Bridge Commander Central
BC Forums => BC Modding => Topic started by: Bones on November 13, 2011, 11:07:10 AM
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The day has come :eek
Teh Bonez has built the very first model in his short life :eek :eek :eek
yes yes I know it's very basic, it's just an escape pod but I figured out I'd better start from basics :P
I'm currently reading Blaxxer's UVW mapping tutorial cuz I'm kinda stuck with mapping ( I knew exactly how to map/remap in milkshape but 3ds is far more complicated )
Why escape pod ? as a part of Starfleet R & D I'm involved in additional escape pods project, so here I am, building better escape pods :D
here's a pic of completed model
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Neat! Looks like a Defiant-class escape pod, if I'm not too much mistaken.
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Yep, it is Defiant's escape pod ;)
I have only one small problem with it right now :P
did as Blaxxer said in his tutorial but now I don't know what to do next ...
I got this funny map that doesn't look like it's ready for a texture ...
there's got to be another way to map this thing in Max :D
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good start :)
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Hey Baz, any idea how to do the mapping without those tiny little parts ??? most of those parts repeat themselves at least 6 times (especially thrusters), they could be easly textured with single texture ...
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Yep, it is Defiant's escape pod ;)
I have only one small problem with it right now :P
did as Blaxxer said in his tutorial but now I don't know what to do next ...
I got this funny map that doesn't look like it's ready for a texture ...
there's got to be another way to map this thing in Max :D
You can setup and organize how you want your model unfolded for texturing in the UVW Edit window. I'm not at my computer ATM, but you can search on YouTube for tutorials that can explain in better detail than what I can provide.
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First off Bones, make the mesh watertight, so you have more space on the map for what you really need it for, and before you even slap an UV Unwrap onto it, kick a reset X-Form modifier onto it (on the right panel Tools tab> Reset X-Form) so everything aligns correctly on map projection. ;) after that, use an automap only as the first step and then set everything up manually so the sizes of the pieces are consistent and uniform and that they use up as much of the map as possible.
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Thanks mate :) oh and by watertight you mean to unify it to single piece ? I tried to use groups and then attach button but that doesn't help much :P now I'm looking for better way to make combined mesh unless I want to do UVW for each part :funny
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Thanks mate :) oh and by watertight you mean to unify it to single piece ? I tried to use groups and then attach button but that doesn't help much :P now I'm looking for better way to make combined mesh unless I want to do UVW for each part :funny
Refer to my WIP blog on ST Excal forum on pointers to how to unify it. You can adapt the poly cut with vert snap approach to carving out the pods on the Cardie Freighter to suit your needs.
The thread in question: http://www.stexcalibur.com/forum/index.php/topic,5359.0.html
If you have any questions, feel free to bug me :P
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If you have any questions, feel free to bug me :P
or me, if you go onto my website, i made a UVW unwrap tutorial that you can download.
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Success ! Thank you guys : I think I have mapped it properly, judging by the UVW map it's all in place. Mesh is combined into one piece and managed to manually reallign mapping so it looks less confusing now :P
here are pics
ps. Cookie for Adonis and CyAn1d3 for quick help ;)
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Have you overlayed the comon parts to prevent you having to duplicate parts. This will allow more detail on a smaller texture.
For example are any of the side walls the same? if so over lay them in the UV (might need to do some mirroring on some).
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Yes, before I did that I had most of the map stuffed with repeating parts (most of them were coming from thrusters assemblies at the bottom of the pod)
Ok, that's it, it's done :D well at least texturing :P also it's in NIF right now but I'm affraid it's a little bit too big ....bigger than federation starbase :facepalm: don't worry I can fix that :P
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Yes, before I did that I had most of the map stuffed with repeating parts (most of them were coming from thrusters assemblies at the bottom of the pod)
Ok, that's it, it's done :D well at least texturing :P also it's in NIF right now but I'm affraid it's a little bit too big ....bigger than federation starbase :facepalm: don't worry I can fix that :P
glad to know i could help. i was afraid my tutorial was too thrown together too damn quick to make any bloody sence!
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Haha, very nice! I'm doing my first model as wel ;) How do you scale your model properly compared to the others?
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Haha, very nice! I'm doing my first model as wel ;) How do you scale your model properly compared to the others?
the way i usually do it is to import a ship of the general size you want to go for, apply an XForm modifier and scale it to around what you are looking for.
I.E.
My Arsenal was intended to be smaller than an Excal, but bigger than a Sovvy, import the 2 models, Apply XForm to the Arsenal model, and then scale using the "gizmo"
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or you can scale it by looking at the grid in 3ds max, set grid measure units to meters then notice as you zoom scale goes down from 100m per one grid unit to 10m and 1m, then scale model to desired size, it might not be the best way to achieve the exact size but it's fairly easy and quick ;)
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or you can scale it by looking at the grid in 3ds max, set grid measure units to meters then notice as you zoom scale goes down from 100m per one grid unit to 10m and 1m, then scale model to desired size, it might not be the best way to achieve the exact size but it's fairly easy and quick ;)
.... or that :P
to each is own
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Lookin Good, there Bones
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Cute pod, Bones :thumbsup: Have a cookie.
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Thanks mate ;) still I have much to learn, it's just an escape pod but I was tempted to model more details onto it instead of putting them on textures (hatches and windows in example )