[Archive] [WIP][Showoff] Ursoc's Grin, custom-model shoulderpads
[Archive] [WIP][Showoff] Ursoc's Grin, custom-model shoulderpads
Quote:Nice work Andrige, you addin' the locket/amulet aswell?
Archived author: Pullefjun • Posted: 2025-11-04T11:44:01.313119
Original source
Quote:Nice work Andrige, you addin' the locket/amulet aswell?
Quote:And there my trial period for Maya 2010 ran out... *sigh*
Yeah Pullefjun, I had hoped to add the amulet from the conceptart but as it stands right now I think it's going to have to be delayed, since I don't really know how to do any of the cool stuff like that yet, particles, sprites, making something always hang down and so on.
Archived author: Andrige • Posted: 2025-11-04T11:44:01.313119
Original source
Quote:And there my trial period for Maya 2010 ran out... *sigh*
Yeah Pullefjun, I had hoped to add the amulet from the conceptart but as it stands right now I think it's going to have to be delayed, since I don't really know how to do any of the cool stuff like that yet, particles, sprites, making something always hang down and so on.
Quote: it looks great, and I like it that you also put up the old blueprint. Together I imagine it will look great once you get it ingame. I hope your going to finish this.
Archived author: snowshade • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: it looks great, and I like it that you also put up the old blueprint. Together I imagine it will look great once you get it ingame. I hope your going to finish this.
Quote: Cool brah, im far away from making that
Archived author: Apezwijn • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: Cool brah, im far away from making that
Quote: ahh nice good stuff. someone who actaully knows how to decently put a model together and as i see it, its pretty low poly aswell. Do know that before converting your model to m2 you need to triangelate your model or the conversion will make it **** up and it will turn out black. Also make sure you have no hard edges. Smooth everything out. All the depth/sharpness in your model will have to come from your texture, because if you dont smooth all the edges your model will have weird dirty shadow glitches and not really look nice.
also when i made that go-kart a while back i found out that when you make a shader that has transpancy in 3ds max (probably also maya) the converter remembers the info. So you can actaully make fur and stuff like they do at blizzard pretty easy. so the fur details sticking out around the cheek can just be 1 flat plane.
anyways hoop this helps
goshu out
Archived author: Goshujinsama • Posted: 2025-11-04T11:44:01.313119
Original source
Quote: ahh nice good stuff. someone who actaully knows how to decently put a model together and as i see it, its pretty low poly aswell. Do know that before converting your model to m2 you need to triangelate your model or the conversion will make it **** up and it will turn out black. Also make sure you have no hard edges. Smooth everything out. All the depth/sharpness in your model will have to come from your texture, because if you dont smooth all the edges your model will have weird dirty shadow glitches and not really look nice.
also when i made that go-kart a while back i found out that when you make a shader that has transpancy in 3ds max (probably also maya) the converter remembers the info. So you can actaully make fur and stuff like they do at blizzard pretty easy. so the fur details sticking out around the cheek can just be 1 flat plane.
anyways hoop this helps
goshu out