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Re: Random WIP

Posted: 26 Mar 2010, 13:39
by manolo_
i liek it, for which mod will it be used?

Re: Random WIP

Posted: 26 Mar 2010, 13:42
by Guessmyname
Personal project.

Re: Random WIP

Posted: 26 Mar 2010, 14:11
by PicassoCT
Man you work for "that" Team? There must be hundreds of people working on the "Personal Project" by now, and your mech is the first confirmed screen. I lieke your leaked Images ;)

Mecha reminds a little on Heavy Gear-

PS: the MW Project is dead as a dried out mummy, must be somewhere deep down under the papyrus pyramid of forumposts.

Re: Random WIP

Posted: 26 Mar 2010, 17:25
by Guessmyname
Image

Upspring, damnit! Why do you do things like this ;_;

Re: Random WIP

Posted: 26 Mar 2010, 18:19
by azaremoth
You should remove all dependencies in 3dsmax before exporting and "Reset XForm" to set the object's positions relative to the world's origin correctly. That should do the trick. 8)

Very impressive model and texture btw. Keep up the good work. What is your "Personal project"?

Re: Random WIP

Posted: 26 Mar 2010, 18:55
by Tribulex
Remove the borders from your texture! All the polies are outlined in black and its kind of weird. It will look better without. The goal of the polygon rendering model is to deemphasize the polygons not emphasize them!

Re: Random WIP

Posted: 26 Mar 2010, 19:21
by SanadaUjiosan
Tribulex wrote:Remove the borders from your texture! All the polies are outlined in black and its kind of weird. It will look better without. The goal of the polygon rendering model is to deemphasize the polygons not emphasize them!
Could be the style he's going for. Personally I like the borders. Gives it a nice mech-y look.

Re: Random WIP

Posted: 26 Mar 2010, 19:23
by AF
It can look good, some of his previous work has the same thing, its kind of his style.

Keep up the work =]

Re: Random WIP

Posted: 26 Mar 2010, 19:36
by Argh
@GMN: Very nice. Don't forget to maek normalmap, and don't forget that you can blend other RGB values with teamcolor for dirt areas, etc. through treating it like an alpha.

Re: Random WIP

Posted: 26 Mar 2010, 20:36
by KaiserJ
azaremoth wrote:"Reset XForm"
damn, i could have used this knowledge ages ago :D thankyou

i was creating a new object with fresh scale/transform information and attatching the geometry of my scaled objects to it in order to do the same... something i've done as part of my process since the days of original quake lol

i really should take some time and look over the max procedures; i felt like an idiot the other month when i found the "cap holes" one; again i had manually been capping holes for years and wasting tons of time

now... heres a question that i've always wondered...

say i have a rectangular face like this, with the horizontal line indicating where the face is split into tris... (imagine this face is attatched to a larger model)

Code: Select all

+---+
|\    |
| \   |
|  \  |
|   \ |
|    \|
+---+
is there a quick way to "flip" the split so that it looks like this, without detaching/welding

Code: Select all

+---+
|    /|
|   / |
|  /  |
| /   |
|/    |
+---+

Re: Random WIP

Posted: 26 Mar 2010, 21:20
by Guessmyname
There's a 'turn' command which basically does that. Though I think that's for changing the triangulation of quads.

Re: Random WIP

Posted: 27 Mar 2010, 20:36
by SanadaUjiosan
Image

Image

Opinions? Is it pleasing to the eye, anything look goofy?

It's meant to basically be a space vessel, I suppose. Think Star Destroyer or White Base.

Re: Random WIP

Posted: 27 Mar 2010, 20:47
by Kenku
The tail looks like odd from the two perspectives(scrunched on one and stretched on the other...although that may just be viewpoint). It also looks like its kinda skewed to the left.

Looks good outside of that.

Re: Random WIP

Posted: 27 Mar 2010, 21:18
by KaiserJ
to me, it looks like a ship or an aircraft carrier; but i'm no scientician.

either way the aesthetic is nice, its the sort of model you would be proud to park in your driveway, and the sort of thing you can whip out at the office christmas party to impress your co-workers.

Re: Random WIP

Posted: 28 Mar 2010, 01:26
by thesleepless
looks like a submarine to me, but i like it!

Re: Random WIP

Posted: 28 Mar 2010, 01:46
by SpikedHelmet
Guessmyname wrote:Image

Upspring, damnit! Why do you do things like this ;_;
fucking OWNED

Re: Random WIP

Posted: 28 Mar 2010, 04:59
by bobthedinosaur
thesleepless wrote:looks like a submarine to me, but i like it!
+1

those forward facing ports look like torpedo tubes and the island also makes the overall shape very submarine like.

Re: Random WIP

Posted: 28 Mar 2010, 14:05
by MR.D
Guessmyname

If you're using Max, I had this same problem when I exported my Core Commander model.

What you have to do, (and yes its a pain in the ass)

Write down the origins x/y/z of each object and its name for reference on some graph paper or something similar.

Create by key entry any new object using the top perspective window, and when you create it use the position data x/y/z so that it is exactly where the original object is.

Then select the newly created object first to use the new origin, then use shift to add select your original part, and collapse them together.

Use Editable mesh or editable poly to select the element of the newly created object, select all its faces with 1 click using element select.

Delete that newly created object from the group mesh.

Last, reassign the object to the material you had setup to use the texture.

Then export.

The reason you may need to do all this is because if you at any time move/rotate/scale the object or its origin from its original position instead of moving it via any method within the mesh tree, it will screw up the origin when you try to just export.

Just think, I had to do this with every model I made for the CORE units I did, some of which had up to 20 parts as was the case with my tanks with the animated tracks and my factories.

Re: Random WIP

Posted: 28 Mar 2010, 15:52
by Guessmyname
Actually, I've already got the s3o in properly now. Got around that problem by exporting each piece as a separate obj file:

A22 Atreides.max - the original model, with all the pieces as separate meshes, all origins set up and all the pieces in the correct locations.
A22 Atreides Export.max - the above, with all the origins set to 0,0,0 (world), but in the correct locations. The pieces are then exported to obj. The co-ordinates are also switched to 'Poser like', which means everything's pointing the right way up in Upspring (though they may be backwards. Not tested ingame yet as I'm still setting up the mod / writing the script)

Import all the pieces in Upspring, and set up the hierarchy. Then, using the move origin tool, I copied the piece locations from the original model, to set up the origins correctly. VERY IMPORTANT: As the origins are always local to the parent in Upspring, you have to do this from the lowest branches upwards. Upspring will automatically recalculate the origins of any child objects for you, which will save a lot of work.

Could also be done by moving all the pieces in Export.max to 0,0,0 (rather than their origins), then doing the same thing with the piece move tool rather than origin move tool. I, however, somehow managed to crash Upspring doing that, which is why I use the origin method instead.

Important: when copying co-ordinates between Max and Upspring, the co-ordinate systems are not the same. See below:
Max -> Upspring
x -> x
y -> -z
z -> y

Upspring will also flip models for some reason, meaning any writing on the model will be backwards. Fix this by flipping the model before exporting.

Re: Random WIP

Posted: 28 Mar 2010, 16:51
by PicassoCT
KaiserJ wrote:
azaremoth wrote:"Reset XForm"
damn, i could have used this knowledge ages ago :D thankyou

i was creating a new object with fresh scale/transform information and attatching the geometry of my scaled objects to it in order to do the same... something i've done as part of my process since the days of original quake lol

i really should take some time and look over the max procedures; i felt like an idiot the other month when i found the "cap holes" one; again i had manually been capping holes for years and wasting tons of time

now... heres a question that i've always wondered...

say i have a rectangular face like this, with the horizontal line indicating where the face is split into tris... (imagine this face is attatched to a larger model)

Code: Select all

+---+
|\    |
| \   |
|  \  |
|   \ |
|    \|
+---+
is there a quick way to "flip" the split so that it looks like this, without detaching/welding

Code: Select all

+---+
|    /|
|   / |
|  /  |
| /   |
|/    |
+---+
changetrianglespartitions.jpg
(1.47 MiB) Downloaded 2 times
should help- max has everything, but some things are very well hidden or the devs just never put them in, because there are mods or scripts for it out there