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				Re: Space Bugs Collaboration
				Posted: 17 Dec 2010, 02:49
				by bobthedinosaur
				very nice! I cant wait to see the others.  
 
 
 I'll break up the models and upload them as s3o's for every one.
 
			
					
				Re: Space Bugs Collaboration
				Posted: 17 Dec 2010, 21:39
				by PicassoCT
				
			
		
		
				
			-  hive.sd7
- (150.87 KiB) Downloaded 30 times
 
My version of the Hive, textured...
 
			
					
				Re: Space Bugs Collaboration
				Posted: 17 Dec 2010, 21:41
				by KaiserJ
				looks great...
goddamnit make a claim next time so i don't have to stuff my recycle bin  

 
			
					
				Re: Space Bugs Collaboration
				Posted: 17 Dec 2010, 21:50
				by smoth
				wait what? maybe an alternate skin would be useful kaiser.. don't throw ANYTHING away.
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 17 Dec 2010, 23:21
				by SinbadEV
				smoth wrote:wait what? maybe an alternate skin would be useful kaiser.. don't throw ANYTHING away.
It's worked for Final Fantasy creatures since the NES... why not!
 
			
					
				Re: Space Bugs Collaboration
				Posted: 18 Dec 2010, 01:39
				by bobthedinosaur
				yeah kaiser, don't feel pressured to stop b/c piccaso does one. also his uses his own model, not the one i posted earlier.
Piccaso: that 3ds's UV is all jacked up. can you try making a s3o and uploading that?
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 18 Dec 2010, 12:12
				by PicassoCT
				welcome to the uvw scrapyard. When i imported that headcrab into max, i had the same problem, i converted it to patch, than to poly, resmoothgrouped it, so i could work with it. But Max asked me if i wanted to keep the UVWs when exporting, so they should be allright.
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 18 Dec 2010, 17:35
				by bobthedinosaur
				cant you open the obj up in s3o and export a corrected 3ds? I think we should stick to s3o for now on, to garuntee fixed uvs?
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 19 Dec 2010, 10:47
				by PicassoCT
				I would but my max has bugs. What to do? Callin the bugbusters?
 
:) BUGS! BUGS! THE ROACHES ON APPROACH,YES!
 
			
					
				Re: Space Bugs Collaboration
				Posted: 19 Dec 2010, 11:03
				by smoth
				holy shit that is nice picasso!
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 19 Dec 2010, 11:23
				by PicassoCT
				Thx, that stuff is so easy, its like a childsgame.
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 19 Dec 2010, 11:28
				by smoth
				I honestly am impressed, I could not have done that but am tempted to try!
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 19 Dec 2010, 16:48
				by bobthedinosaur
				awesome! can you rig up a s3o so i can try to script it and get ti working in game?
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 19 Dec 2010, 21:16
				by PicassoCT
				Disregard game, acquire portfolio 
 
Preview, legs, head and scisors untextured
 
extensive use of photografic material... dont know if it will melt together
 
			
					
				Re: Space Bugs Collaboration
				Posted: 21 Dec 2010, 21:30
				by PicassoCT
				Update:

This is now heading towards the direction i imagined it.
concerning Import/Export Buisness, we will come to that, once im finnished, and blender decides to work on my end for that purpose. I WILL NOT CHANGE MY WORKFLOW!t
 
			
					
				Re: Space Bugs Collaboration
				Posted: 21 Dec 2010, 22:11
				by KaiserJ
				im doin the one with the rhino horn
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 22 Dec 2010, 01:26
				by bobthedinosaur
				piccaso can you export to obj with out it messing up the UV?
kaiser, looking forward to it
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 22 Dec 2010, 01:46
				by Wombat
				pic, this text is so awesome, is it made by u or ready ?
and bob, problem with this uv is that all these parts are moved on ready texture, maybe just select proper parts in face selection mode and separate them on uvmap ? i dont think changing to obj will fix anything
			 
			
					
				Re: Space Bugs Collaboration
				Posted: 22 Dec 2010, 06:04
				by bobthedinosaur
				ready texture? what?  
 
 
 if the parts can't be imported to a s3o then they are worthless. s3o can export obj with the UV's. if these skins for the models are just for looks in 3dmax then why bother spending time texturing them. some one with max please help Picasso get his work into upspring. It doesn't matter if it is in parts or a whole piece, because I can break it up again as long as the UV doesn't get warped and jacked up.
This is currently what the UV (of the crab) looks like when imported into.. well anything

 
			
					
				Re: Space Bugs Collaboration
				Posted: 22 Dec 2010, 06:07
				by Wombat
				then i dunno :c u nubs need to start using blender, stuff works fine for me