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Author Topic: detailed weapon models (attn. WardenMac)  (Read 3516 times)
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Quu
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« on: July 13, 2003, 04:05:07 am »

I had a question about getting a highly detailed weapn model made and cobra6 said you are the one to talk to.  I made some really detailed models and most of the weapon doesn't get generated in the game.  I saw a picture of one of yours and it is awesome.  Thats what I'm looking for.  Cobra6 said something about it being in the textures you use.  I thought it was the models, but I know diddly, so what the secret?  Thanks.
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WardenMac
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« Reply #1 on: July 13, 2003, 05:19:23 am »

They go hand in hand Quu. I only use cylinders, lines, and tubes to build my models. There are other shapes and techniques many people use. I only use those listed above. You can build the most detailed model, and if the texture is bad, the weapon will look bad. Also if you have a great texture and do not "shape" the cylinders, handguards, rails, scopes, etc, to fit the texture, it will look bad as well. But cobra is correct, we always start with big hi res pics of our weps, or in most cases we build our own.
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Quu
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« Reply #2 on: July 13, 2003, 06:10:00 pm »

That's cool thanks.  Two more questions though, what do you mean build your own, and what do you use to apply your textures.  Thanks again for the help.
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Quu
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« Reply #3 on: July 13, 2003, 06:11:58 pm »

My bad 1 more, what tut's would you recommend to get better at this?  Thanks.
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WardenMac
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« Reply #4 on: July 13, 2003, 07:09:48 pm »

Earl over at Baconbomb.com has a good tut, there are many others. Really depends on how knowledgeable you are on 3D Max. You can also look me up on Messenger, email is stephenmcadams@hotmail.com, I will be glad to walk you through some of the processes.
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Quu
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« Reply #5 on: July 13, 2003, 10:19:28 pm »

I'm decent at modeling, I've made my own, I just wanted them to look better than what they do.  Here's the only weapon I made.

http://web.nmsu.edu/~jon3z/ScreenShot7.jpg

 I was wondering why the lines between vertices showed up.  I looked up the tut's on baconbomb and they are very helpful thanks. Grin
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bronto
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« Reply #6 on: July 13, 2003, 10:30:13 pm »

Since we're on questions, how do you combine a bunch of polygons into a single mesh in 3dsm?
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Quu
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« Reply #7 on: July 13, 2003, 11:06:22 pm »

If you mean make a whole bunch of object become one, I choose one that has a material, modify, edit mesh and go to attach list in the edit mesh menu.  the different shapes will become one sigle shape.
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WardenMac
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« Reply #8 on: July 13, 2003, 11:54:25 pm »

I'm decent at modeling, I've made my own, I just wanted them to look better than what they do.  Here's the only weapon I made.

http://web.nmsu.edu/~jon3z/ScreenShot7.jpg

 I was wondering why the lines between vertices showed up.  I looked up the tut's on baconbomb and they are very helpful thanks. Grin

Its been so long since I looked at the export options screen, look at the export options window, and either check or uncheck the weld vertics section. Do the oposite of what its showing.  That will take care of the lines.

Also, ensure you size your textures correctly. It appears the one you used is not sized correctly, if not, the model will appear "blurry" and lack detail. I always use 512x256, 512x512, 800x600, or 1024x512 ( this is rather large though, the rsb alone will be 1meg). The sizes listed above are restrictive I know, the trick is to cut the weapon into pieces and texture them seperately. I do not like this method, it takes alot more time, but sometimes you have no choice. Many modders acutally prefer this method, they will take and texture each part of the weapon seperately, as stated, its more time consuming but better resuols can be achieved.
« Last Edit: July 14, 2003, 12:05:34 am by WardenMac » Logged

WardenMac
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« Reply #9 on: July 13, 2003, 11:56:44 pm »

That's cool thanks.  Two more questions though, what do you mean build your own, and what do you use to apply your textures.  Thanks again for the help.
When I say build your own, I mean taking several pieces of different weapon pics and applying them to make one weapon. Piecing them together so to speak.

I do not understand what you mean when you say "what do you use to apply your textures?" Are you speaking of photoshop or max?
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WardenMac
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« Reply #10 on: July 13, 2003, 11:59:22 pm »

Since we're on questions, how do you combine a bunch of polygons into a single mesh in 3dsm?

Can you be more specific? What do you mean when you say combine? Are you speaking of taking several different sizes of cylinders and making, say for example a scope? If so I only use one cylinder to make scopes. I increase the amount of sides I need and use edit mesh to shape the cylinder. Let me know if this does not answer your questions.
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bronto
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« Reply #11 on: July 14, 2003, 05:27:50 pm »

Sorry, that was a noob thing for me to post, but i was confused at the time. The QOB converter wanter single mesh 3dsm files  Grin
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WardenMac
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« Reply #12 on: July 18, 2003, 03:43:58 am »

The QOB converter wanter single mesh 3dsm files  Grin


? I have no idea what that means man, sorry
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bronto
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« Reply #13 on: July 18, 2003, 05:59:58 pm »

it means i figured it out myself, ty anyway. Cool
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WardenMac
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« Reply #14 on: July 19, 2003, 03:00:05 am »

Glad I coulb be of service  Cheesy
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Quu
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« Reply #15 on: July 20, 2003, 02:36:49 am »

Thanks for the help with the weapon modeling.  they came out much better after I turned the weld vertices off when I exported.  Now to figure out how to get the left hand and  the 203 to work right.  Thanks again.

check out the pics

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WardenMac
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« Reply #16 on: July 20, 2003, 02:39:28 am »

Thats good stuff man. As far as the left hand goes, you do use the helper points dont ya?

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Quu
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« Reply #17 on: July 20, 2003, 07:28:28 pm »

Yeah I used the points, but when I move them around they don't seem to like it.  They work fine for the 203 and the tacgrip, but on the regular m4 hand guards the left hand always floats underneath, or is up inside the handguards.
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WardenMac
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« Reply #18 on: July 20, 2003, 09:54:20 pm »

You just have to play with them to get them correct. I only move helper points in the "top" and "left" views in max. Also only moving them using the x or y axis.
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