[mwip] Auto Shotgun Revisited
armgimpeh
Join Date: 2002-12-14 Member: 10783Members
<div class="IPBDescription">I still need help :)</div> Okay, further to my earlier attempt, the auto shotgun has gone back to the drawing board. Thanks to the excellent SPAS 12 shotgun modelling tutorial found <a href='http://www.trfmod.com/milkshapetut/' target='_blank'>here</a>, I have managed to come up with something a little more recognisable as a shotgun. It has a shorter body than the SPAS 12 and has no pump, merely for the fact that it is magazine fed.
Anyway, now that I've done this bit, I don't know where to go from here. Can anyone help me with what I'm meant to do next?
Anyway, now that I've done this bit, I don't know where to go from here. Can anyone help me with what I'm meant to do next?
Comments
gonna texture it?
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
then u could tecture it
1) Think about which parts of your model need which type of texture, assign these to a group. ( regroup ). An obvious example would be the barrels say, or the pump.
2) Find yourself a nice shotty pump texture. ( or , if you know your way around a paint program, make one yourself from scratch. Remeber to save it as 8 bit bitmap when you're finished though or it won't work. )
3) Load this texture into milkshape and assign the required group to that texture / material.
4) Bring up the texture coordinate editor in MS3d ( ctrl-T), you should have a wireframe of , say, the side of the pump, depending on the options you select and the shape of the polys you've put in this group, now try and align the wireframe with the textures you want. You'll be able to see how you're doing in the 3d viewport.
Obviously, this is not proper skinmeshing, but it's a workaround for now and will at least give you an idea of how the process of applying textures works. Meshing is sort of the other way around, you "flatten out" the polys so they are easy to paint on, this is more "guessing where the polys will go and estimating what size and shape of textures you need."
The better option of course, would be learning to skinmesh. ( links to Lithunwrap and tuts in Modelling 101). A proper skinmesh would also enable you to check your work in HLMV, which a lot of people find easier.
<img src='http://www.trfmod.com/milkshapetut/Tut/99.jpg' border='0' alt='user posted image'>
very poorly constructed [48 wasted polys]
<img src='http://www.trfmod.com/milkshapetut/Tut/16.jpg' border='0' alt='user posted image'>
12 wasted polys - upper barrel to long, means unecessary stretching of the mesh
furthermore it doesn't have correct smoothing groups
there shouldn't newb faults like that in any tutorial <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
So what do I have to do to the model to make it right then?
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Though, using lithunwrap as an editting tool can save me a lot of the headaches that milkshape causes.
<a href='http://www.psionic3d.co.uk/tutorials/lowpoly/tmgun.html' target='_blank'>http://www.psionic3d.co.uk/tutorials/lowpo...poly/tmgun.html</a>
and the Milkshape sections of this lot..
<a href='http://www.machinima.com/articleselected.php?value=category&id=2' target='_blank'>http://www.machinima.com/articleselected.p...e=category&id=2</a>