universal advertising (Part II)

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zaroba
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Post by zaroba »

http://www.theuniversal.net/forum/viewtopic.php?t=6634
later this week i'll probably post a some more stuff i need for ciroz and/or sabrada
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Post by fhko »

yeah...I saw that a bit earlier...it looks a little beyond my current abilities...or at least beyond my patience levels...have any smaller needs?... like for instance, a ball :D...I'm kidding of course...

Gattling gun is turning out nicely...The gun barrels rotates and the ammo slides up into the body of the gun (at a rates that match up with actual firing)...
Image

The base (whatever it ends up being) has to be modeled separately, correct?
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Post by Jayecifer »

This is very nice.
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Post by fhko »

I hate UVmapping...especially since lithunwrap has to go and flip the model preview...so I'm assembling a jig-saw puzzle backwards...

On the plus side...nothing is inside-out this time around...

Is there anyway to keep the smoothing intact has it enters the ATM Converter?
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Post by Fooli »

A few thoughts:

- I've never used lithunwrap but I'd still recommend doing mapping in Gmax. You can't really disassociate the modelling process from the mapping process: mapping problems sometimes mean remodelling, and sometimes while mapping you realise you can improve the modelling too. Gmax sucks at mapping mostly because there's no native way to export the template, other than taking a screenshot of the unwrap screen. Other than that it has the basic tools you need, and you get the benefit of being able to manipulate the mapping and the mesh in the same program. You can also use Chiliskinner :)

If you need lithunwrap for the template export, you could always use Gmax and then lithunwrap just to do final tweaks and then export the template. If you need lithunwrap to do the file conversion, same thing applies... from Gmax I'd use the md3 exporter, then 3d exploration or similar to convert to .x)

- preserving smoothing groups: again, I don't know what lithunwrap does, but there ought to be options to preserve that stuff if it's any good. 3ds format, however, doesn't normally preserve them. You'll need to use .x format, which does. Smoothing groups are a whole world of pain unto themselves...

- that's quite a detailed model... you making it for Quake or something? :)

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Post by fhko »

hehehe...how do you get to the elusive gmax unwrap screen...I didn't even know it had one...

I don't even own Quake...(or have any more than a faint idea of what it is)...No, this is for TU...I originally thought of making a spinning gattling gun when bong was trying to get the crouchgun-mech for Golgotha (which has an un-animated gattling gun)...


P.S. Don't you hate it when theres one little triangle left on the unwrap screen and you're not really sure where it goes?
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Post by Fooli »

I kinda assumed you knew about the UVWMap and UVWunwrap modifiers in Gmax, cos i've been talking about them in this thread :)

UVW Map modifier: this lets you choose all or part of a mesh and apply mapping in one of several ways - planar, spherical, cylindrical etc etc.

- To use it on a standalone mesh (for example, one of your bullets in the gatling gun) just select that mesh and add it as a modifier. It's great for cylinders and spheres in particular. You can change the orientation of the mapping (x/y/z), whether it maps the ends of a cylinder, all sorts of things.

- To use it on part of a mesh, first apply an edit mesh or edit poly modifier. Then select the subobjects you want to map (that'd be faces or elements); then, with those still selected, add your UVW Map modifier and proceed as above.

UVW Unwrap modifier: this brings up the elusive edit UVs window, where you can view and manipulate all the UV data for your model (scaling, rotating, moving and basic unwrapping).

Gmax is a bit basic here - later versions of 3ds Max let you do almost all your mapping here, but hey ho - you get most of what you need. Other than basic moving, rotating etc, you can go into the subobject level of this modifier (click it so it turns green, or yellow or whatever the Gmax colour is) and then you can select faces on your model, and planar map them in various ways...


When there's one little triangle left and you don't know where it goes... using the UVW Unwrap modifier, you can select the triangle's UVs and get Gmax to highlight the bit of mesh it corresponds to (right click UVW window, Options, check "show selected verts).

Crouch-gun mech?
Who's gonna hold the gun?
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Post by fhko »

I've used the UVW map function plenty of times...just never bothered with the unwrap function it seems...


:D Sorry mistype...The 'crotch-gun-mech' if you're unfamiliar with the model, it's the vehicle featured in the 'plus many more' part of my trailer where a building gets bloom up...I think there might be a pic of it in this forum a few pages back...(page 3)


Image

I hate painting camouflage...But it's ready...I'll still need to make a base to use it as a proper turret...although if someone wants to go ahead and attach it to an existing base they are welcome...

Gattling_Gun_Model (druid not included :))
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Post by Fooli »

Ah right, that mech. Actually the gun is animated: its the animation code that's broken on turrets.

Any base for your turret will need to be mapped to the same template as the gun bit.

If you're using paint shop pro (or photoshop) find a plugin called Clouds, by... Murilae, I think. it's free and it does nice camo type patterns for ya :)

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Post by Jayecifer »

I would suggest taking and laying selected terrain you plan on camoflauging with on the gun, then hit it with a Gaussian Blur and then put your camo that you painted on another layer set to overlay. Adjust it accordingly. Trial and error. I haven't tried it, but I think that would be the initial steps I would take in attempting camo.
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