Re: Junkeh learns to skin! 8)!
Posted by Forceflow on
Mon Jan 19th 2004 at 7:12pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
Looking OK, love the eyeballs; :biggrin:
Re: Junkeh learns to skin! 8)!
Posted by 7dk2h4md720ih on
Mon Jan 19th 2004 at 7:26pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
Heh, cool, make the armour a little more detailed, add scratches and stuff and it'll look even better.
Nice sideburns :wink:
Re: Junkeh learns to skin! 8)!
Posted by Dr Brasso on
Mon Jan 19th 2004 at 7:44pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
damn CJ...lookin good...how many man hours in it so far?
Doc Brass... :dodgy:
Re: Junkeh learns to skin! 8)!
Posted by Dr Brasso on
Mon Jan 19th 2004 at 9:42pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
i was just wondering if you could put up some ratios as per the skinning of said model....what to what to get what??....seems thats my biggest modeling prob in milkshape OR 3dmax....if you would sir, it would be greatly appreciated... :wink:
Doc B... :dodgy:
Re: Junkeh learns to skin! 8)!
Posted by Forceflow on
Mon Jan 19th 2004 at 9:48pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
Didn't he extract the model with HL Model viewer and edited the clothing, brass ?
Re: Junkeh learns to skin! 8)!
Posted by Dr Brasso on
Mon Jan 19th 2004 at 9:52pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
i believe thats what he said, but the point is, there are ratios invloved...ex: heads two foot around and 12 inches tall, so it takes one ratio....if his head is only 16 inches around, but still 12 inches tall, thats another formula....although not a consistent one...meaning ya cant divide by pi and reach a standard ratio table....make sense?.....its the same in all editors really, except in autocad, you can set the mesh increments to coincide with individual feature, and change them with the touch of a button....(script)
Doc B... :dodgy:
EDIT>>> i get the feeling that most folks just nudge and wing it when they are skinning something, be it a head or a weapon....
Re: Junkeh learns to skin! 8)!
Posted by Dr Brasso on
Mon Jan 19th 2004 at 10:03pm
Posted
2004-01-19 10:03pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
ok...we are on track....for starters, how did you aquire your benchmarks/reference joints...??
Doc Brass... :dodgy:
i suppose for someone who does modeling in this format for a living, they would have eventually prefabbed thier benchmarks....ok...the difference between a monster sized head, and a human sized head....how do you get your mathematical benchmrks?
Re: Junkeh learns to skin! 8)!
Posted by Campaignjunkie on
Mon Jan 19th 2004 at 11:06pm
Posted
2004-01-19 11:06pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
The whole thing was already UV mapped for me. I just imported a Half-Life grunt mesh and resized it to those proportions. Humans are generally around 72 units tall, with grunts being closest to accurate scaling (Barney's are slightly off, and Scientists are rather short and weak :smile: )
Reference joint is just 1 joint at 0,0,0 that has all the vertices assigned to it. All Half-Life models must have all verts assigned to some joint. Then you make a .qc file (tells studiomdl how to compile your model) and export a reference.smd and ATLEAST 1 sequence.smd (it doesn't actually have to be any movement, you can just export the reference post as a sequence).
Re: Junkeh learns to skin! 8)!
Posted by Cassius on
Mon Jan 19th 2004 at 11:14pm
Posted
2004-01-19 11:14pm
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Process of making a skinmap (such as CJ is using):
1. Take the polygons from the model and lay them out flat.
2. Take a picture and load it into PS. Now it's become a mesh.
3. Put texture on all the polygons appropriately; IE when you've flattened polygons for, say, the face, you put a face on those polygons in the image.
4. Reapply, et viola.
Re: Junkeh learns to skin! 8)!
Posted by Tracer Bullet on
Mon Jan 19th 2004 at 11:25pm
Posted
2004-01-19 11:25pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
If you're asking about how to get the proportions of a model right doc, I 'm thinking you should go back and look at renisance sculpture and painting. you know, the vituvian man and the golden ratio...
Re: Junkeh learns to skin! 8)!
Posted by Myrk- on
Mon Jan 19th 2004 at 11:46pm
Posted
2004-01-19 11:46pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Meshing sucks ass, it takes ages and isn't fun or that rewarding....
Re: Junkeh learns to skin! 8)!
Posted by Cassius on
Mon Jan 19th 2004 at 11:49pm
Posted
2004-01-19 11:49pm
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Yes. Anyone who has worked with modelling can probably tell you that meshing is the worst part - but it's necessary.
Re: Junkeh learns to skin! 8)!
Posted by Tracer Bullet on
Tue Jan 20th 2004 at 12:57am
Posted
2004-01-20 12:57am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I guess I just really did not understand what you were asking.