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Kyle_KatarnJedi

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it's all in the name. Just make sure the triangle has one twice as long as the other (not the angle side aka. hypotnuse(sp?)). then I believe its name_tag or tag_name. I'm still new to this. You'd know exactly by reading the modelling doc in the SDK.

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...if you're completely new to this. BTW tags need to be on lightsabers to as the saber itself is a model.

 

UVW Unwrap won't work until you add a UVW map modifier first. Select the model then add a UVW Map, then do UVW unmap. That tutorial is a bit unclear not to mention off slightly. The flash tag needs to have to long end pointing in the direction the blade will come out of.

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You should look at some 3d studio max tutorials for some more basics. They're all followable in gmax because they're the same program minus professional production tools like renerers and such. Anyway, to add the modify there is a drop down selection box on the modify tab of those tools in the right column. Modify is the one you use all the time to change vertex, edge, face, and polygons. The drop down list is right there, you can't miss it.

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But since a saber is mostly cylinders, you'd add a UVW Map modifier of Cylinder type (there are different types in the options) and have it run lengthwise. Then when you add the UVW Unwrap it will be flat instead of round. What it does is cuts a slice all the way down the cylinder and uncoils it and lays it down flat on a table. You can do the same with an empty roll of toilet paper.

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Move all those pieces you've unwrapped into the square area you see there. The tools work just like the modelling tools so you can just select thos box-like vertexes then scale and move them around until they fit. This would be known as skin layout.

 

From there take a screenshot of the layout (as large as poosible for better quality. You can shrink it down later.) and then put some color on it in you favorite 2D paint program. Save it as a JPG

 

In the Materials editor make a material from the JPG you just painted and apply it to your model.

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