the joints… just my opinion

it still is great


#75

Now, that’s texturing!!! Awesome work… as always.

One dumb question here… How did you model the leather straps so that they would curve naturally and mold themselves to her body??? Is there a trick I don’t know, or was it just done painfully tweaking and turning???
I’m having the same problem here… can’t get the straps to ‘sit’ on my model…

-g


#76

The Rev. - I tried a couple of different ways … first I detatched polys from her body to object and tried extruding/tweaking but had trouble cause her chest polys are vertical and I needed the strap more diagonal. What I ended up doing was starting with a thin box 9x3x3 then using FFD4 to tweak it into shape (then apply a mesh smooth of 1). The FFD gives it more of a natural curvature because you are working at a higher control level than the sub object. Once I had it roughly in position I collapse to poly and do the final positioning at the sub level.

Vic3k - yea, I’m not too sure about the legs either but I’m going to put off the final texture tweaking until I get her in the final lit environment and establish the global palette for the scene - that will have an effect on how I polish them up.

Thanks for the comments/suggestions, let me know if you have any more.


#77

The texturing is looking great. I really like the look of the metal. Only thing that stands out is the nast seam where the right arm meets the torso


#78

Holy crap, That is great!
You simply amaze me, mostly because I know I could never model that kind of detail and mechanical stuff.
Keep up the great work!


#79

ok… I’ll be unabashedly ignorant here… What on earth is FDD4??? I am an Electric Image user (on a Mac) (probably the only EIAS user here…) and there is no FDD4…

What is it? Is there an equivalent???

-g


#80

Hey the Rev. - i think i can help…

FFD4 is a modifier in MAX that creates a box around the selected mesh with 4x4x4 controlpoints. You can modify them and the mesh will follow. That´s all ! Dont know how this is called in your package !? Maybe you know now.

If i am totally wrong just blame me :wink: