Looking for a modeler teacher.
-
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.
-
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!
-
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
-
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.
-
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
-
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?
-
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.
-
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
-
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
-
Ok, I’m not understanding or I am missing a step.
I have the model. check.
I have uvmaped it. check.
http://i113.photobucket.com/albums/n240/Alucard1_01/Uvmapped.png
I exported uvmap and added it to model. check.
I have open my uvmap tga. file in PS. check.
http://i113.photobucket.com/albums/n240/Alucard1_01/uvmaptga.pngHow do I get the textures from PS into Ms3d and have them fit right?
-
looking at the UVMap, its what’s causing the stretching. The way a UV map works is that it applies the texture exactly where it’s mapped. Your map has overlapping sections on the cylinder, so the sides of the cylinder are only mapped to a 1px width. You need to build the UV Map so that ALL faces are flat out, so that the texture doesnt stretch
(i know what i just said isnt clear. someone else explain it better, im pressed for time right now)
-
Btw kHed - knows milkshape format and has simple UV editor