i like the turret factory , very industrial pipe look <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
MMmmm - I can see the influence from the default models. These are kind of like high-poly versions of the default models...only an awful lot more purdy <3
dont worry, i cant mesh either <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Godhand+Apr 12 2004, 11:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Godhand @ Apr 12 2004, 11:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> toss it in uv wrap and tell it to unwrap ^^?
im sure there is a much better wy. ive yet to prsonally find it ^^ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ? do you mean auto mesh? ewwww i did this thing manual
you know...you don't need to have ZERO % stretching for a good UV map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> it's going to lead to ugly discontinuity
ya im trying to learn the tutorial i did said stretching was the most important thing to worry about so i tried to keep it at a minimum sorry the pipe was a real wierd shape and i tried my best
Im making a really nice model of an ip on milkshape, but i cant register it and that means i cant save it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> could anybody help me out? i have 3d studio max but its too complicated and ive got maya but thats even more complicated.
Ive taken pictures of it, ill make them jpeg and upload them later <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
ok, here it is, get any ideas from it that you want, i cant model it anyways <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
oh my god... ouch man.. i can't look at that... sorry, i don't mean to be mean, but that is a horrible mesh job (its a good model though). i can't mesh for people on a normal basis as i'm leaving next week for the army, but if you send me your model i'll mesh it so you can see at least what to shoot for. e-mail it to me at botchiball@hotmail.com if you're interested.
yes, better. but where is the big circle in the middle? and wherever you have a duplicate (those two energy plug things) one should overlay on top of the other - when i model, i leave out all duplicates until after the model is meshed. also, your mesh looks like you're trying to mesh a rhombus (right word? i mean a ring), what i'm getting at is that it doesn't look like you are differentiating one face as being more important than another. but you should, like the outer sides are more important then the inner sides, and the top is more important than the bottom - you may have done this already, i just can't tell.
oh yeah, and as far as overlaying goes, you can overlay the pipes that you are going to use in this pack a lot - both onto each other and within each pipe, every other side can be the same (or every side can be the same, just reversed everyother face). but something to note about doing that is if you have an odd number of sides there will be a line on your pipe which you don't want.
heh, i didn't see the mesh download. yeah i see now. bah, you guys.. you all need to learn to optimize. you probably have twice the number of polys you need there. getting back to the skinning though, you need to group your stuff. the way i go about doing models is: 1: concept 2: model 3: optimize 4: group 5: mesh 6: make duplicates 7: bone 8: animate 9: wait for a skinner to have pity on me
i'm just gonna focus on 3 through 5, 'cause its 1 am. 3: to optimize you should follow these basic rules: A- if a polygon wont ever be seen, delete it. B- if there is a hole in the model, cover it up or weld faces together so there is no longer a hole (this includes backfaces - they are bad for the player to see, as they wont see anything at all). C - whenever there is a straight line between two vertices, there should almost never be a vertex between them. D - whenever there are 2 faces where 1 would fit just as well, change it to be one.
other than that.. it just takes a little practice thinking in those rules. i barely need to optimize anymore because its just the way i model now.
4&5: grouping is an "extra" step, but if you take the time to do this, it will save you a bunch of time later on the meshing - which in reality these two steps are the same -> grouping just helps you mesh easier. so, when grouping you follow these rules: A- try to think of your model in a world where there is: Up, Down, Left, Right, Front, Back, and Cylindrical or Spherical around one of those directions. nothing else exists in this world, there is no such thing as a diagonal direction (of course there is, and you can use them, its just easier to start like this). so then you try to "group" everything that is seen best from the "Front" direction together, or everything seen best from the "Up" direction together.
for example: a soda can. the top of the can will best be seen from the "Up" direction, and the bottom of the can will best be seen from the "Down" direction. the sides of the soda can are seen from Front, Back, Left, and Right, but if you used one (or even all 4) of those, you would be forcing a 3-d object onto a 2d surface and you would get stretching. what you want to do instead is map the sides of the can in Cylindrical fasion along the "Up-Down" axis.
in addition to thinking in these 6 primary directions, you also want to seperate different sections (i hesitate to say groups). if i had 5 soda cans as part of one model where i wanted different sodas (like pepsi, coke, etc.) i wouldn't want their skin meshes to be the same. so i map each can individually. each time i always follow the rules, but they are done apart from eachother.
now, what if i was going to do a cup? a cup is one object, but it has 2 different cylinders around the same axis that we don't want to have the same skin. so, we take the cup and divide it into smaller portions (another hesitation) and map each appropriately - again following the rules.
and so you see, grouping is like taking your model and putting it into a heirarchy structure of different pieces that add up to your model.
as far as meshing goes, i have no idea how gmax or 3dsmax works, but LithUnwrap is an awesome program that is very easy to use - i also have never had a problem with it that i didn't figure out 5 minutes later, and i can't say that about many programs - and it lets you do what i have talked about very easy by selecting your group from the right of your screen and selecting the UVmap direction and orientation that you want (and letting you see and manipulate the results) to the left. and it has a great 3-d veiwer too. lol, god i have been modelling too long when i start talking about programs favorably.
would it be possible for someone to make a cc with a transparent screen? and if they wanted to be creative they could put a skulk inside with blood and stuff in it.
I probably shouldnt be posting this here, but i dont really want to create my own post, because it doesnt deserve it. ive been drawing sketches of a few ideas of mine, and another idea of mine is to have a stand above the phase, like one of those old 3d arcade game things with the goggles. could the cc, be made with a transparent screen?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> my appolygiies.. but is it possible for a glass screen to be a front of a cc? has anyone done it yet?
Im sure theres one out there somewhere, someone out there has probably allready thought of a cc with transparent door and a little skulk inside feeding on a marine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> sorry for hijacking your thread.
edit = and ohh yea, as a general note, you can leave the mesh in RGB mode, with million + colors... you can't skin it in indexed mode... so we gotta change it back later anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
eidt #2 = and you forgot to update the .3ds in the zip.
woops my bad i knew i forgot something <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
off topic: so whos commanding? the skulk?!? rines lose!
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Im sure theres one out there somewhere, someone out there has probably allready thought of a cc with transparent door and a little skulk inside feeding on a marine sorry for hijacking your thread. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
what do you mean whos commandings? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
here is the updated mesh this time wireframe hope this is better <a href='http://www.nsarmslab.com/chrono/mirrors/IPmeshupdated.zip' target='_blank'>HERE</a>
The commander has been eaten and a skulk is sitting in his seat <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
first off this is pretty much my first mesh give me a break
i know i didnt use all the space too wisely and i know it sucks
Render:
<img src='http://www.unknownworlds.com/forums/uploads//post-19-1081749755.jpg' border='0' alt='user posted image' />
Preview:
<img src='http://www.nsarmslab.com/chrono/ipmesh2.JPG' border='0' alt='user posted image' />
Mesh:
<a href='http://www.nsarmslab.com/chrono/mirrors/IP.zip' target='_blank'>Here</a>
some one please skin this
thank you all for your time
im sure there is a much better wy. ive yet to prsonally find it ^^
im sure there is a much better wy. ive yet to prsonally find it ^^ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
?
do you mean auto mesh? ewwww
i did this thing manual
Ive taken pictures of it, ill make them jpeg and upload them later <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
ok, here it is, get any ideas from it that you want, i cant model it anyways <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<img src='http://members.optusnet.com.au/~johnnr/mypic12.jpg' border='0' alt='user posted image' />
I think you get the idea from these 2 pics, but if you want to see the rest, just check my optus user webspace pics.
<img src='http://members.optusnet.com.au/~johnnr/mypic14.jpg' border='0' alt='user posted image' />
oh yeah, and as far as overlaying goes, you can overlay the pipes that you are going to use in this pack a lot - both onto each other and within each pipe, every other side can be the same (or every side can be the same, just reversed everyother face). but something to note about doing that is if you have an odd number of sides there will be a line on your pipe which you don't want.
1: concept
2: model
3: optimize
4: group
5: mesh
6: make duplicates
7: bone
8: animate
9: wait for a skinner to have pity on me
i'm just gonna focus on 3 through 5, 'cause its 1 am.
3: to optimize you should follow these basic rules:
A- if a polygon wont ever be seen, delete it.
B- if there is a hole in the model, cover it up or weld faces together so there is no longer a hole (this includes backfaces - they are bad for the player to see, as they wont see anything at all).
C - whenever there is a straight line between two vertices, there should almost never be a vertex between them.
D - whenever there are 2 faces where 1 would fit just as well, change it to be one.
other than that.. it just takes a little practice thinking in those rules. i barely need to optimize anymore because its just the way i model now.
4&5: grouping is an "extra" step, but if you take the time to do this, it will save you a bunch of time later on the meshing - which in reality these two steps are the same -> grouping just helps you mesh easier. so, when grouping you follow these rules:
A- try to think of your model in a world where there is: Up, Down, Left, Right, Front, Back, and Cylindrical or Spherical around one of those directions. nothing else exists in this world, there is no such thing as a diagonal direction (of course there is, and you can use them, its just easier to start like this). so then you try to "group" everything that is seen best from the "Front" direction together, or everything seen best from the "Up" direction together.
for example: a soda can. the top of the can will best be seen from the "Up" direction, and the bottom of the can will best be seen from the "Down" direction. the sides of the soda can are seen from Front, Back, Left, and Right, but if you used one (or even all 4) of those, you would be forcing a 3-d object onto a 2d surface and you would get stretching. what you want to do instead is map the sides of the can in Cylindrical fasion along the "Up-Down" axis.
in addition to thinking in these 6 primary directions, you also want to seperate different sections (i hesitate to say groups). if i had 5 soda cans as part of one model where i wanted different sodas (like pepsi, coke, etc.) i wouldn't want their skin meshes to be the same. so i map each can individually. each time i always follow the rules, but they are done apart from eachother.
now, what if i was going to do a cup? a cup is one object, but it has 2 different cylinders around the same axis that we don't want to have the same skin. so, we take the cup and divide it into smaller portions (another hesitation) and map each appropriately - again following the rules.
and so you see, grouping is like taking your model and putting it into a heirarchy structure of different pieces that add up to your model.
as far as meshing goes, i have no idea how gmax or 3dsmax works, but LithUnwrap is an awesome program that is very easy to use - i also have never had a problem with it that i didn't figure out 5 minutes later, and i can't say that about many programs - and it lets you do what i have talked about very easy by selecting your group from the right of your screen and selecting the UVmap direction and orientation that you want (and letting you see and manipulate the results) to the left. and it has a great 3-d veiwer too. lol, god i have been modelling too long when i start talking about programs favorably.
anyway, hope that helps some... i need sleep.
I probably shouldnt be posting this here, but i dont really want to create my own post, because it doesnt deserve it. ive been drawing sketches of a few ideas of mine, and another idea of mine is to have a stand above the phase, like one of those old 3d arcade game things with the goggles. could the cc, be made with a transparent screen?
edit = and ohh yea, as a general note, you can leave the mesh in RGB mode, with million + colors... you can't skin it in indexed mode... so we gotta change it back later anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
eidt #2 = and you forgot to update the .3ds in the zip.
off topic: so whos commanding? the skulk?!? rines lose!
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Im sure theres one out there somewhere, someone out there has probably allready thought of a cc with transparent door and a little skulk inside feeding on a marine sorry for hijacking your thread. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
here is the updated mesh this time wireframe hope this is better
<a href='http://www.nsarmslab.com/chrono/mirrors/IPmeshupdated.zip' target='_blank'>HERE</a>