Showing posts with label 3ds max. Show all posts
Showing posts with label 3ds max. Show all posts

Monday, November 25, 2013

3DS Max biped twist links inside of Unity 3D




For a while now I’ve had a problem using the 3DS Max biped inside of Unity. Specifically twist links and how they would always react badly when imported into the engine. While the rest of the rig would animate like normal, the twist links themselves would fly all over the place. The only solution I could ever find was to just not use twist links at all for my Unity projects.

Recently I found out how to fix this issue. If you rig your character with twist links and then go into Max’s Schematic View (up by the curve editor) you will find that the twist links, as they appear in the tree diagram, are not linked correctly. Somehow they are able to animate perfectly fine inside of Max, but once they are imported into Unity, the FBX reader looks at the links from the schematic view and animates the bones accordingly (which makes the twist bones fly all over). All you have to do is reorder the links in the schematic view. The hand links to the forearm twist which links to the forearm which links to the upper arm which links to the upper arm twist which links to the shoulder. After this is reordered, the animation continues to play fine in Max but now also works perfectly fine inside of Unity.

I found this info really exciting! I’m happy that I can start using twist links again because it was a real pain to work without them. Hopefully this can help someone that may be running into the same issue.

Wednesday, July 18, 2012

Female Armor - Part 4

Updated progress on my armored, spy girl character (I need to find something better to call her)
Currently I am roughing out the armor shapes and starting some of the high poly work. The hard-surface armor pieces I am doing inside of MAX just because it is easier to control edges. I'm retopping her body in preparation to take it back into Zbrush to do all of the organic suit details. Once all of that is done, I'll bring everything back into MAX for a final retop of the model as a whole.

I've been trying to determine whether I want to retop the whole body (including the armor) as one solid mesh, just because when it comes time to skin that may cause certain armor plates to maybe bend with the rest of the body, whereas if I left the armor plates separate from the rest of the body, they could be skinning to the bones and more independently without bending or deforming. Although that way would rack up the poly count. DECISIONS!

I also must pay close attention to her silhouette as I think she may be a little too stocky at the moment. I hope to use the armor and some belts as a way to make her shape a bit more interesting. Her hair will be pretty important as well! I can't wait for that. I can't even predict the amount of planes I am going to use.

Recently I have been taking a break from the freelancing while I wait to hear about that projects status. Work has also bumped up to 50 hours a week instead of 40 which is going to limit my portfolio time all the more. Modeling work-related stuff for 10 hours straight only to come home and model more stuff is difficult. But THIS stuff is what I really want to do, so I can pull it off. :D

I just hope this all pays off.

I think it will.

Tuesday, June 19, 2012

Female Armor - Part 3

This past week we had a huge open house at work. Needless to say, I didn't get a lot of work done on this character. I really don't know if I'm going to be able to finish her by the end of the month like I intended, and I don't really want to rush her because I want this model to be better than my last.


I did however manage to get a base sculpt for her body done. I'm currently going to retop it and then work on the armor pieces which will be done hard-surface in Max. I'm then going to throw everything back into Zbrush in order to add all of the organic details on the suit.

 My other goal on this model was to post its progress on a forum. I picked Game Artisans and have yet to receive any advice or criticism.

http://www.gameartisans.org/forums/showthread.php?p=374553#post374553


Wednesday, June 6, 2012

Female Armor - Part 1

Got off to kind of a slow start with this new character. I wanted to have her concept done on the 1st so I could start modeling this past weekend, but I got caught up on the concept itself. I decided to go in more armored direction with her. Some discussions with my friends lead me to add more armor to her chest than originally intended, but it makes more sense to have her wear body armor than to have an open chest area that is fully unzipped.

The concept progressed further and now I've decided to go for a shorter hair style. Short hair is a challenge, but one I haven't tackled in a while, so I thought I'd go for it. I was also somewhat inspired by Emma Watson's current hair styles, so I'm using some current photos of her for reference.
The colors are still up for debate, but as of right now I am sticking to the yellow that I started with.


I managed to start modeling the head a little bit this evening. I look forward to really diving into this character and hopefully getting it close to complete by the end of this month.

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Saturday, June 2, 2012

Boy & Dog

Finally finished these guys up. You can check them out in more detail here
 They both turned out pretty good. This is also the first time I've gotten Marmoset Toolbag to work out well for the final render. I plan on using it for the final shots of all my stuff from now on. The biggest problem I had with Marmoset in the past, I've found, is I've always forgotten to export my .obj meshes "with" their normals. Because of that, the models always showed up with unsightly seams that I couldn't get rid of. All I had to do was remember to check "normals" in the exporter and BAM, the models come in looking great!
Toolbag did crash numerous times however while trying to apply materials and stuff, but that's probably due to the size of materials I was using for this character (2048). I probably could have scaled those down to much smaller and it would have looked just as good.
Also! When working with Marmoset Toolbag, remember to flip your Green channel on your normal map. I learned that from working in Unity 3D and it's the same in Marmoset, so I'm assuming a lot of engines need that done as well. It's kind of a pain though because 3DS Max doesn't need the normals flipped so I basically have to created two separate maps.
This project is also the first time I've made one of those cool little turn table environment platforms for a character! I think it turned out alright. Making dead dandelions is hard though. They could have turned out better, but overall, I think it adds to the piece nicely! I plan on making one of these for all of my characters in the future.

And so starts the month of June! My goal of making a character a month is going pretty well, to my surprise. The boy and the dog took about a month (started on April 20th). The next project is the leather suited, spy girl! I mentioned in my last post that I'm planning to add some more armor type pieces to her suit. Here's some roughs I did the other day: