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  1. naaier

    WIP: A few models

    they are completly original meshes, the texture is in fact the priest guy (I also forget his name) here is a greyscale of him
  2. naaier

    WIP: A few models

    just keeping busy. all the pics are in model viewer. all original models by me.
  3. naaier

    Models (characters, creatures etc) don't move!!

    type in console: ai disable 0
  4. naaier

    Different background images for starting the mod and loading a map

    if you go into: SourceMods\name_of_mod\materials\VGUI\chapters youll see chapter1, chapter2, chapter3, and so on. change the image to the image you want, thats it.
  5. naaier

    How do i hex models?

    http://boards.phwonline.com/
  6. naaier

    Using character studio Bipeds

    just remember to rename your root bone to "valve_bip01". otherwise the engine wont know how to place the model in relation to the world. yes, the animations are all packed into seperate mdl files. if you decompile a human mdl, you will see in the qc these kind of lines: $includemodel...
  7. naaier

    How do i hex models?

    if youre talking about hexxing, you must be from the gmod or phw forums. there are many toots on those two forums about how to make "clit.mdl becomes shit.mdl" which is what you are probably trying to do.
  8. naaier

    decals on dead npc's?

    how do I get npc's to take on extra blood decals when they are dead and you keep shooting at them?
  9. naaier

    UV Mapping Questions

    the problem is that you are using xsi. use max. much better. (crackhead, say nothing.)
  10. naaier

    From Max 8 to HL2 - help

    you're a noob, right? go to www.poopinmymouth.com (yes, really) lots of toots there covering just this
  11. naaier

    Using character studio Bipeds

    well, you can use the max biped, as long as the pelvis bone (bip01) is renamed to the valve name. the problem is that you wont be able to use any of the valve animations. if you create youre own animation sets, and reference the model to use said animation sets when you compile the model, youll...
  12. naaier

    Video Tutorial Site (i want to submit my own)

    aw, come on, you dont need a tute for that. maybe a tute on getting max biped anims (bip, bvh) to work with the valve rig.....that would be a nice one.
  13. naaier

    2nd 3d Model Ever - Grumman Hellcat

    veery naais
  14. naaier

    WIP: male character

    yeah, his legs are 12, and the arms are 8, they just look more boxy, I'm more than prepared to trade 50 polys for a much smoother mesh
  15. naaier

    WIP: male character

    yeah, I've droped the loop count by half on the legs, but I'm keeping it at 12 sides. the shoulders dont need more loops, I've finished the mesh and rigged him, and the deformation is fine in all actions
  16. naaier

    WIP: overweight character

    I used this tutorial: http://www.poopinmymouth.com/process/character_tutorial/character_process_page_2.htm to get the hang of doing it, (the best tutorial I've seen), and then just a lot of practice.
  17. naaier

    WIP: overweight character

    crackhead sent me a few pictures of a fat guy to make a model from. here he is. need to finish the skinning, but I'm not in a great rush with it. this is how he started: to this: with basic colouring: and compiled, and in model viewer:
  18. naaier

    WIP: male character

    sure can crackhead, I'll start a new thread for him. here are two more screenies of this one, with basic colours, thought I'd include them.
  19. naaier

    WIP: male character

    started a character for Enforcement mod, body work for male character with tee shirt and jeans poly's: 2470 time: 3 hours updates as he progresses
  20. naaier

    Where to start?

    well you could start by opening max, looking at the top right hand corner at the button that says "help". clicking on that will reveal a users guide and beginers tutorials. thats probably the best place to start.
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