BCC\BCMM Discord: https://discord.com/invite/AhN8a3KeP9
Looks good mate, what you unwrapping it with, not seen that grid pattern before?
need any help texturing?
Texturing's my favorite part, but I'll send you a copy of the Max file if you want to play around
Quote from: markyd on February 20, 2009, 01:12:23 PMLooks good mate, what you unwrapping it with, not seen that grid pattern before?It's a texture I picked up from Dominic Qwek over at Blizzard :-). </strutting>It's great because, like the checker map, you can see where distortions are, but unlike the checker map, you get a lot more information in the viewport without having to dig around the UV editor quite as much.Here's a copy :-)Quote from: WileyCoyote on February 20, 2009, 01:20:41 PMneed any help texturing? Texturing's my favorite part, but I'll send you a copy of the Max file if you want to play around :-).
Naw, instead of Texporter, i used something called PSDUnwrap. it exports UVs to a PSD file as vector paths, very handy.
I've done some searching, but so far come up empty
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.
Thanks.I quickly learned, while doing this, is that modeling isn't nearly as hard as I thought. its 20% technique and 80% digging in and just doing. I did things a bit backwards. I started with 3ds Max, which has all sorts of bells and whistles and that turned out to be a crutch. Had I learned with Milkshape before max I would've walked into max with an "OMG, this is so much easier!" because now I know what need to happen, and so I can get it done faster and easier.close up of the shuttlebay, with two shuttlecraft inside.
Yup yup yup, as soon as I start a model, canon usually goes out the window.