I need to do a final project in my CAD Intro class. I proposed a scotch tape holder, but was told it was too simple. It needs to be something that I would have on hand and be able to measure. Does anyone have some ideas that are not too complicated? Thanks.
Not sure if this is in the right forum area, but I'm trying to port models from DA origins (.mmh) into models usable in Hammer (.mdl). I've managed to extract a model from the game, leaving me with three files (and the .dds texture file). Here's an example: prp_tree_d.dds plc_barricade_03_0.phy plc_barricade_03_0.msh plc_barricade_03_0.mmh
With a program I found on the internet, I converted the .mmh into an .obj file. At this point, I could either: 1. Use OBJ 2 SMD. Tried this, and it didn't work. Got this error: OBJ2SMD Converter - Parsing Arguments Axis: Y-Up Reports: Off Files Found: 1 plc_barricade_03_0.obj Beginning Parsing File: plc_barricade_03_0.obj The Groups and Image counts are not the same. Groups: 17 Images: 1 2. Import the OBJ into a 3D editing software (such as Blender or 3DS Max). I attempted this with Blender. When rendering the model, I was able to see the model in perfect form, fully textured and looking good. I exported in the .smd format, which I was then able to compile into a .mdl format. From here, everything looked good. But once I loaded up the model in Hammer, all the entire model had a black texture. It's as if the texture didn't even apply. I believe there's something I'm missing in Blender (UV Mapping?) but I honestly have no idea. Here's a download link to the files I'm working with: https://dl.dropbox.com/s/lzv6nl6sexypq4p/plc_barricade_03_0.rar?dl=1
If anybody could help, or perhaps direct me to someone/somewhere that would know how to solve this problem, I'd be very grateful.
Pic related, it's a picture of the .OBJ after I import it then click "render". The right side is the rendered version.
I've really hit a snag when it comes to hair though, I can't seem to make it nice and "fluffy", give it that volume I see in well done models of this kind. No matter how much I push and full verts, it just looks like a bunch of flabby banana peels instead of actual hair
Anything I can do to make it more natural? I've followed this tutorial for the basic body...
Even though I'm going through game design in university, I don't have character modelling classes yet, so this project is mainly for fun (and to try and impress my teachers, admittedly). It's my first model too, and as such, I'm aiming to learn and improve as much as possible. So, if it's not a bother, feel free to point out any flaws, and as many things that can be corrected as possible so far.
The idea was to go through the modelling > texturing > rigging process for this, to eventually put it in a game engine. Thank you very much for your time in advance!
Hey guys , I need help, big time . Basically, I'm a beginner in Zbrush and have to make a character for school . I worked there for a week with Zbrush6 and saved my file as ZPR format . Now , i'm working from home and I only have access to the ZR7 format . What I'm asking you guys is if someone has the 4R6 version and would be nice enough to convert my file to ZLT instead because I can't do anything with it ATM. I can send it through email . I'm not sure how I could repay whoever helps , but I'd be extremely grateful . Thanks a lot.