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Topics - Pipann

#1
Hello! It's been ages since I was here. Shockingly, I have a very similar question now from when I did way back. Also been a long time since I last used WW, and I'm probably rusty, but at the behest of a commissioner and good friend, I decided to dive back into it.

I have 3ds Max 2023 now and it uses the Arnold renderer. The material editor has been changed up a lot as a result. I'd like to know where I should place the phong map in order to get $phong to work.

Here is the new editor -- I prefer compact, so sue me :D
#2
Model WIPs / Skinning issue after importing to SFM
August 06, 2016, 10:02:18 AM
Hey guys, here I am again.

So I recently got a new PC rig and finished up reinstalling everything from scratch, including 3ds Max 2016 and WWMT. Was working on a model for a character and every so often I test her on SFM.

Now after I finished skinning, I ran into issues with her neck. I've never seen anything like it before. In 3ds Max, she's fine and all the bones work like intended.



But then I exported her, and get this as a result:





I've read from posts made in 2014 on steam that this issue happened before and they comcluded it lies somewhere with WWMT during export. Could I have forgotten something in the settings while installing?

Currently using the Wall Worm SDM exporter as exporter plugin, since Wall Worm Pro always gives me issues for some reason and the free version doesn't. I'll share more settings if requested.
#3
Materials and Textures / Phong map location
July 14, 2016, 05:12:04 PM
I had a question.

In order to make a phong map work, which slot in the material maps do I place it? I'm suspect it's specular. It seems like the obvious choice, but I've been wrong before.

This is incredibly silly, I'm sorry. ;D

Edit: I figured it out, nevermind!
#4
Here's a thought I had stuck in my head. Is there a possibility to create a morpher modifier that changes the UVW coords rather than the mesh's?

The idea behind this is that I want to be able to move an eye's iris around on a flat surface (glasses, to be specific) rather than a spheric one. Using a mesh is always an option but it's not ideal. I'll be able to show pictures on what I mean tomorrow.
#5
Animated Models / SFM: Sans
May 31, 2016, 12:37:16 AM
Not quite animated, but here is my most recent addition to the SFM workshop. With the help of WWMT :)

http://steamcommunity.com/sharedfiles/filedetails/?id=686820984

This is also coincidentally my first full-fledged character model that I ever released to the public and I'm happy he's gotten so much positive attention in just two weeks, even as a beta model. I will definitely be making more in the future now that I've learned more of the ropes of using Wall Worm.

#6
Hi guys, it's me again. o/

I was preparing to import a (beta) character model into SFM and when I finished compiling the model, somehow the bones on his right arm flipped to face the opposite direction!

After importing into SFM: http://i.imgur.com/KZSSvFz.png

Here is the correct setup in Max. http://i.imgur.com/pu0b7yh.png

Haha, what the heck right? :D I think the issue lies in 3DS Max somewhere. I'm suspecting that it did not like me cloning the bones for the left arm and mirroring them to become the right. I was probably wrong in doing so. Does anyone know a solution for this, or do I have to redo all of the bones in his right arm from scratch? Thanks in front!

#7
General Discussion / Facial flexes?
May 17, 2016, 02:40:30 PM
Hello, I'm Pipann, and new to this forum! Boy, been joining a lot of forums lately.

First of all I want to thank you developers of Wallworm for making this neat tool! I simply couldn't have done anything I have done so far without it. It took me a few frustrated attempts to understand how it works but it's a million times better than having to resort to 3D programs I have no experience with whatsoever.

So, last week I started creating my own models and releasing them on SFM. I have two submissions so far, but they're incredibly simplistic. One is a static prop and the other only has a minimal number of bones. The guides for WWMT helped me get this far. Now I've stumbled into a new problem.

For my next challenge, I wanted to submit a character. Overzealous? Yes, very.

I have the model, rigging and skinning all in place but what he still needs is facial flexes. Unfortunately, my experience with 3DS Max isn't all that great and I honestly have no idea how to go about this. I've searched for guides but the few I did find confuse me further with terms I don't understand. :(

...not to mention the fact I can't make anything out of how Valve's eyeballs work or how to reproduce it. Eyesliders?? What? How?

And then there's another question burning in my mind I haven't been able to find an answer to. When I do have facial flexes, how would I go about using WWMT to get those into SFM as well?

Sorry if I'm asking stupid questions or confusing people. I love 3D modeling, but I'm godawful at all these technical things. It's honestly a miracle I even got this far. Haha

I am using 3DS Max 2016, by the way. Cheers o/

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