Does anybody have a work around for loading .TGA files into max's material editor. I'm getting a VERY consistent crash with the material editor accessing my hard drive. Max disappears nearly every time I go to pick a textures.
Diffuse -> Bitmap Dialog pops up. Dissapears! My productivity has been cut in half easy by max's bullshit despite merging into new files and all sorts of crap.
Any info is appriciated. I have no idea whats going on anymore.
I'm not exactly sure what your problem is but have you tried loading them from an external hard drive? Really sucks that you're going through this BS man. Have you tried just dragging your texture over into the viewport?
Looks great, man! Though I'm unfortunately not very familiar with the original character.
The folds look cool. My only nitpick would probably be, that for such muscular physique his abdomen muscles look pretty undefined.
About the .tga issue, have you tried simply reinstalling 3ds Max? never had this particular issue myself but sometimes when things go unexplainably wrong - this helps. If nothing works this also might be worth creating a thread in the Technical Talk section of polycount.
Good luck, buddy! I hope to see this char finished despite of all the problems.
is it just Tga's? or do other formats do it as well?
Its RIGHT as it acceses the drive. Meaning like when the windows native dialog pops up it quickly crashes. It does this doing other things as well. Rendering. Or just using Max . But the most common by far is accessing the drive. This can include stuff other than textures like clicking the [...] to save textures for Render To Texture. The second you hit it you can tell if its going to crash or not, and you have not even picked a directory yet.
I am never too good at graphic stuff, especially under pressure but I thought I would post up the label for his cans. I have a basic idea of the Prohibition Era "Retro City" (sea side city) and the roles in it by Haggar/Cody/Guy. Guy helps run his families cannery business. Selling whatever sea food including bulk chum that partially contains bits and pieces of the Skull Cross Gang. A thing Haggar turns a blind eye too.
Haggar gets free supplies from the warehouses etc.. of Guy's. This takes place obviously in the industrial age. No PETA, no real Tech. No animal rights. Industrial polution. Prohibition based crime balanced by strong governing tactics.
When it comes to doing graphic stuff I think retro style stuff is some of the most fun. Its been fun (and eye opening) to look back at old aesthetics. You can see what people take and re-use today, actually. And whats been around for ages. I liked old products simplicity. Many things were physically embossed.
WORK IN PROGRESS
Characters are from his traditional fighting garb. I dunno what they mean . hehe.
Wow man i really dig your background stories,i should have read it before i started on my Cody,now i have a new vision how he should look like,thanks for heaps of inspiration,BTW looking forward to see the low poly
I think the error your having sounds like it could be a hardware problem and not software. Your HD might be on its last legs.
Is max the program you use most and that's why its happening with Max all the time, or does nothing like this ever happen with other software? If it ONLY happens in max despite other software, then maybe just re-install max. I've never encountered a problem with TGAs in the material editor. Oh, and make sure it doesn't happen with jpegs or PNGs or other image formats.
Its just max. A re-install may be in order. But not before the competition is done. Hopefully a re-install will clear things up. Perhaps something got jacked up.
I was thinking it could be hardware but its the only program giving me problems and I use quite a few other programs. Zbrush, PS, etc... are all solid. Games are solid.
So I asked at work what the triangle counts are for MK9 because i'm curious. Simple question. "Does anybody know what the triangle counts are for the average character in MK9".... But i'm super curious on MK for whatever reason.. they use our engine and what not.
my friend is a senior designer for MK, next time i talk to him i will find out, on MK vs DC it was 20k polys visible at a time so considering half the character is hidden most of the time in a fighting game, i would say around 30?
they also had to pretty much rewrite UE3 back on MK vs DC because its impossible atm to hit 60 FPS with all the fancys on in game, so to quote him, "its more like we are using their tools, with our own engine if that makes any sense to you ."
he also sent me this presentation on the overhaul they did to UE3, its pretty extensive, and a pretty interesting read to see how they overcame the hurdles.
my friend is a senior designer for MK, next time i talk to him i will find out, on MK vs DC it was 20k polys visible at a time so considering half the character is hidden most of the time in a fighting game, i would say around 30?
they also had to pretty much rewrite UE3 back on MK vs DC because its impossible atm to hit 60 FPS with all the fancys on in game, so to quote him, "its more like we are using their tools, with our own engine if that makes any sense to you ."
he also sent me this presentation on the overhaul they did to UE3, its pretty extensive, and a pretty interesting read to see how they overcame the hurdles.
Yeah, I would imagine dealing with bone counts wasn't too nice for a street fighting type of game in that.... Thanks for the info. I'm always curious about SF game tech stuff. Especially now with this competition, but i've always been curious and i've been playing a lot of MK now. I found the whole nekropolis thing where you can zoom in on the chars.
Ah sorry man! I know what you mean. Things are moving much slower than I thought they would . Lots of stuff (with how i work) is stub and is just asking to be ripped on. I know because I am unhappy with how a lot of it is turning out. He needs work, and he needs re-work. And this is due friday!!!!! like 2 days from now.
I'll post an image soon.
The rope tat was stubbed in really fast. Ignore that. Thats in the works.
Lots of things missing because I dont know if i can get them in in time and with quality . But i'm hoping to make some of it happen.
Texture res in these renders is high! He wont look like this for final . But this is the image I have right now. Usually at this point I find it best to just post the final when your done. Cause theres not much that can be changed and its not fun explaining that stuff is high res right now etc.. But yeah, here he is right now.
Bah! not happy with a lot of it.
Edit: Oh, god, and theres a shark bite scar on his side that is not finished at all. so right now it looks like errors or just crap. I need to work on his shark bites..
Oh and yes i'll fix the ridiculous tricep. I actually only worked on his body twice and it was ages ago . Theres quite a few things on it I need to re-scuplt and change. I have not touched it since I first showed it. Delts need some work.
looks badass man. Feel like there is a little tooo much green, but its still WIP... so pardon if its still comin along. Maybe some color splashes on the cans, colored fabric around rope, or some lures or other fancy fishing thingies/buttons ("i use chest hair for lures" button) on the hat?
Regarding MK characters polycount there was a thread on ZBC back when MKvsDC was released that has some info. Ironically I found it right next to the page you were also featured in.
Thanks guys. Its going to be tough to finish by friday. Though I don't know how much it will really matter now since I believe I somehow pissed off the PC-3l33t!!! woops! Some kind of chain reaction there. Should make things really interesting!
Moose: yep. Thats all there. all planned. No time. Classic Lures, the red and white ones. Also a picture is tucked in his hat. just not in yet.
I have so much reference. Sheets upon sheets. including the first one you pasted. he already has lures in his hat, but just not textured and low poly'd. This is due friday.
Props goes out to everybody who is doing this competition and finishing!!! your all hardcore.
Phenomenal attention to details, just out from this world! ) And what is more important, every detail make sense.
Would you mind if i ask you a question: how do you make different patterns on cloth, for instance on the bottom on the glove.
And what is the thing going under the chest belt (on the edges of belt), seams like a rope but very detailed, how do you achieve this?
Thanks guys!
The sprint to the end!!! I have until 11pm tonight to get this guy under wraps. Posed and rendered. I believe the big stuff is the poses and a possible final pass on the texture, which i'm dreading... '
I need sleep!!!! Managed to squeeze it out in the last hour, hour 1/2. Posing with out bones was nutty. Awesome Comp. Now I need to go around and look at all the amazing entries!!!
Replies
So this is the last weekend.. wow. Late nights for me!
Baj: Thaks
Diffuse -> Bitmap Dialog pops up. Dissapears! My productivity has been cut in half easy by max's bullshit despite merging into new files and all sorts of crap.
Any info is appriciated. I have no idea whats going on anymore.
The folds look cool. My only nitpick would probably be, that for such muscular physique his abdomen muscles look pretty undefined.
About the .tga issue, have you tried simply reinstalling 3ds Max? never had this particular issue myself but sometimes when things go unexplainably wrong - this helps. If nothing works this also might be worth creating a thread in the Technical Talk section of polycount.
Good luck, buddy! I hope to see this char finished despite of all the problems.
Its RIGHT as it acceses the drive. Meaning like when the windows native dialog pops up it quickly crashes. It does this doing other things as well. Rendering. Or just using Max . But the most common by far is accessing the drive. This can include stuff other than textures like clicking the [...] to save textures for Render To Texture. The second you hit it you can tell if its going to crash or not, and you have not even picked a directory yet.
Haggar gets free supplies from the warehouses etc.. of Guy's. This takes place obviously in the industrial age. No PETA, no real Tech. No animal rights. Industrial polution. Prohibition based crime balanced by strong governing tactics.
When it comes to doing graphic stuff I think retro style stuff is some of the most fun. Its been fun (and eye opening) to look back at old aesthetics. You can see what people take and re-use today, actually. And whats been around for ages. I liked old products simplicity. Many things were physically embossed.
WORK IN PROGRESS
Characters are from his traditional fighting garb. I dunno what they mean . hehe.
Edit: It means "God of War"... sure! Sounds good.
Is max the program you use most and that's why its happening with Max all the time, or does nothing like this ever happen with other software? If it ONLY happens in max despite other software, then maybe just re-install max. I've never encountered a problem with TGAs in the material editor. Oh, and make sure it doesn't happen with jpegs or PNGs or other image formats.
I was thinking it could be hardware but its the only program giving me problems and I use quite a few other programs. Zbrush, PS, etc... are all solid. Games are solid.
Has Max always been this unstable?... (I'm not a max user you see)
my friend is a senior designer for MK, next time i talk to him i will find out, on MK vs DC it was 20k polys visible at a time so considering half the character is hidden most of the time in a fighting game, i would say around 30?
they also had to pretty much rewrite UE3 back on MK vs DC because its impossible atm to hit 60 FPS with all the fancys on in game, so to quote him, "its more like we are using their tools, with our own engine if that makes any sense to you ."
he also sent me this presentation on the overhaul they did to UE3, its pretty extensive, and a pretty interesting read to see how they overcame the hurdles.
http://www.scribd.com/doc/15118967/Hitting-60Hz-in-Unreal-Engine
Yeah, I would imagine dealing with bone counts wasn't too nice for a street fighting type of game in that.... Thanks for the info. I'm always curious about SF game tech stuff. Especially now with this competition, but i've always been curious and i've been playing a lot of MK now. I found the whole nekropolis thing where you can zoom in on the chars.
I'll post an image soon.
The rope tat was stubbed in really fast. Ignore that. Thats in the works.
Lots of things missing because I dont know if i can get them in in time and with quality . But i'm hoping to make some of it happen.
Texture res in these renders is high! He wont look like this for final . But this is the image I have right now. Usually at this point I find it best to just post the final when your done. Cause theres not much that can be changed and its not fun explaining that stuff is high res right now etc.. But yeah, here he is right now.
Bah! not happy with a lot of it.
Edit: Oh, god, and theres a shark bite scar on his side that is not finished at all. so right now it looks like errors or just crap. I need to work on his shark bites..
looks badass man. Feel like there is a little tooo much green, but its still WIP... so pardon if its still comin along. Maybe some color splashes on the cans, colored fabric around rope, or some lures or other fancy fishing thingies/buttons ("i use chest hair for lures" button) on the hat?
fancy fishing thingies:
http://thefamilystore.net/RedCarpet/41005lg.jpg
http://www.examiner.com/images/blog/wysiwyg/image/matthew_hull2.jpg
http://www.zbrushcentral.com/showthread.php?t=66477
Moose: yep. Thats all there. all planned. No time.
Classic Lures, the red and white ones. Also a picture is tucked in his hat. just not in yet.
I have so much reference. Sheets upon sheets. including the first one you pasted. he already has lures in his hat, but just not textured and low poly'd. This is due friday.
Props goes out to everybody who is doing this competition and finishing!!! your all hardcore.
Would you mind if i ask you a question: how do you make different patterns on cloth, for instance on the bottom on the glove.
And what is the thing going under the chest belt (on the edges of belt), seams like a rope but very detailed, how do you achieve this?
Thank you!
(read: much too late)
Insane. So good. I'm consistently dumbfounded by the skill of you "other level" character artists.
The sprint to the end!!! I have until 11pm tonight to get this guy under wraps. Posed and rendered. I believe the big stuff is the poses and a possible final pass on the texture, which i'm dreading... '
Quicky background/floor setup.
Wish me luck!
Beauty1
Beauty2
Spec
Comp