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Re: Random WIP
Posted: 12 Jun 2008, 16:12
by smoth
keyboard trays are bad, as is a big divider in the middle. You can gain shelf space by making a moniter stand with shelfspace for your games underneath it.
Re: Random WIP
Posted: 12 Jun 2008, 17:54
by AF
Widescreen monitors would die a lonely death
Re: Random WIP
Posted: 12 Jun 2008, 18:27
by Pendrokar
I need help. I once went through the stickied 3DS MAX UV mapping tutorial. There his bounding box is in the needed aspect and the Unwrap uses the bounding box(It ignores spherical/box/planar map) for normal mapping.
My problem is that the bounding box is in a wrong angle!
This is the model -
http://img189.imagevenue.com/img.php?im ... _523lo.JPG
The gun is pointed parallely to x axis. But the Bounding boxes sides are not!
How can I use the 6 side(Box) mapping in another way than the bounding box?? Or how can i turn the bounding box?
Re: Random WIP
Posted: 12 Jun 2008, 18:29
by smoth
I could uvmap that in wings including import and save within ~5 minutes

.
also, I'd use planar mapping on that one anyway.
Re: Random WIP
Posted: 12 Jun 2008, 18:46
by Wolf-In-Exile
You rotated the thing outside of Editable Poly mode so the bounding box rotated also.
Make a new object, attach your part to it in editable poly mode then detatch it to reset the bounding box.
Re: Random WIP
Posted: 12 Jun 2008, 18:49
by Pendrokar
Wolf-In-Exile wrote:You rotated the thing outside of Editable Poly mode so the bounding box rotated also.
Make a new object, attach your part to it in editable poly mode then detatch it to reset the bounding box.
Well yeah that works!
Thx!
Re: Random WIP
Posted: 12 Jun 2008, 22:44
by rattle
Peet wrote:The vertical board in the centre of the desk would drive me nuts in about 30 seconds, personally.
Literally
Re: Random WIP
Posted: 13 Jun 2008, 00:16
by KDR_11k
Wolf-In-Exile wrote:You rotated the thing outside of Editable Poly mode so the bounding box rotated also.
Make a new object, attach your part to it in editable poly mode then detatch it to reset the bounding box.
Er, Reset XForm?
Re: Random WIP
Posted: 13 Jun 2008, 08:43
by Wolf-In-Exile
For some strange reason Reset XForm doesn't always work properly for me, the solution I suggested works no matter how much you fug up the model.
Re: Random WIP
Posted: 14 Jun 2008, 22:05
by Pendrokar
I'm learning!
-
The bad thing with the TexPorter used like said by the tutorial is they missed pixels which lead to non-textured lines! Do I really need to make the parts in the image textures larger than the outlines?
Re: Random WIP
Posted: 14 Jun 2008, 22:51
by Wolf-In-Exile
There will be bound to have inaccuracies with any texture exporter. This is because vector-based UV mapping doesn't translate 100% accurately to raster (bmp, jpeg etc.) formats.
So yes, you have to make allowance for the 'stray' pixels. A margin of around 3 pixels or so should be sufficient.
Re: Random WIP
Posted: 14 Jun 2008, 22:51
by MR.D
Ah the joys of Texporter
Texporter offsets 1 pixel when edge lines and polygon fill are separated, ala, 1 pixel offset from top left when using edge lines only, and 1 pixel offset from bottom right when its polygon fill only.
Use polygon fill+edges for your main texture layer, because its overlayed and you don't get the pixel offset.
If you scale your textures down like I do from 1024x1024 down to a 512x512 as the in-game texture, flooding 1 pixel out from the uvw border is necessary to eliminate blank edges.
When you start overlaying your texture, select all of the 0-0-0 black areas, then invert your selection (so the actual uvw filled area is selected) then expand by 1 pixel so it floods 1 pixel out from the border of the uvw, then you have zero chance of an empty space showing on the texture.
With all my texture work on my models, I've never had a blank pixel yet by using this method.
Re: Random WIP
Posted: 14 Jun 2008, 23:20
by rattle
Get the
PSD path wrapper plugin, it exports the UVs as accurate path!

Re: Random WIP
Posted: 15 Jun 2008, 00:59
by KDR_11k
1 pixel isn't much when you consider mipmaps.
Re: Random WIP
Posted: 16 Jun 2008, 14:54
by Pressure Line
modeled from

Re: Random WIP
Posted: 16 Jun 2008, 15:08
by clumsy_culhane
What moddeling program is that? Looks a bit like Sketchup.
Re: Random WIP
Posted: 16 Jun 2008, 15:12
by Warlord Zsinj
It feels like you're missing some important geometric elements there, pressureline, specifically with the turret shape.
Re: Random WIP
Posted: 16 Jun 2008, 18:53
by Gota
Unfortunatly this looks like a lazy attempt.
Re: Random WIP
Posted: 16 Jun 2008, 21:24
by Guessmyname
I tried to make a heavy infantry combat suit for Argh. Unfortunately, the concept he gave me was too good (he didn't draw it, incidentally). The result is something I'm seriously considering turning into a HL2/UT04 player model:

Re: Random WIP
Posted: 16 Jun 2008, 22:10
by bobthedinosaur
thats awesome gmn
