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MAJOR Modelling Help Needed


PR-0927

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O.K., I seriously need help!! I an extreme noob, and need some friendly help from the awesomely experienced modellers of Lucas Forums. First things first:

 

 

 

 

1. I am modelling a Coralskipper vehicle for Jedi Academy.

 

 

2. I have the basic shapes (I'm using GMAX) like a geo-sphere, a cylinder, a smaller sphere, and a cone.

 

 

3. I want to add textures. I mean, a Coralskipper isn't a sharp angled ship. It's a work of art that looks like an asteroid-ish thing. I want it to have bumps and all.

 

 

4. What the hell is a bone? Do I need it for vehicles?

 

 

5. Someone told me to weight it, what does that mean, and how do you do it?

 

 

6. When I am done with the model, I have to turn it into a vehicle.

I know that I need to add a bolt_muzzle (4 of them), a bolt_exhaust, and a bolt_driver. How do I do that?!?!

 

 

7. When this is all done, I need to turn it into a .glm model file right? How?

 

 

8. When this is done, how do I add the skin, I mean, does it give me a .jpg file to fill in?

 

 

9. Where the hell did the floor go when you model? I need the floor beneath the Coralskipper.

 

 

 

 

I would certainly appreciate help on all of these questions. I don't know a thing about modelling really, LOL!!

 

 

Thanx.

 

 

:fett:

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Hmmm...

You need lots of help, BTW I don't think you can use Gmax to make models usable in Jedi Knight.

 

 

Anyway, a bone is like a real bone, it's used for animating, to use a bone you create it, it's an object, then you apply the skin modifier to the objects, then you make sure that the influence of the bone on the objects includes all of the vertices(weighting). That's what bones are for.

 

For texturing, make a picture that's like 1024 x 1024 or like 512 x 512 and make a new material and apply that to the model, then apply a UVW modifier to the model, and it will work right.

 

Bolts are just a three vertice face that tells where things go. that's all.

 

To get it to a glm, you need an XSI exporter and Assimilate and carcass which come with the modeling tools. Which also have tutorials.

 

A skin is a text file that tells what parts of the model get which texture. but it is called model_default.skin

 

 

 

Now, without any knowledge of modeling or Gmax I know that you won't understand any of this, that is why you should probably look in the help file that comes with Gmax, and also, I don't think that there is a way to use Gmax to make Jedi Knight models. Look around for tutorials, there are many, but again, none for Gmax since I don't think it can be used.

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O.K., I think I need Tempest. After I get Tempest, and export it to a .md3, I have to export it again as a .glm, right? This is pretty hard and right now my Coralskipper is looking like a...bumble bee..........

 

So, can I export stuff as a .glm from MD3View or ModView? Or do I need Milkshape? I got Milkshape, but it crashes when I load it.

 

How am I not able to create models for Jedi Academy with GMAX? It looks like I can (with a lot of exporting...).

 

Also, I tried to get SOFTIMAGE XSI as Amidala suggested, but I'd rather not give my phone number and street address to them.

 

So, please I still need help with this.

 

BTW- What you said about making materials/textures for a model made no sense whatsoever to me.

 

:fett:

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Well, here's the thing about exporting, you have to get the right exporter, some XSI exporters won't work, and some will, but if you keep on converting the file then it probably won't work and you will get weird error messeges when you try to use Assimilate.

 

About Softimage XSI which is probably the program you should use, don't give them your real name and address and phone number, they don't really care about that stuff and they won't do anything to you if you give them false information.

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Originally posted by darthviper107

Well, here's the thing about exporting, you have to get the right exporter, some XSI exporters won't work, and some will, but if you keep on converting the file then it probably won't work and you will get weird error messeges when you try to use Assimilate.

 

About Softimage XSI which is probably the program you should use, don't give them your real name and address and phone number, they don't really care about that stuff and they won't do anything to you if you give them false information.

I wonder how many people in the world lives in street A in city B and the zipcode 12345 :p
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Actually, I didn't get SOFTIMAGE yet. And I can't. I need the "Customer ID." I don't got that. You have to buy something to get it, LOL!!

 

Anyway, how do you weight a model? Like, what if, when I try it, the Coralskipper is the size of a lightsaber or something?

 

Please help!!

 

Thanx.

 

:fett:

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yeah you have to give a real email because they will send the link to the file in your email. But they will say something like "Hi BOB Here is the link to download Softimage XSI!"

 

To weight a bone, make a bone like in the middle of the model, then apply the skin modifier to the whole mesh. Then add the bone in the list of bones in the Skin modifier, then click the Envelope(not sure if that's right) and then make sure it includes all of the vertexes.

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Actually, I put my e-mail address. It didn't tell me any "Customer ID" though. They just sent me an e-mail with a link to enable the membership, LOL!!

 

Darthviper107, I appreciate you trying to help me, but I seriously didn't understand more than half of what you said. I am now done with the model!! But, I need to make a skin for it. You told me how to last time...but, again I didn't understand. KOTORMRJAY told me to add a bone in it, so I did. It is just sorta sitting in it, looking invisible.

 

So, please help!!

 

Oh, tFighterPilot, I was gonna show you a screenshot, but when I took a snapshot of it, I have no clue where the picture is, LOL!!

 

:fett:

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Oh, O.K.!!

 

Now I just have to figure out the other stuff..........

 

I also added bolts. I was supposed to just make a three vertice shape (triangle...) and put it where I wanted the stuff, right? And I am supposed to name them: bolt_muzzle1, not bolt_muzzle 1, right? And do I need a number for the exhaust bolt? I'm only using one.

 

:fett:

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O.K., I took a screenshot of the Coralskipper model. This is in the program GMAX, in the gmax format. There is no skin yet (don't know how to make it, LOL!!).

 

This is my very first model, so please be kind. I sorta got the shape and all from various drawings, renderings of Coralskippers, and made it relate most to the story and the one that used to be in the Databank at http://www.starwars.com.

 

Here is the link:

 

http://www.geocities.com/majinrevan/coralskippermodelscreenshot.JPG

 

You may have to copy and paste into the address bar, as Geo Cities doesn't allow hotlinking..........

 

:fett:

 

 

Edit- It looks like the address is sorta, punctuated...

I guess you should try to click on it, then copy what is in the address bar and try going to it then!!

 

:fett:

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Actually, it sorta is a combination of different ideas on how it looks.

 

Is it truly good at all? I dunno. I spent three days on this, three hours a day. First, the model looked like a bumble bee. So, I scraped that and started over. Took me a while. Let's just say that I am not good with geometric shapes and trying to align them with un-geometrical lookin' stuff.

 

Hope somebody will answer my other questions!!

 

BTW- I was trying to export it as a .md3 from Tempest GMAX, but it said,"There is no UVW mapping coordinates," or something. What does that mean? I dunno how to do it at all!!

 

:fett:

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well, the bolts shouldn't show up since they just say where things are, not like they are meant to be seen in the model.

 

Unless of course it won't export the bolts, because it needs them, now I don't know anything about converting a model through .md3 just from XSI to glm, so I can' really help.

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