Jump to content

Cable_HHH

Members
  • Posts

    53
  • Joined

  • Last visited

  • Days Won

    9
  • Posts

    53
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by Cable_HHH

  1. Actually you don't need a really good PC I ran the whole process on a laptop with i7-10510U and MX250 and it's quite smooth
  2. Here is my experience from going through the process of drawing normal map for my models. Sorry if there is any mistake
  3. Hi, Cable here. Have finished the MetalGarurumon model. I was planning to shade it so I use mainly 3D planes for this polygon model, which is why it turns out to be so lag. Here is the showcase: There is also an IK version. Since it's my first time trying IK on such model, it is kinda wonky. You can find more details of this model here: When using: Since color-labeling and timeline-ghosting/IK are used, this model only supports Mine-imator 2.0.0 or later version Import the .miobject to load this model This model should work under blocky bend Enabled timeline-ghosting to hide unnecessary parts. Some of the parts have been color-labeled to help with posturing and positioning Glowing parts are labeled with yellow, you can also access them at once by search '[Glow]' at the timeline searching bar For IK version, when imported, reset the property of the whole model‘s position twice, which sets the Paws to the right position For IK version, IK Controllers are added to help with posturing and positioning, they are hidden in HQ rendering About lags. This model includes thousands of shapes and most of them are 3D planes (my bad), so it would be kinda laggy when moved or bent. IK version is probably more laggy compared to FK version when moved Modification is allowed. The shading of it wasn't good. I wasn't motivated enough to re-shade it, especially considering the lag and quantity of shape. Download: You can go to My Ko-fi Shop and download the FK&IK version of this model for free Or go straight to FK Version Shop Page or IK Version Shop Page for the download These models are free, I would greatly appreciate it if you would like to name your own price to support me. This is probably the last polygons model of me in the near future. Considering the time and energy consumption, I planned to stop modeling in this style and try other styles instead. Kinda off topic but here is a peek of what I am trying to do: Anyway, credit isn't necessary when using but I will appreciate it if you do so Feedback and advice are wanted on the model Have fun and enjoy!
  4. That looks Awesome! Is that PBR?
  5. Most of them were from the process of making my Wargreymon model I messed around with the bend a bit and got some ideas on how to do this
  6. kinda true, but this can also be used for tapering and some other stuffs And I think stuffs like tapering won't break the style but make your models more expressive
  7. Here is the trick of how to generate polygons in ModelBench Here you can keep the tutorial in a single pic: Download the whole pics in one Here is the link to some of the shapes that have been showcased in the tutorial: Download Special bending shapes pack
  8. Hi, Cable Here. I finally managed to finish this Wargreymon model, took me around two weeks of time. This is also by far the most complex model I have ever made. Here is the showcase: Black Wargreymon is basically a re-textured version of this but without those symbols on the shield. You can check the preview here: When using: 1. Import the .mimodel to load this model; 2. This model should work under realistic bend; 3. Prepare for lags. There are up to 4000 parts with 3600+ shapes so it's obvious that it will be kinda laggy; 4. Modification is allowed, but make sure to open it in ModelBench 1.15, or there might be quite a few warnings of the names of parts. Also, the textures of these models are basically flat and unshaded, cuz I find it hard to shade them when they are split into thousands of parts. So most of the shapes share the same area of the UV map. I didn't add IK or Material Map for these models, considering the fact that I have get the hang of those newly added feature. Download: I decide to put my Ko-fi page into use. So you can go to my Ko-fi page and check my shop to download these models. Or just go to this link for the Wargreymon model, and this link for the Black Wargreymon model. They are totally free, although you can still name your own price to support me a bit, which really helps me a lot. Credit isn't necessary when using but I will appreciate it if you do so. Anyway, have fun when using those models. it's been really busy for me these days so it might take a few months for me to move onto next project. Sorry for my bad English
  9. Hi, Cable here I realize that I didn't make much progress on the Zamazenta model since last post So I decide to release it here instead of keeping it in my folders (It's been so long that that post was locked, so yeah I am releasing it here ) For those who is too busy to check out the last post, you can check the preview of the Zamazenta model below Also links to the last post can be found below: Download link is here: Download Zamazenta Wouldn't be able to finish the Zamazenta in recent days cuz I am running out of motivation on it Anyway, have fun ;)
  10. Emm, it is just actual bevel on the model Created in Modelbench using several surfaces at 45 degree and triangles at the corner
  11. Yw >ω< And that looks awesome!
  12. Hi I have learned to add bevel edges to Steve: This is how it looks in Modelbench: Bending is functioning normally under realistic bend Here is the download: Download No need to credit
  13. This is the Zamazenta from Pokemon Sword & Shield Literally my first time making a model like this, so the model is really messy and wonky Download will be available when I finished it Criticism and advice are welcomed also I am considering opening commissions for modeling and such, what do you think about it?
  14. Oh, you mean the blocky bend problem, nvm Also great to hear that the problem has been solved Good luck and enjoy
  15. You mean there isn't outline effect on the upper part of the arm, right? If that's your problem, sorry, idk how to fix it either Maybe you should combine method #1 with method #1
  16. Oh ok, I will do it. Thanks for the tips Emm..., seem like I need to do some rearrangement, cuz there are gaps between every two pics
  17. You need to scale him to 3 or 5 to make lighting cleaner Use spot lights with relatively small radius to create the effect of light fading Finally add some point light and edge light
  18. Here is the tricks Sorry for my bad English Here is the whole pic for keeps
  19. Updated! You can now load the model in 1.2.9
  20. Oh, it's Pre-release 4 Emm, I should have edited it in a lower version Hold on, let me update it
  21. Thanks It's already out now, go check it: https://www.mineimatorforums.com/index.php?/topic/89397-samudramongaiomon-from-digimon/#comment-861416
  22. Hi, Cable here This is a Samudramon model that @Maname1 asked if I was interested in making it So after a few days, here it is. When using: 1. Please IMPORT the .miobject, NOT the .mimodel 2. There is 500+ parts in it, so I locked some parts that aren't necessary to edit 3. This Model should work in realistic bend 4. No credit is needed, but I will appreciate it This model has messy texture & parts, owing to my bad organization And also this model is bascially unshaded I would probably fix this two in the next version Download link: Created in Pre-release 4 Still using older version of Mine-imator? Added support for Mine-imator 1.2.9: Download Here Have FUN :)
  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...