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Member Since 03 May 2011
Offline Last Active Today, 10:56 AM

#4480179 Exporting APB Models v2

Posted by Sadira on Today, 01:22 AM

Update numero 23094538290349!

These are TEST renders just to see if the materials are working correctly, so excuse the noise in the images.


We got a fully working character material!






This is probably gibberish to most people, but here you go.


The specular was so tough to figure out, but I finally cracked it. DAYS and DAYS just randomly guessing things and it finally worked to this point. For ages, I couldn't figure out why the damn specular kept showing up on parts of the mesh that's supposed to be transparent, but it turns out I have to apparently multiply the diffuse normal's alpha with the spec map I want to use, then reverse/invert it and put a layered texture where you layer the inverted map with the desired spec map and put the inverted map black so it's just a mask. It's nuts and tons of work but I did it. 


Also I just finished the vehicle materials too!



For now, I think I will just have matte available. I'm hoping I can get a metallic paint material at some point and I have discovered a shader for it, but I still don't know jack about it and why there aren't things like being able to put a bump map and stuff. I'll have to see what I can do, but because of the nature of this complete new shader I've never seen, it's not gonna be priority and I wanna move on to the other stuff I need to do already. If there's enough interest in the metallic look, I'll look into it more, but yeah for now we're moving on.


Next we'll be doing gun materials, and then after that, making skeletons! Which I imagine will be a fuzzy bunny to do. But yeah, here it is all what I've got for now! Things have been slow due to me being close to finishing with school; this month and next month doing nothing but finals work.


Hoping I can get this complete very soon. <3

#4478207 Brick montage #8 by GodDamnIt

Posted by Sadira on 17 May 2017 - 03:45 PM

dat drive by brick doe

#4477828 List of Shame

Posted by Sadira on 16 May 2017 - 08:31 AM



( ͡° ͜ʖ ͡°)

#4477762 Han Server and NA Server should be combined !

Posted by Sadira on 15 May 2017 - 07:45 PM

or just... make a character on NA

#4476003 Tiggs I understand. Delete this post after you read it.

Posted by Sadira on 05 May 2017 - 03:47 PM


#4472579 Exporting APB Models v2

Posted by Sadira on 19 April 2017 - 01:16 AM

Specular progress:






Skin specular is turned up for testing purposes. It'll be turned down once I have the final material setups. 


Also for some reason I need to use reverse/invert nodes for stuff like the metal spec; if not, then the transparent parts of the mesh like the dogtags, will show specular on the invisible parts even though it's not supposed to. It was reversing the masked parts so that's why it needed a reverse node. Maya is seriously funky with APB stuff...and material work.


Oh also, I believe have to make separate materials for males and females. For whatever strange reason when I imported what I had of on Sadira to Neonis, the skin specular was way too shiny on him. Looooads of work to be done still. 


In other news, I installed Maya 2017, and saw that apparently they are no longer offering mental ray for free (for 2017), and that you have to purchase it from Nvidia. It's ridiculous, but oh well. In 'replacement' to that, however, from what I was reading up, is this new renderer addon called 'Arnold' which is completely new and unheard of for me. Apparently it can do things similar to that of mental ray but I haven't fully researched it yet.


Based on these things with Maya 2017, I don't think I'll be using it for when I make my tutorial thing. I'll have to do some light experimenting and such, but I'm still going to keep my main work on Maya 2016.

#4471431 APB 2

Posted by Sadira on 14 April 2017 - 02:23 PM

kind of a waste of time and resources


doing that will advertise like the game is going to be completely insanely different and people are going to expect too much and be disappointed when its not really much different


engine upgrade isnt going to make the game look anything drastically different aside the ugly orange filter lol

#4471038 Tiggs, you owe BrandonBranders his Chicken Suit on ARMAS! >:C

Posted by Sadira on 13 April 2017 - 05:49 PM

Ain't he get banned?





and sock i love you but you dont have to be making threads for everything


tiggs already (kinda) answered brandon here



#4471027 this fence

Posted by Sadira on 13 April 2017 - 04:48 PM

ur a fence

#4469893 I think we call can agree on this, Time for PVE mode

Posted by Sadira on 09 April 2017 - 10:13 PM

pve mode would be boring 

#4469807 The first result when i searched 'APB Forums' in Google Images

Posted by Sadira on 09 April 2017 - 10:44 AM

You know the search changes from person to person based on information about you from google?

( ͡° ͜ʖ ͡°)

#4469315 Exporting APB Models v2

Posted by Sadira on 07 April 2017 - 08:34 AM

Updates with Maya stuff:







The hair materials are just about done. Thanks to Whiskey for some help and suggesting using an anisotropic material. It worked brilliantly! It could probably use a bit more tweaking, but this is what I will be sticking with for now. 


Secondly, based on what I've been doing so far with material work and testing out other render modes, it looks like we will be sticking to rendering only in Mental Ray.


Here are test render comparisons with a simple area light on the character:



The reason why some parts go missing in other render types is because the render mode does not support the materials that are being used on the meshes. For example, I have a mia_material_x shader on the eyes (which I think is an absolute gorgeous material to use for eyes), which is a Mental Ray only material, so that's why it goes missing for the others. Maya Hardware 2.0 seems to be going based on exactly what you see on the viewport and some other crap I don't know. But yes, based on these comparisons, with missing meshes and off-colored stuff, Mental Ray is the way to go, it seems. My school has always stressed this too. I'll look into VRay someday, but not right now.


I'm currently working on: Body specular and skeleton


Skeleton shouldn't be too hard to continue. I'm gonna see if I can make a custom setting where you can easily toggle between IK and F K (have to space that because forum censors) on the joints which will make it tons easier for those that download my skeletons and don't have to do anything special to switch IK/F K.


I know the body materials will be an absolute fuzzy bunny to do. I'm currently studying Lilac's materials to see if I can get something similar, while also had looking at Jenz's little note about specular and taking note to that.


I'm getting closer and closer. I can feel it in my bones.

#4469080 Possibly lame question number 3

Posted by Sadira on 06 April 2017 - 09:04 AM

I'm sorry, but you weren't any better than them. You are acting the same exact way with your own derogatory comments. And this whole wanting to purposely dethreat thing really only makes you look even worse.


If swearing was bannable, better ban the Joker Ammo Vending Machine and the NPCs too, because they swear too.

#4468014 is this the reason why the ps4 launch was considered disappointing?

Posted by Sadira on 02 April 2017 - 04:04 PM

Hey, you forgot Sadira. She's a cute corpse when dead in the alleys of San Paro



dont kill pls

#4466668 Exporting APB Models v2

Posted by Sadira on 29 March 2017 - 12:38 PM






Edit: Okay, so to avoid spamming the thread with individual people getting mocap'd, I'm going to put everyone else into a single video. If you wanna donate your character for science, lemme know. Just know that you'll be getting a random mocap. It may be cave troll stuff, or it may be a different kind of mocap, and it may not always be something humorous, but in the end it's all to help me practice stuff better. I might do scene building but still not too entirely sure.