Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

modeling problem

Page: 1 of 1
 akuma7802
01-10-2007, 6:02 PM
#1
i am modeling medevil mace and well i am done with the model just the skining part is getting mad. i read the detached , uvwmap and uvw unwrap and made the box and all and it turned out fine but the model i am woking on is not doing so fine. plz help
 oldflash
01-11-2007, 2:13 AM
#2
What is the problem? Try to post a screenshot with "the model i am woking on is not doing so fine". I mean when the model is go bad and how bad.
 akuma7802
01-11-2007, 1:11 PM
#3
this is the mace i am working on but some reason i can not detach it to make the skin. the problem is is that the detaching and uvw mapping and the uvw wrapping. when i try to edit the uvw unwrapping it will not come together.

http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/mace.jpg)
 oldflash
01-12-2007, 2:59 AM
#4
this is the mace i am working on but some reason i can not detach it to make the skin. the problem is is that the detaching and uvw mapping and the uvw wrapping. when i try to edit the uvw unwrapping it will not come together.

You should detach to same object and not for new one. In that way you will have a single mesh.
 akuma7802
01-12-2007, 5:35 PM
#5
i am sorry but what u mean. well i want to do is use a different skin on the ball and handle and keep the two other objects the same but different from the ball and handle. i just need to learn how to do that so i can make other models u know what i mean.
 T7nowhere
01-12-2007, 6:20 PM
#6
Select the object you want to skin and open the material editor ("m" button should open it). you can apply as many objects to the same material as you want, but you can only apply an object to one material. does that make sense.
 akuma7802
01-12-2007, 6:54 PM
#7
yeah i know how to do that but the detaching the skin on to a .tga so i can use it in the game. u have to have a .tga to put the skin on the model and thats what i am having trouble
 oldflash
01-13-2007, 2:48 AM
#8
I think you mean mapping, setting bitmap to model, right?! Well, there are some g-max tutorials (http://www.turbosquid.com/gmax) which you should see and for import/export/uvw-unwrap have a look in T7nowhere tutorial about building a lightsaber (http://www.starwarsknights.com/HL_Tutorials/saber_tut.rar). However, have a look on Skinning and Modeling (http://www.lucasforums.com/forumdisplay.php?f=595) section. There are alot of tips and informations.
 akuma7802
01-13-2007, 12:26 PM
#9
the thing is is i taking all the tutorials and i just do not understand the detaching part not the bitmap part is where i am having trouble with. this is only an example i want to be able to make this from my model.
http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/exec_axe.jpg) THIS IS ONLY AN EXAMPLE
 InyriForge
01-13-2007, 3:20 PM
#10
I use 3DS Max to create my skinmaps (like the one you posted above) however gmax has similar tools. It just does less of it for you. Normally what I do, is when I select "unwrap UVW" I use a mixture of the planar map option, shown in the image below, and tweaking by hand of the edges (so the textures won't stretch). You can see in the image a yellow box. This shows which plane you will be mapping to. Test it out and you should be able to see how it works.

http://img211.imageshack.us/img211/555/planarmaprl6.jpg)

The key, when making your UV map, is to make sure surfaces don't overlap (unless they will look the same - two sides of a blade, for instance, should probably overlap), and that your textures don't stretch. To ensure this, it's a good idea to find a checkered pattern to put on your model while you're creating the UV map. This way you can see if any of the checkers are distorted, and you can modify your UV map in that area to suit.
 akuma7802
01-15-2007, 11:27 PM
#11
the problem i am hacing is in editing where u take the frame of the object and move it to the slide well i can do that but the other parts of the models are not joining in the sam box. they are suppose to fit all the objects in one frame then u can skin them and make it look like the example i have in this forum.
 oldflash
01-16-2007, 2:19 AM
#12
One single question: did you run g-max tutorials?
 akuma7802
01-16-2007, 9:31 PM
#13
yes i have taken the tutorials. the problem i am having is this.
I load my model i did what the tutorials like it said and still having problems with it. the main problem i am having is when u r in uvw unwrapping and i hit edit all the parts of the model is supposed to be centered in the box and it is going to indivaul.
http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/Project1.jpg)
http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/Project2.jpg)
i want the sphere and the cylider in the same box and it is not letting me. maybe i am messing up when i edit the mesh or mapping it i am not sure.
 InyriForge
01-16-2007, 9:52 PM
#14
They will only all be in the "same box" if they are part of the same object. They don't need to be. The only thing you need to worry about is whether they are overlapping or not. And FYI, I would reduce the number of polies in your base shapes. You don't need that much detail. It will only slow down weaker machines, and you won't really see that much of a difference in-game if you reduce it.
 T7nowhere
01-17-2007, 1:00 AM
#15
You can still map them to the same material even though they are separate objects. Or you can attach each object to one, making it a single object which you can all have in the same UVW map window.

And just as Inyri said, you should really optimize those objects you have about 2000 more polys than you need. You can get the same effect with an 8-10 sided sphere and an 8 sided ngon(or cylinder). The game engine will render all face groups(polys that are touching) as smooth.
 HouseOfAmon
01-17-2007, 2:58 AM
#16
Edit, whoops, should have double checked before I posted that, I tested it and it didn't work, though I was certain thats how I did it.. ??

Anyways, I know there was a way to do what you are wanting, I did it to a model I was editing a while back, if I remember how I did it, I will post it...

Peace..
 oldflash
01-17-2007, 5:35 AM
#17
Combine all objects to a single one, map and uvw-unwrap then go back to mesh edit, select polys (or object) and detach to new object. uvw map should not by affected by detaching.
@akuma7802: You don't need to use multiple objects since you use a single texture.
 akuma7802
01-17-2007, 12:31 PM
#18
ok i figured out how to reduce the number of polies in the base. i think thats my problem is that it is overlapping. how can i provent that from happening? how can i put the wire frames where i can put a skin on them and make it into a .tga. this is what i have for right now
http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/Project3.jpg)
http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/Project4.jpg)
http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/Project5.jpg)
http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/Project6.jpg)
this is what i want it to look like the the game

http://i48.photobucket.com/albums/f240/Akuma7802/Starwars/Project7.jpg)
Page: 1 of 1