Oke, so i made another model. It's a Sako Rk95. I have all the animations and such ready (no proper skin yet). But there's one annoying problem: It has too many polygons. I have no idea how to drop the polycount, and the model is kinda simple.
I've almost deleted the whole gun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> only left barrel and handle. It still complains that there are too many normals. Is normal a same thing as a polygon? I'm not very pro in modeling =)
I figured what the problem was. It was my overdetailed sight <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . Now, can someone tell me how to skinmesh. Everything else works, it has working anims and works ingame too. I'm using a placeholder skin assigned in 3dsmax, so it's out of place and it's an ak47 skin. Only thing missing is a proper skin.
Ahh ok, ive been wating to get into modeling for a while and i final got g-max so i want to 'try' and make some uber high poly hands with some nice gloves, like the cz hands.
So, anyone knows how to skinmesh? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Little over 1000, so it's kinda lowpoly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Here it goes, yes those textures are final <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (joke).
You can try making the stock solid then carving out the detail with the transparency that valve has so kindly provided. You can probably do this with the sights also
No! Don't make it low detail just because your polycount is too high if you're using milkshape! Heres what you do that I learned from -X-. 1. in a side view of the weapon, select > face and select half of the faces of the gun. 2. Delete selection. 3. Export .smd as something like "base.smd". 4. Undo delete selection and select inverse. 5. Delete selection. 6. Export .smd as something like "rest.smd" 7. Edit QC file so that the garbage that looks like : { %something something "base.smd" } { %something something "rest.smd" }
I don't know exactly the text, but it's where it usually has those squiggly brackets and the title of your reference.smd. 8. Compile QC file and you have a super-high poly model =)
Then again, if you don't use milkshape, this is 100% worthless. Hope this helps.
It already has all necessary polygons to make it realistic(Foregrip is being redone =)).
And i'm using 3dsmax <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I've been trying to skinmesh this for few hours. Now i know how to do this. I'll post the skinmeshes here tomorrow, so if you'll wanna skin this, it's ok(This includes you, Spawn). I'll prolly make my own skin too, if i'm not too lazy.
Maybe... But that wouldn't be realistic <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Darkkiz+Jun 17 2003, 09:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Darkkiz @ Jun 17 2003, 09:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe... But that wouldn't be realistic <!--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--> but the point between the back aimer and the front aimer is boring. That would be the one thing that would keep me from using the model... but that's just me
Oke, here's the skinmeshes(my first ones, so they suck) and a .3ds file. Import the 3ds file in milkshape and export it to a decompiled model's reference smd file. then compile. Enjoy.
Comments
I'll propably make the buttstock folded to give it more gangsta style =)(really because u can't see it ingame.)
1. in a side view of the weapon, select > face and select half of the faces of the gun.
2. Delete selection.
3. Export .smd as something like "base.smd".
4. Undo delete selection and select inverse.
5. Delete selection.
6. Export .smd as something like "rest.smd"
7. Edit QC file so that the garbage that looks like :
{
%something something "base.smd"
}
{
%something something "rest.smd"
}
I don't know exactly the text, but it's where it usually has those squiggly brackets and the title of your reference.smd.
8. Compile QC file and you have a super-high poly model =)
Then again, if you don't use milkshape, this is 100% worthless.
Hope this helps.
And i'm using 3dsmax <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
but the point between the back aimer and the front aimer is boring. That would be the one thing that would keep me from using the model... but that's just me