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BC Forums => BC Modding => Topic started by: Bones on November 13, 2011, 11:07:10 AM

Title: SFRD - New escape pod
Post by: Bones on November 13, 2011, 11:07:10 AM
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
Title: Re: SFRD - New escape pod
Post by: Shadowknight1 on November 13, 2011, 01:13:42 PM
Neat!  Looks like a Defiant-class escape pod, if I'm not too much mistaken.
Title: Re: SFRD - New escape pod
Post by: Bones on November 13, 2011, 01:48:29 PM
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
Title: Re: SFRD - New escape pod
Post by: baz1701 on November 13, 2011, 03:09:35 PM
good start  :)
Title: Re: SFRD - New escape pod
Post by: Bones on November 13, 2011, 03:29:24 PM
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 ...
Title: Re: SFRD - New escape pod
Post by: serverandenforcer on November 13, 2011, 03:49:31 PM
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.
Title: Re: SFRD - New escape pod
Post by: Adonis on November 13, 2011, 03:50:42 PM
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.
Title: Re: SFRD - New escape pod
Post by: Bones on November 13, 2011, 05:14:59 PM
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
Title: Re: SFRD - New escape pod
Post by: Adonis on November 13, 2011, 07:20:48 PM
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
Title: Re: SFRD - New escape pod
Post by: CyAn1d3 on November 14, 2011, 12:36:36 AM
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.
Title: Re: SFRD - New escape pod
Post by: Bones on November 14, 2011, 03:08:58 AM
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 ;)
Title: Re: SFRD - New escape pod
Post by: baz1701 on November 14, 2011, 03:58:53 AM
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).
Title: Re: SFRD - New escape pod
Post by: Bones on November 14, 2011, 04:59:50 AM
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
Title: Re: SFRD - New escape pod
Post by: CyAn1d3 on November 15, 2011, 03:22:49 AM
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!
Title: Re: SFRD - New escape pod
Post by: sovereign001 on November 15, 2011, 03:28:21 AM
Haha, very nice! I'm doing my first model as wel ;) How do you scale your model properly compared to the others?
Title: Re: SFRD - New escape pod
Post by: CyAn1d3 on November 15, 2011, 03:34:16 AM
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"
Title: Re: SFRD - New escape pod
Post by: Bones on November 15, 2011, 03:41:36 AM
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 ;)
Title: Re: SFRD - New escape pod
Post by: CyAn1d3 on November 15, 2011, 03:45:18 AM
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
Title: Re: SFRD - New escape pod
Post by: tiqhud on November 15, 2011, 09:10:35 AM
Lookin Good, there Bones
Title: Re: SFRD - New escape pod
Post by: Lurok91 on November 16, 2011, 10:01:24 AM
Cute pod, Bones  :thumbsup:  Have a cookie.
Title: Re: SFRD - New escape pod
Post by: Bones on November 16, 2011, 02:09:45 PM
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 )