Looking for a modeler teacher.
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fairly good for a first run. I can see some things you’ll wanna clean up, namely the cockpit. dont leave it so open like that, it’ll map weird with all the vertices left unresolved.
another thing you’ll want to learn about in wings is the autosmooth function. it places constraints on edges to keep them hardened. hit tab when you open your model to see it without any constraints, and then try selecting the whole model with the object selector, right click, go to autosmooth options, and select the min angle (default is 60). it will make some edges orange. hit tab again to see the difference. (you can harden select edges by going to edge selection and using the hardness function. These also serve as cut markers for the AutoUV in Wings, so its nice to plot out how you want to map it on the model)
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I’ve tried some of your suggestions and made my thrid model. I’ve started looking over archived_drizzt4.0_ship_creating_tutorialv1.5 and maybe its MS3d, but I can’t select anything for texturing. Yes the trial period is up so I’m guessing I’d have to buy it for it work. I know its not an exact model but I like it. (yes I like B5, suprised there is no total conversion mod)
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if i remember right a highly detailed model of a station from the babylon5 series is stored over at scifi3d.com. you would need to splice it to get all of the detail into the game or to reduce the details texturing whatever gets lost but you think is necessary.
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it in first place depends on the size and on your personal aims. out there are highly detailed fighters but the FL engine never would render all of the details fast enough or in the size a fighter has. the larger your object the more sensible a noticeable amount of detail is. however, due to week machines and to LOD (which also would be needed to increase performance on week pc’s) it is always good to have at least one low poly model with textures replacing the details. in the end its a question of how much quality you personally want to aim for implementation to your mod. you won’t reach the limits anyway: if there are some theyre far too high.
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Nice one…
On texturing, do me a great favour…
In the times of these ships, they will NOT use rivets or standard-sized plates of steel welded together with chunky great New York Skyscraper steel beams!
So let’s see something gleaming, sleek, mystical, shimmering, organic, exciting and… erotic!!
Not more hundreds of pieces of 19th-century Standard Sheffield Steel Plate riveted together, please!
See my TCS Midway in the RRJDS 2.82 mod for ideas! Let me know if you find a welded seam! www.rrjds.com
Note: I’m not boasting of my texturing abilities, because I don’t have any coolness in that area at all!
Just the skins I have seen give me the heebie jeebies! So give yours lots of thought and technique and innovation, and let it oooooooze the above attributes!
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Ok, trying to textures is being a pain. Using MS3D, I follow Drittzs’ tut by selecting faces. Copy faces, make a new selection to texture and assign tga textures and nothing happens. I flip the tga.s like he has in his tut and still nothing. Any ideas???
http://i113.photobucket.com/albums/n240/Alucard1_01/wtfmilkshape.png
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Did you right-click in the 3D View (bottom-right) pane and select “Textured”?
And did you create a new material and import the texture into it?
And then select the Group you want and Assign the texture.
Try a solid colour to test - create a material, click on Diffuse and select a colour. Play with the other settings too.
If you want to texture face by face then it’s hard in MilkShape, you need to duplicate the faces out of the Group they are in, apply the texture to those faces as the new group, and also delete the original faces on the original group or the new faces will not show through sometimes. Then you have to select the two groups and Weld the vertices again.
The best way for face-by-face texturing is the long way, UV Mapping. I’ve not done much of that, so I can’t advise you well. There are several guides around.
I use this method above with MilkShape, as it gives me brighter results, but then I am limited to the face shapes so I have to be clever and to make simple textures.
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As I’m waiting for my MS3D registertation to come I started the rest of the series ships.
http://i113.photobucket.com/albums/n240/Alucard1_01/b5shadowcrab.png
http://i113.photobucket.com/albums/n240/Alucard1_01/b5shadowcrab1.png
http://i113.photobucket.com/albums/n240/Alucard1_01/b5shadowcrab2.png
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Ok I guess this is more a texturer* question maybe. I’ve been messing with ms3d to texture. When I texure nothing shows up. So this what I do:
1.select the are I want to texture.
2.dupulicate the area and rename
3.import texture and assign
4.nothing happens.
SS here so far:
http://i113.photobucket.com/albums/n240/Alucard1_01/wtfamidoing.png
5.go into texture corodinate and fit to scale.
6.nothing veiwable happens.
7.try and weld areas.
8.nothing happens.
9.scale it a bit bigger and finally can see it.
SS here so far:
http://i113.photobucket.com/albums/n240/Alucard1_01/wtfamidoing1.pngNow I can see it but its stretchy in parts and not the size I want. If I scale it back down you can’t see it. Another thing is I think FL user dds. format, correct? The images are bmp. Will ms3d show dds. format files on my ploy? How do you get rid of the stretchy looking parts as well? Or better yet is there a easy to understand texturing tut laying around the forums?
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Simple problem, you need to UVmap the model which you haven’t done yet. Don’t ask me how to do this as there there are some good tutorials for this floating aound but that’s why you have stretched textures. You can’t just apply the textures and hope they will work.
Milkshape will display pretty much any texture format, bmp, jpg, dds, tga but if you want to have a small mat file then i suggest dds, make sure the texture is square as non-square ones will probably cause you a lot of problems.
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Ok I think I’ve learned to uz map, but laying the textuse on creates problems. As you can see they are stretchy looking (used a default texture). Any suggestions on what the fix is?
http://i113.photobucket.com/albums/n240/Alucard1_01/stretchymap.png
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The texture you used is too low resolution I think. Can you make it larger size, maybe 2048x2048 and then remap?
Here is a tutorial for UV Mapper (it’s also free) that I think will help you a lot with great texturing, it will take time the first time you follow it but I had good results - it was some time ago and I can’t remember much though.
http://www.robinwood.com/Catalog/Technical/Gen3DTuts/UVMapperTut/UVMapperStart.html