I think I can explain why people keep putting miniguns on things: Because they are cool.
And if you really want it to be an 'accurate' use of a minigun, have the spider be a level one AA K-bot for some mod or something...
Spider Model
Moderators: MR.D, Moderators
Ok, ok... none of you knuckleheads are being helpful. He's read my tutorial, but he's having problems. So, let's start:
1. I discuss exploding models before exporting them to UVMapper Classic for a reason. Basically, we want to group different areas according to the angles we're going to use for the uvmap.
2. Why skin 4 legs, when you can just skin one, and then clone that bit of the model? Much easier. Uvmaps do not care if you've moved / rotated the geometry of the model- they just care about the projection angles of the uvs.
3. When building for Spring, you really need to think in terms of moving parts. I have a very hard time seeing how this thing's legs are supposed to move, looking at the Rhino version.
4. If you're going to have legs at, say a 20 degree angle in the Y axis when the model is at rest... do that through the script, instead of splaying it outwards during the modeling process. Trust me- starting all pieces of a model in neutral positions and moving through the script is much better than doing it through the model- much less annoying and imprecise.
But... send me the tank, and I'll do a quick uv-map of it, so that you can see the process better. UV-mapping things well isn't hard, really- what makes it tricky is going through the process of optimizing it so that it looks really good, and you get the detail into the areas that actually need it. That's a lot trickier than you'd think. Anybody can make a uvmap where everything is equally detailed- the real art is knowing what parts to emphasize with fine details, and what to use broad and blurry color on.
1. I discuss exploding models before exporting them to UVMapper Classic for a reason. Basically, we want to group different areas according to the angles we're going to use for the uvmap.
2. Why skin 4 legs, when you can just skin one, and then clone that bit of the model? Much easier. Uvmaps do not care if you've moved / rotated the geometry of the model- they just care about the projection angles of the uvs.
3. When building for Spring, you really need to think in terms of moving parts. I have a very hard time seeing how this thing's legs are supposed to move, looking at the Rhino version.
4. If you're going to have legs at, say a 20 degree angle in the Y axis when the model is at rest... do that through the script, instead of splaying it outwards during the modeling process. Trust me- starting all pieces of a model in neutral positions and moving through the script is much better than doing it through the model- much less annoying and imprecise.
But... send me the tank, and I'll do a quick uv-map of it, so that you can see the process better. UV-mapping things well isn't hard, really- what makes it tricky is going through the process of optimizing it so that it looks really good, and you get the detail into the areas that actually need it. That's a lot trickier than you'd think. Anybody can make a uvmap where everything is equally detailed- the real art is knowing what parts to emphasize with fine details, and what to use broad and blurry color on.
Oh well, argh got another thread/model.
But you can look at this model+ UVmap in blender format here.
Not a tut, but the seams are pretty self explanatory.
*tip: use / to switch from global to local view, and L + H to hide parts you are not uv mapping.
e: only main model plus front right leg are mapped.
But you can look at this model+ UVmap in blender format here.
Not a tut, but the seams are pretty self explanatory.
*tip: use / to switch from global to local view, and L + H to hide parts you are not uv mapping.
e: only main model plus front right leg are mapped.