Page 51 of 418

Posted: 28 Oct 2007, 02:39
by Saktoth
Rattle, the wings UV editor is excellent. Im not sure what you're talking about there. For a perfect cylinder map, just use a single cut along one edge of the map. Never use the default auto-uv map function...

Posted: 28 Oct 2007, 02:47
by Snipawolf
Eh? It is easy as pie to uv map these treads, takes about 5 minutes.

Combat trike! :P

Posted: 28 Oct 2007, 02:49
by rattle
This isn't exactly what I was on about. I know how to mark seams for wings' cylindrical mapper.

I thought it was an "easy" way to get the sides of his tracks mapped without distorted UV maps, thus they can be layed out as rectangle and animated easily compared to projection maps, as you need duplicates for these. Look at MR.Ds Goliath model in comparision to his Instigator.
This is what wings mapper sucks for. I'm not a fan of manually moving my vertices around.

I've done it in many different ways before and all of them were time and polygon consuming.
Snipawolf wrote:Eh? It is easy as pie to uv map these treads, takes about 5 minutes.
Of course it's easy, the inner and outer faces can be easily mirrored on the UV map with a max uniform scale but the sides can't be layed out easily (not that I know of) in a rectangular way.
Snipawolf wrote:Combat trike! :P
Exactly, not entirely the real thing but very close.

Posted: 28 Oct 2007, 02:51
by Snipawolf
I just cut it up into the rectangle, but cut the side areas on their seams as well, sometimes they overlap, and if they do, I sometimes ignore it, it isn't noticable at all, and sometimes if they over lap bad, I'll just move the vertices.

Posted: 28 Oct 2007, 02:53
by rattle
Alright, I kinda try to get them done in a perfect way. Guess I do things overcomplicated.

Posted: 28 Oct 2007, 08:06
by KDR_11k
I think those threads are too detailled, you can barely see them yet they look like they are using half of your polycount.

Posted: 28 Oct 2007, 17:37
by Snipawolf
Got it from 744 to 694. I cleaned up the treads and holed some more things out. It will steadily decrease, too, because I haven't even tried to do my loopcutting technique to decrease polygons yet :P

I like the treads being full, I don't know why, but I just hate single face treads...

edit: 694 -> 656 :P

656 -> 622 :-)

Posted: 28 Oct 2007, 21:08
by Otherside
today i took my first proper whack at Modeling with wings cos i rilly wanna learn how after a while of tinkering and checking wat features did wat i produced a prototype unit which is not finished (cos i dunno how to work with symetry or do legs/arms properly)

so this my 30 mins work i suckzor xD needs to learn betta!!

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i know i need to shave off polys from the gun cos its got to many wen it isnt need i think the model at the bottom with those arm thingies is 424 poly's

well any criticism would help or advice on how to make arms and legs and stuff :P

Posted: 28 Oct 2007, 23:47
by Warlord Zsinj
It's the ballsack of doom!

It's actually not an awful model, but there are plenty of places where there is poly wastage, thet biggest culprit being the gun. Try doing the gun again using under 40-50 polygons.

Posted: 29 Oct 2007, 00:07
by rattle
PROPA ENGLISH, INNIT? xD

Seriously, we need a noob modeling attempt thread where you guys can show your stuff off and get critique.

Posted: 29 Oct 2007, 01:32
by smoth
rattle wrote:Since wings UV mapper ...
This way you can even animate the sides easily by moving the duplicates on the UV map. Haven't done it myself yet though. Not even sure if it is worth the effort.
Gundam: t61 tank
rattle wrote: Anyway...
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554 tris
COOL!

Posted: 29 Oct 2007, 03:16
by Otherside
so day1 of wings brings me my first semi finished model which still needs changes i havent tried to reduce polys alot yet the poly count is stll low (under 350) now the tuff part is the UV map and ofc cos my unit is so awkward a working walk script the texture shud be the easy part oh well

here is

The Toddler (named that cos thats how it would look wen it walks)

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also the smaller non pregnant version which was requested i kidna liked the udner carriage i invisioned it being heavy and having a under carriage as a sort of secondary control point with some missile pods on the side

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yeh model needs alot of work the legs need tweaking the gun needs polys removed but its only been my first day working on wings hope to get it finished for uv mapping tommorow :D

Posted: 29 Oct 2007, 03:26
by smoth
3 things.

1 fix the barrel before you uvmap.

2 separate the thighs, shin and feet so it can be animated.

3 those large portions of unconnected vertices need to be connected via edges it is not good to have complex faces like that.

Posted: 29 Oct 2007, 04:29
by rattle
Damn where did I post the Resident Evil 3 eye smash scene...


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Another one done, 450 tris. Half mapped though. :P

Posted: 29 Oct 2007, 05:59
by Otherside
so i was getting acustomed to wings and stuff but im still a noob :p and still neeed to sort some stuff out.

I was gonna remake a janus cos i think the model is fugly so i started on the body the body turned into a sort of head which lead to a body some arms and legs. Lol i always end up with mechs in my head oh well

heres my second model using wings on my first day

few improvements on the todler

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theres like 5 different sections to the legs to make a proper walk animation (didnt even make one with the toddler gah im a noobs) i still need to shave polys off of the joints but i just wanted to get the bearings rite the model is 383 polys unoptimised (think i can cut it down alot wen i fix legs and the rest of it)

dont have a name for it yet any feedback would be nice apart from wat ive stated :P

and yeh if all goes well ill be uvmapping it tommorow and texturing and hopefully getting a walk script :}

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alternate weapon form still havent shaved polys off

i suckzor at making hands XD

no

Posted: 29 Oct 2007, 18:12
by rcdraco
That is a great model, but the feet are too big, make them smaller.

Posted: 29 Oct 2007, 18:36
by rattle
Why don't you put in blox...

Posted: 29 Oct 2007, 18:51
by Otherside
so i used the UV mapping tutorial for wings (thanks snipa helped alot) and made my first UV map of head sure tis flawed and the textures r plain horrible (i can do way better) but was just seeing how UV Mapping works nad texturing etc

so this is the head textured (badly) with my first UV Map

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well

Posted: 29 Oct 2007, 20:51
by rcdraco
That's better then my texturing.

[EDIT]: Rattle, that model is nice, but there is not enough detail on the gun, and too much on the treds...

Here's what I've been working on.

Click to enlarge, 1600 x 1200 png's

[The stacked turrets are for you to see, and for my ease of modelling, ingame they will just upgrade to the model above it.]

Flamethrower
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Resurrection Turret
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Fusion Builder
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Seeker Missiles
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Behemoth
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Machinegun
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Artillery
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Laser
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Posted: 29 Oct 2007, 21:16
by Otherside
nice stuff draco

well i changed my mechs weapons cos.. i fudged up the beam weapon thing it had tons of bad poly's and faces and was to much effort to repair so i scrapped it and went for a similar bazooka cannon sort of thing and a misisle pod shud be easier to UV map to

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the faces on the front r incase i feel the need to indent the weapons i hate things come out of thing air :P