CoRnDogg Posted June 28, 2002 Share Posted June 28, 2002 Hey guys... Working on my very first model ever here and wanted to do something simple just to learn the ropes. Still having a bit of trouble mapping it. If anyone knows of some good mapping tuts, let me know so maybe afterward I can move on to bigger and better models. Anyway, tell me what you think... copy and paste guys! http://angelfire.lycos.com/comics/almightycorndogg/cornsaber.jpg Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted June 28, 2002 Share Posted June 28, 2002 not bad at all, altho u might want to add a few more faces to the cylinder parts (unless the chunky feel is part of it). whats the poly count? if ur using gmax, u might want to check out my tutorial at http://www.btinternet.com/~howe_alison/brothers/tutorial/gmax_jkii_tutorial.htm for uvmapping. good luck! Link to comment Share on other sites More sharing options...
CoRnDogg Posted June 28, 2002 Author Share Posted June 28, 2002 The polycount is at 528 right now... in gmax, I went to the "smooth" option and it turned chunky like that. Either way it doesnt seem to effect the polycount though... Will it matter much ingame? thanks for the link btw Lord -=[FBF]=-... I'll check that out! Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted June 28, 2002 Share Posted June 28, 2002 This saber right here has a 300-400 polycount, as long as you have a good skin it should look fine. Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted June 28, 2002 Share Posted June 28, 2002 it wont make that much difference, but it might look nicer if u increase the number of sides on the cylinders, giving a more rounded effect. ie, use 10 or 12 sides instead of 6.u have plenty of polys to play wiv, may as well use em, i've done a 1100 poly hilt and that runs fine, and a mate has done a 16000 poly model as practise and that also runs fine ingame. Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted June 28, 2002 Share Posted June 28, 2002 well, u have plenty of polys to play wiv, so u could always add a few sides to the cylinders, maybe 10 or 12 sides each instead of 6, to make it more rounded. however, i think it looks kindof kool all chunky, so u could always leave it how it is... [edit: oops, dual post!! i fort the forum hadnt posted the above post (browser probs) so rewrote it. doh!!!] Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted June 28, 2002 Share Posted June 28, 2002 But remember with the hilts you are limited to 1000 vertices, so keep that in mind when/if you do high poly models. Link to comment Share on other sites More sharing options...
CoRnDogg Posted June 28, 2002 Author Share Posted June 28, 2002 Sweet... thanks a lot guys! Lord -=[FBF]=- Im reading through your page right now... great stuff... I'll drop your link to other n00bs. It just might make some of us into awsome modelers! Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted June 28, 2002 Share Posted June 28, 2002 -Chrono_MOT- - i didnt know that. my mates model wasnt mapped when i tried it. that may explain how so many polys got ingame! CoRnDogg - always glad to help! Link to comment Share on other sites More sharing options...
CoRnDogg Posted June 28, 2002 Author Share Posted June 28, 2002 Lord -=[FBF]=-, question for you... I'm really diggin your tut, but I'm stuck on the part of unwelding the vertexes. Do you have to unweld each one and move them apart seprately to form each part? If so, how do you unweld each vertex from the particular vertex your after? Crazy! Maybe I'm just missing something... hrm Link to comment Share on other sites More sharing options...
iTeM Posted June 30, 2002 Share Posted June 30, 2002 OMG, this is gonna piss someone off =P Link to comment Share on other sites More sharing options...
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