<!--QuoteBegin--Sid+Feb 22 2003, 08:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sid @ Feb 22 2003, 08:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow Del, your awesome! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
I thought I was the only one who used the word, "Forum Junkie". Almost scary. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> haven't you noticed that i've at least posted onece in close to every thread for the past month?
it looks awesome, good job on the model <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
SidCorwid of the FreeJoin Date: 2003-01-28Member: 12903Members, Constellation
Sorry Del, I didn't catch that part about drawing part of the skin and adding it to the gun. i guess I missed a sentence. Well, it's very early (4am) and I've been drawing Animals (Mainly Wolves...) all/most of the day, so I'm all "Drawed" out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Check out my site in my lsig to see what I mean.
I'll try and get some decent/proper skins for ya Tomorrow (Errr.... Today). <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
let's just hope that new dev modeller isn't Delarosa <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
Del, you're awesome. That's really cool that you're modelling these for Sid, for he has plenty of concept art and no one cared to even think about modelling them. Very Nice work by the way!
i'm grunging up the skins....and changing the gun itself...adding the parts i left out, and doing some *other* stuff today, ohh yeah, and i can't forget my 4 page paper analysis of the landscape of los angeles... somone harrass me about that in a few hours...
10 out of 100? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
How about 1,000? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Uuumm (trying not to flame-trying not to flame) it looks better. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
skin shows no depth, it feels like they are just textures pasted on, and the textures somewhat don't fit anyway. Also the skinmesh needs a lot of work, you seem to have simply taken a side based skin, as anything facing the front is turned into a stretched mess, which is NOT a good thing.
Skin is coming along, I hate the front clip it does not go at all with the gun. Trigger looks fake, make it straighter but keep the curve, also move it forward a little. That's all keep it up 10 points!/10(effort)
This post has been edited by Smite on Feb 25 2003, 01:22 AM
<!--QuoteBegin--RoadMaster+Feb 24 2003, 11:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RoadMaster @ Feb 24 2003, 11:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> skin shows no depth, it feels like they are just textures pasted on, and the textures somewhat don't fit anyway. Also the skinmesh needs a lot of work, you seem to have simply taken a side based skin, as anything facing the front is turned into a stretched mess, which is NOT a good thing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Um.. not to be mean or anything, but I think that's exactly what they did.
I've begun to wonder if anyone on these forums knows what a skinmesh is and how to do one. The past few models I've seen being talked about, had a few people posting that they didn't know how to put textures on models.. Well, there's a difference between putting a texture on a model, and actually skinning it.
For those of you who do -not- know, a skinmesh -more commonly called 'mesh'- is taking the wireframe of the model, and basically taking the outline of the model's parts. This is then turned into a .bmp or .jpg file, and a skinner (someone who is really good with photoshop and stuff and knows how to make textures that look like metal and plastic and wood and stuff) goes to work on it, and makes that image look how he wants it. Then, the image is put on to the model, and since the mesh was created, all the parts of the skin are in their correct place on the model, and it looks like a gun/tree/person/whatever.
This place needs more meshers... *goes to read tutorials*
Thank you zero. I was thinking the same thing, seemed like no one knows what they are auctally doing. Wonder how may people have auctally took time to try to model.
You can always do on the fly skinning but thats almost impossible to do good thats why every one does meshes, It allows for alot more detail, and you know exactly were the skins going to end up.
it's either me, or the Ms3D that's messing up, (most likely me) i've got the mesh... 2 Bmp files...i'll post the "total" one here... to show you what it looks like... i can't get Ms3D to do mroe than one part of the group... it's either i align the texture to "Right" or "Top" i can't get it to do both...i WOULD skin things in 3DS max, but my D/L won't fully install<-is a retard... and Gmax isn't worth the time...and Lithunwrap is a little beyond me (since i can't find tutorials for it)....
i've got a model done for ns_hera, it's easy... i've got it animated... which wasn't too hard, because it's the TSA logo spinning, but i can't find it anywhere in the map... ohh well, waste of time!... anyone know if that flag thing is a model...?
once i get it up, i'll edit it to tell you what is what:
bottom left - pistol bottom right - back grip lowwer middle - front grip (multiple for more ideas) upper middle - the inside/barrels of the gun top left - slide texture top right - what i WAS going to use for the handle, before i got the other one...
here's what i was doing for the M120... tell me this isn't what you guys were talking about...
take the .3ds, import to Gmax, Export to tempest Import in tempest, Export in MD3 Import into MS3D, save import to lith unwrap, unwrap printscreen....copt into Photoshop
box everything out, until you get the grey picture...each group in the model, is a diferen't color/layer in Photoshop
decide on a base color, and add on layers, and "dust and scratches" from there.... for each group.... (the olive colored one in limbo is the base color... the grey one is the groups section, and the blue/white is the lith unwrap screenshot...)
am i doing something wrong? or it it just because i can't find an illgal version of 3DS that i'm doing things wrong?
Zero: pfft, I know how to skinmesh at the very least of the people here. I've skinmeshed both piggorge and chickenlerk pretty well, with very little stretching.
Del: I suggest when you are trying to skinmesh something use a checkerboard pattern texture. I'm not going to go through skinmeshing for all the different programs, but I know milkshape has some annoying meshing tools... which is why I suggested lithunwrap in the first place. The checkerboard pattern REALLY helps to see which areas aren't getting enough skin area. When you are done skinmeshing in theory your entire model should consist of squares that are roughly all straight and all of the same dimentions (although if you want extra detail in one area than it's sometimes okay to make one larger than the other parts, like for chickenlerk I made my eye skins bigger...
<img src='http://members.rogers.com/roadm/images/chickenscreen5.jpg' border='0' alt='user posted image'> See how the squares don't stretch out much? the texture used here has a grid of all the same sizes squares so there is no confusion, but I made the eyes, waddle, and beak take up extra texture room because they are more detailed, as well as the legs taking up a bit of extra room too. Although you might not see it in here as much, there are a few bad spots on my skinmesh still, but not terrible. mostly near the edge of the wings and behind the tail
<img src='http://members.rogers.com/roadm/images/chickentexture.gif' border='0' alt='user posted image'> This is the actual texturemap, made by texporter (for 3dsmax). It helps me to know where to draw onto (yes I draw onto my skins, I don't slap textures onto them. On the other hand.... I stink with metal textures...) If anyone wants to try skinning it from this they are free to, although I will eventually skin it myself. I'm just using this as an example of a finished skinmesh.
Its too wide... I understand some parts need to be wide, but the whole being that wide just seems so clunky. Maybe the handle that the trigger connects to could be a bit skinnier?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Del: I suggest when you are trying to skinmesh something use a checkerboard pattern texture. I'm not going to go through skinmeshing for all the different programs, but I know milkshape has some annoying meshing tools... which is why I suggested lithunwrap in the first place.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
once you import the lithunwrap files, you can't edit the model anymore.... or is that just me?.... and since i can't edit it, i want to get the model done first... then do the lith stuff.... i'm tweaking the skin on it now so you can tell the difference between the parts.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tiio Posted on Feb 25 2003, 01:36 PM -------------------------------------------------------------------------------- Its too wide... I understand some parts need to be wide, but the whole being that wide just seems so clunky. Maybe the handle that the trigger connects to could be a bit skinnier? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
i'm trying to get the skape done before i make it skinnier... i'm not going to make a to-scale model until i get things done a little better...
Don't know if this has been suggested (excuse me if it has <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) but maybe decrease the trigger's width? That's one WIDE trigger, you vould pull it with three fingers.
that's the plan, the whole entire thing is going to be scaled to be like the original pistol, but am waiting on that until i get the textures a little better
Use 3d max to make the mesh its easier because you can pull apart the model so you can do all the parts individually and make a mesh for every one of them and not just one huge mesh that try's to cover the whole model. Allows for more detail and comes out better like I already stated.
Also I wasn't flaming you I was commenting on all the people who were mocking you. They appereantly don't know how to model or mesh so they have no right to flame you.
Comments
I thought I was the only one who used the word, "Forum Junkie". Almost scary. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
haven't you noticed that i've at least posted onece in close to every thread for the past month?
Check out my site in my lsig to see what I mean.
I'll try and get some decent/proper skins for ya Tomorrow (Errr.... Today). <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Sid
sid, you wanna skin it? i'll send you the MS3D....
anything that needs to be changed?
acceptabel flame:
-------------------------
i don't like the slide skin because it remind me of my grandmothers cottage cheese
non acceptable flame:
-------------------------
disgusting
This post has been edited by Smite on Feb 25 2003, 01:22 AM
Um.. not to be mean or anything, but I think that's exactly what they did.
I've begun to wonder if anyone on these forums knows what a skinmesh is and how to do one. The past few models I've seen being talked about, had a few people posting that they didn't know how to put textures on models.. Well, there's a difference between putting a texture on a model, and actually skinning it.
For those of you who do -not- know, a skinmesh -more commonly called 'mesh'- is taking the wireframe of the model, and basically taking the outline of the model's parts. This is then turned into a .bmp or .jpg file, and a skinner (someone who is really good with photoshop and stuff and knows how to make textures that look like metal and plastic and wood and stuff) goes to work on it, and makes that image look how he wants it. Then, the image is put on to the model, and since the mesh was created, all the parts of the skin are in their correct place on the model, and it looks like a gun/tree/person/whatever.
This place needs more meshers... *goes to read tutorials*
You can always do on the fly skinning but thats almost impossible to do good thats why every one does meshes, It allows for alot more detail, and you know exactly were the skins going to end up.
it's either me, or the Ms3D that's messing up, (most likely me) i've got the mesh... 2 Bmp files...i'll post the "total" one here... to show you what it looks like... i can't get Ms3D to do mroe than one part of the group... it's either i align the texture to "Right" or "Top" i can't get it to do both...i WOULD skin things in 3DS max, but my D/L won't fully install<-is a retard... and Gmax isn't worth the time...and Lithunwrap is a little beyond me (since i can't find tutorials for it)....
i've got a model done for ns_hera, it's easy... i've got it animated... which wasn't too hard, because it's the TSA logo spinning, but i can't find it anywhere in the map... ohh well, waste of time!... anyone know if that flag thing is a model...?
once i get it up, i'll edit it to tell you what is what:
bottom left - pistol
bottom right - back grip
lowwer middle - front grip (multiple for more ideas)
upper middle - the inside/barrels of the gun
top left - slide texture
top right - what i WAS going to use for the handle, before i got the other one...
take the .3ds, import to Gmax, Export to tempest
Import in tempest, Export in MD3
Import into MS3D, save
import to lith unwrap, unwrap
printscreen....copt into Photoshop
box everything out, until you get the grey picture...each group in the model, is a diferen't color/layer in Photoshop
decide on a base color, and add on layers, and "dust and scratches" from there.... for each group.... (the olive colored one in limbo is the base color... the grey one is the groups section, and the blue/white is the lith unwrap screenshot...)
am i doing something wrong? or it it just because i can't find an illgal version of 3DS that i'm doing things wrong?
thank you for your flames... they were well recived, and pondered about....
Del: I suggest when you are trying to skinmesh something use a checkerboard pattern texture. I'm not going to go through skinmeshing for all the different programs, but I know milkshape has some annoying meshing tools... which is why I suggested lithunwrap in the first place. The checkerboard pattern REALLY helps to see which areas aren't getting enough skin area. When you are done skinmeshing in theory your entire model should consist of squares that are roughly all straight and all of the same dimentions (although if you want extra detail in one area than it's sometimes okay to make one larger than the other parts, like for chickenlerk I made my eye skins bigger...
<img src='http://members.rogers.com/roadm/images/chickenscreen5.jpg' border='0' alt='user posted image'>
See how the squares don't stretch out much? the texture used here has a grid of all the same sizes squares so there is no confusion, but I made the eyes, waddle, and beak take up extra texture room because they are more detailed, as well as the legs taking up a bit of extra room too. Although you might not see it in here as much, there are a few bad spots on my skinmesh still, but not terrible. mostly near the edge of the wings and behind the tail
<img src='http://members.rogers.com/roadm/images/chickentexture.gif' border='0' alt='user posted image'>
This is the actual texturemap, made by texporter (for 3dsmax). It helps me to know where to draw onto (yes I draw onto my skins, I don't slap textures onto them. On the other hand.... I stink with metal textures...) If anyone wants to try skinning it from this they are free to, although I will eventually skin it myself. I'm just using this as an example of a finished skinmesh.
once you import the lithunwrap files, you can't edit the model anymore.... or is that just me?....
and since i can't edit it, i want to get the model done first... then do the lith stuff.... i'm tweaking the skin on it now so you can tell the difference between the parts.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tiio Posted on Feb 25 2003, 01:36 PM
--------------------------------------------------------------------------------
Its too wide... I understand some parts need to be wide, but the whole being that wide just seems so clunky. Maybe the handle that the trigger connects to could be a bit skinnier? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
i'm trying to get the skape done before i make it skinnier... i'm not going to make a to-scale model until i get things done a little better...
Use 3d max to make the mesh its easier because you can pull apart the model so you can do all the parts individually and make a mesh for every one of them and not just one huge mesh that try's to cover the whole model. Allows for more detail and comes out better like I already stated.
Also I wasn't flaming you I was commenting on all the people who were mocking you. They appereantly don't know how to model or mesh so they have no right to flame you.